Re: Suspended Monorail
Posted: 16 Aug 2018 13:23
A revised depot is in my plans, but not yet. The bugs come first.acs121 wrote:Maybe we should make a higher depot for the Suspended Monorail...
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A revised depot is in my plans, but not yet. The bugs come first.acs121 wrote:Maybe we should make a higher depot for the Suspended Monorail...
…it's not evening yet, right? ^_^U.N.Owen wrote:I hope to write required adapter (and explain details) before today evening.
Maybe.acs121 wrote:Maybe we should make a higher depot for the Suspended Monorail...
Eh? You asked this from me? But I have only little basic knowledge about this… I can only tell how I added it to this project. Here it's explained better, I think…wallyweb wrote:How do railtypes and NRT code for layering?
I will look at the contents of your zip later tonight. I will then comment sometime tomorrow.U.N.Owen wrote:...
Maybe would be better if you split RattRoads. Now it solves two completely orthogonal tasks.Andrew350 wrote:The thing is, since this method is simply copied straight from ARRS, the result is that those replacement sprites are "hardcoded" into the NewGRF, which why currently RattRoads is only compatible with OpenGFX, because those are the sprites I used.
If it real possible it will be great. With this we can make one universal adapter for all and forget about problem.Andrew350 wrote:With NRT however, it MAY be possible, although I haven't actually checked yet, to simply reference the TTD sprite numbers directly instead of having to hardcode a specific set of sprites into the NewGRF, which would eliminate any such compatibility problems.
In vanilla, not so much GRF that replace tramstracks. I would not be surprised if only susmon was dealing with this problem before NRT.Andrew350 wrote:And besides, the same issue already exists in vanilla OTTD with tram track sprites, and nobody besides me seemed to notice or even care
I just tried this with OpenGFX base set and eGRVTS (for trams) as the only GRF and then I tried grvts in TTDPatch, and saw the same problem. This is not a GRF issue.U.N.Owen wrote:All versions (original susmon1.1, your susmon2.0, my susmon-ratt) has it. Only your bridge hasn't.wallyweb wrote: If you see any issues with the file posted in the first post and provided that you have not altered it, then, by all means, post a screenshot and written description here and I will take a look at it.
Here:
mono-fail.pngLook like we need to move something from catenary_front to catenary_back.
Actually it is not a hack. It is a solution to a bug that has existed for many years and it is based on a working solution for bridges.U.N.Owen wrote:This hack probably works, but not looks as very good solution. Rails and pylons is complete different things, it would be better to keep them separately.wallyweb wrote:So, I moved the back pylons over to the track sprite.
See my notes below. This is a unique project. With NRT we do not have to accommodate other authors' work. Their own NRT will appear as overlays where necessary.For example, if we have this and decide to change track sprites, we cannot just get good sprites from another set but should to add pylons to them too. Situation get worse if they also use this solution and have they own pylons/pillar at the track sprites…
See my notes below.…And we will have this problem right now because I changing rails in NRT version.wallyweb wrote:Now if y'all will excuse me, I have a big bunch of sprites to redraw.
It will work because I did try it, but for only one sprite. There remains much work to do.This variant looks much better (if it will work). We should try, I guess.Eddi wrote:the "correct" solution here would be to have only one pillar per sprite.
Tram can pass under monorail. Therefore, I guess, it would be better if we provide two tramtypes: monorail itself and monorail+tram dual. For second type we need tracks. For the rest I will answer tomorrow, now I'm very sleepy.wallyweb wrote:For NRT, I suggest very strongly that there be no tracks included.
If a player wants tracks, they should use a tram type that does have tracks ... and proper tram catenary as well.
And that might be an actual bug with NRT, I was trying to get it right, but I might have skipped some cases.U.N.Owen wrote:
This sounds familiar. In trunk the road GUI will be greyed out until an RV is available. The same for trams. The GRF could be loaded but the GUI will remain greyed out until the first vehicle's available date.Wolf01 wrote:And that might be an actual bug with NRT, I was trying to get it right, but I might have skipped some cases.U.N.Owen wrote:
Also I don't think you can disable a tramtype with 2 compatibilities if one of the 2 vehicle isn't available...
In OpenTTD trunk there are no road/tram types. The tram tracks are made available for a player who wants to use trams at the same time as using the suspended monorail. This is done as a courtesy to the player.U.N.Owen wrote:Tram can pass under monorail. Therefore, I guess, it would be better if we provide two tramtypes: monorail itself and monorail+tram dual. For second type we need tracks.wallyweb wrote:For NRT, I suggest very strongly that there be no tracks included.
