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Re: Wired

Posted: 25 Jan 2019 04:27
by SimYouLater
Can you please explain this section of code?

Code: Select all

#define IMAGEFILE1  "tele_gui.png"
#define IMAGEFILE2  "crossing1.png"

spriteset(tele_level_crossings_open)
{
  level_crossings_railway_template(2, 349, IMAGEFILE1)
  level_crossings_1_template(10, 133, IMAGEFILE2)
}
The nml compiler doesn't like it for some reason, so until I know what's wrong, I can't add WIRED to the Recycled Infrastructure Set.

Thanks in advance, I'll make sure to credit you!

EDIT:

I had to copy and paste a few image directories in the code because I couldn't get the #define to work.

Now the issue is one that makes no sense...

Code: Select all

default:	    	[b]gui_phone_graphic_switch[/b];
This appears nowhere else in the source you provided, and it's bringing up an error because it can't find the identifier. Help, please?

Re: Wired

Posted: 10 Feb 2019 18:41
by McZapkie
Sorry, I lost my laptop with original sources :(
But you can browse https://dev.openttdcoop.org/projects/wired/repository and find appropriate older version.

Re: Wired

Posted: 11 Feb 2019 03:04
by SimYouLater
McZapkie wrote:Sorry, I lost my laptop with original sources :(
But you can browse https://dev.openttdcoop.org/projects/wired/repository and find appropriate older version.
Never mind, I've already dissected the source from the page you linked and am having issues you apparently don't remember how you solved.

Re: Wired

Posted: 01 Aug 2020 17:59
by pies_1
Hi McZapkie,
Have you considered rewriting this newgrf as a roadtype, instead of a railtype, as it now possible as of 1.10? This would allow the opposite facing carriers to pass each other without the need for branching and signaling. I think it would greatly improve the playability, especially in the case of complex interconnecting networks.

Re: Wired

Posted: 24 Sep 2020 20:10
by McZapkie
Good idea, it would resolve problems with crossings. On the other way, this newgrf was designed also to have some 'logic train' functionalities, in such case railroad types are needed.
Also it is not possible to make wires parallel to diagonal railroad.
Road types may work only for pure mail transport. Or electric power transport.

Re: Wired

Posted: 29 Sep 2020 21:15
by Gadg8eer
pies_1 wrote: 01 Aug 2020 17:59 Hi McZapkie,
Have you considered rewriting this newgrf as a roadtype, instead of a railtype, as it now possible as of 1.10? This would allow the opposite facing carriers to pass each other without the need for branching and signaling. I think it would greatly improve the playability, especially in the case of complex interconnecting networks.
McZapkie wrote: 24 Sep 2020 20:10 Good idea, it would resolve problems with crossings. On the other way, this newgrf was designed also to have some 'logic train' functionalities, in such case railroad types are needed.
Also it is not possible to make wires parallel to diagonal railroad.
Road types may work only for pure mail transport. Or electric power transport.
Search for "Utility Roadtypes Set" on the in-game content downloader. :)