"Pimp My Sprites" - eGRVTS - New testing version [June 2012]

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Organisation of eGRVTS2: Multiple GRFs or one big one?

All vehicles (trucks, buses & trams) in one big GRF
20
16%
All vehicles in one GRF and individual types can be disabled via parameter
94
76%
Trucks, buses & trams in three separate GRFs
9
7%
Some other organisation
1
1%
 
Total votes: 124

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Zephyris
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Re: "Pimp My Sprites" - eGRVTS

Post by Zephyris »

Fair enough!

I will leave the choice of language up to whoever is actually doing the coding of the busses/trams though :)
Terkhen
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Re: "Pimp My Sprites" - eGRVTS

Post by Terkhen »

OpenGFX+ Road Vehicles might also have some interesting bits of code for anyone interested in coding eGRVTS in nml :)
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Zephyris
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Re: "Pimp My Sprites" - eGRVTS

Post by Zephyris »

Hi all!

Thanks to LaDoncella and colossal404 here is a new, fully coded and full featured, new eGRVTS testing version. Please download it and let me know what you think.

This is a full recode of eGRVTS in NML with all the buses, trucks and horse drawn vehicles you know and love. New features are:
* Many improved graphics
* Graphics for more cargo types
* Support for realistic acceleration
* Parameters to control availability of different classes of vehicles
* More smoke effects (parameter configurable)

Please test it out and give feedback on usability, bugs, etc. Contributions to improve graphics are also still welcome :)
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eGRSTS2-nml.zip
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TTFTCUTS
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by TTFTCUTS »

I'm finding that the double articulated trucks aren't reporting their actual capacities correctly in the vehicle list - an example is the Link Double Articulated Tanker Truck, which reports 136,000 litres in the vehicle menu but only really carries 86,000. The same thing happens with the other double length articulated trucks.

I noticed this when testing my AI - it judges how many vehicles it needs from that number and was not producing enough at oil wells, so I checked the list.
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capacity_mismatch_egrvts2.png
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LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by LaDoncella »

TTFTCUTS wrote:...
Thanks. The code has been fixed.
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Zephyris
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by Zephyris »

As eGRVTS2 is nml coded it will support translations!

See attached for the english .lng file, please help out with other languages if you can!

We currently have full translations for:
English
Spanish
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english.lng
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Terkhen
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by Terkhen »

It seems that you won't need my help with translations then :)

Does it support auto-refit? Is the source available anywhere?
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colossal404
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by colossal404 »

Hungarian lang file, but I don't know the hungarian lang ID, so please correct it :wink:
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LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by LaDoncella »

colossal404 wrote:Hungarian lang file, but I don't know the hungarian lang ID, so please correct it :wink:
The ID is 24. I have already added it on my side.

You can check the language IDs on this page
Alberth
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by Alberth »

Newer NMLs also understand "hu_HU" :)

While you are at it, you may also want to consider the following changes in english.lng:

Code: Select all

STR_GRF_DESCRIPTION
Tram -> Trams

STR_PARAM_GENERAL_DESC
avaiable -> available
] -> )

STR_PARAM_RECOLOUR_DESC
funcion -> function
posible -> possible

# Auxiliar -> # Auxiliary
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by arikover »

Very good work, and very useful ingame!

I can't manage to find the trams, though. I checked at the parameter. Are they work in progress? In that case, good luck, and keep going! Thank you for that new version of this excellent set!
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Bob_Mackenzie
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by Bob_Mackenzie »

From the .lng
By default tankers will use random graphics variants. If this parameter is enabled tankers graphics will use graphics depending their cargo instead.
may I suggest changing to...

By default tankers with use random graphical variants. If this parameter is enabled tanker graphics will vary according to the cargo carried instead
This parameter allows to choose which vehicles are avaiable (All, Only Cargo, Only passenger]
may I suggest changing to...

This parameter allows players to choose which vehicles are available in game (All, Only Cargo, Only passenger)

In any case note misspelling of available and the different bracket types at either end of the parenthesis

Cheers

Bob
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LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by LaDoncella »

arikover wrote:I can't manage to find the trams, though. I checked at the parameter. Are they work in progress? In that case, good luck, and keep going! Thank you for that new version of this excellent set!
They are not in yet.
Terkhen wrote:Does it support auto-refit?
Not yet.
Last edited by LaDoncella on 30 Jun 2012 20:16, edited 1 time in total.
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LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by LaDoncella »

Alberth wrote:While you are at it, you may also want to consider the following changes in english.lng:
Bob_Mackenzie wrote:From the .lng
Fixed, thank you.
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Zephyris
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by Zephyris »

LaDoncella wrote:
Terkhen wrote:Does it support auto-refit?
Not yet.
Refit cost should already be zero, so this should just require bit 4 of the miscellaneous flags being set... However that is done with this new-fangled nml code!
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by Michi_cc »

andythenorth wrote:Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT' :)
No need for a callback if you are happy with zero cost, just add ROADVEH_FLAG_AUTOREFIT to the misc flags ("misc_flags: bitmask(ROADVEH_FLAG_AUTOREFIT)")

The callback is needed if you want to allow only some refits, e.g. only between "dirty" cargoes, but not from dirty to clean.

-- Michael Lutz
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LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by LaDoncella »

Michi_cc wrote:
andythenorth wrote:Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT' :)
No need for a callback if you are happy with zero cost, just add ROADVEH_FLAG_AUTOREFIT to the misc flags ("misc_flags: bitmask(ROADVEH_FLAG_AUTOREFIT)")
That's what I did.

As a side note I have seen in OpenGFX+ Trains/Road that the refit_cost callback also returns the refit cost, which the game seems to ignore. And makes auto-refit completely free.
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2

Post by Terkhen »

In OpenGFX+ Road Vehicles, autorefit is free only in some cases. You can see how it is meant to work in the section 2.2 of the readme. Does it behave differently ingame?
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