If a player wants tracks, they should use a tram type that does have tracks ... and proper tram catenary as well.
This is indeed the correct solution, however it introduces another problem.Eddi wrote:i think what's happening here is that the pillar sprite has two pillars at the beginning and end of tile, so each pillar actually gets drawn twice. once as second pillar of the first tile, and once as first pillar of the second tile.U.N.Owen wrote:Here is another example of this bug.
the "correct" solution here would be to have only one pillar per sprite, and then draw pillars more like rail catenary pillars.
Thanks for the report.SimYouLater wrote:Bug report. I just tried using this NewGRF with 20190603-master-g846fc8fe09. I can't get it to appear when any other tram tracks are available. I've tested with Docklands, Country Roads, RATT and U&RaTT, no matter what I do the suspended monorail won't appear separately from tramtypes.
It does work as long as no tramtypes are present, such as disabling the tram tracks in U&RaTT. It also works fine with JGR's Patch Pack.wallyweb wrote:Thanks for the report.SimYouLater wrote:Bug report. I just tried using this NewGRF with 20190603-master-g846fc8fe09. I can't get it to appear when any other tram tracks are available. I've tested with Docklands, Country Roads, RATT and U&RaTT, no matter what I do the suspended monorail won't appear separately from tramtypes.
It hasn't been coded as a tramtype yet.
As it currently stands it replaces the default tram tracks and catenary.
From your tests does it work if no NRT GRFs are present?
I'm waiting for the NewGRF Specifications and/or the NML specifications to be updated to include NRT in the wiki.
At this writing, JGR's patch pack doesn't support NRT yet, so try it there if only to get an idea as to what it does.
More thanks.SimYouLater wrote:It does work as long as no tramtypes are present, such as disabling the tram tracks in U&RaTT. It also works fine with JGR's Patch Pack.
Yeah, I've got one. Can you put tram tracks on the street below the suspended monorail? It's easier to deal with the infrastructure when you don't have to choose between trams and monorails. You'll want two widths of tram track, one for the default OpenGFX tracks (made by FooBar, used by Recycled Infrastructure Set and by Docklands) and one for the wider tracks used by Ufiby's Road and Tram Types.wallyweb wrote:More thanks.SimYouLater wrote:It does work as long as no tramtypes are present, such as disabling the tram tracks in U&RaTT. It also works fine with JGR's Patch Pack.
Please remain subscribed to this topic. Any developments will be posted here.
Meanwhile, from what you've seen so far, do you have any suggestions? Now might be a good time for me to consider them.
There is a parameter to turn the tram tracks on.SimYouLater wrote:Yeah, I've got one. Can you put tram tracks on the street below the suspended monorail? It's easier to deal with the infrastructure when you don't have to choose between trams and monorails. You'll want two widths of tram track, one for the default OpenGFX tracks (made by FooBar, used by Recycled Infrastructure Set and by Docklands) and one for the wider tracks used by Ufiby's Road and Tram Types.wallyweb wrote:from what you've seen so far, do you have any suggestions? Now might be a good time for me to consider them.
I included a screenshot, which shows the difference. You might need to use custom graphics for Ufiby's tracks, since they didn't put a proper license IIRC.
Yes. That's how I took the screenshot.wallyweb wrote:There is a parameter to turn the tram tracks on.SimYouLater wrote:Yeah, I've got one. Can you put tram tracks on the street below the suspended monorail? It's easier to deal with the infrastructure when you don't have to choose between trams and monorails. You'll want two widths of tram track, one for the default OpenGFX tracks (made by FooBar, used by Recycled Infrastructure Set and by Docklands) and one for the wider tracks used by Ufiby's Road and Tram Types.wallyweb wrote:from what you've seen so far, do you have any suggestions? Now might be a good time for me to consider them.
I included a screenshot, which shows the difference. You might need to use custom graphics for Ufiby's tracks, since they didn't put a proper license IIRC.
Unfortunately they are Zephyris' original ones.
I did not upgrade them in the hopes that NRT soon would be there.
You will see other issues as well. The monorail trains and the trams run on the same level.
Just curious ... The two tram tracks types in your image ... With NRT, can they exist simultaneously in the same game?