But that lines is in a TTDPatch block, isn't it?Eddi wrote:this is probably the line you should change. it should not be earlier than any other building in TTRS (probably 1930)Code: Select all
sprites/nfo/banks.pnfo:328: 21 \w1870 \w1870 // long year introduction
Zimmlocks creations develoment thread
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Re: Zimmlocks latest creation
Re: Zimmlocks latest creation
No, that line is skipped in TTDP. But yes, it's the long format availability years for the house-bank that are causing problems, because no other buildings have those properties set. What's odd is that only one of the eight banks seems to have been coded as a house. Wouldn't it be better to just leave the banks out if FIRS is active?Hyronymus wrote:But that lines is in a TTDPatch block, isn't it?
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Re: Zimmlocks latest creation
I think so but I'm having a hard time finding the code as it's on the repository - when I decompile the grf I have I can't find it.PaulC wrote:No, that line is skipped in TTDP. But yes, it's the long format availability years for the house-bank that are causing problems, because no other buildings have those properties set. What's odd is that only one of the eight banks seems to have been coded as a house. Wouldn't it be better to just leave the banks out if FIRS is active?Hyronymus wrote:But that lines is in a TTDPatch block, isn't it?
Re: Zimmlocks latest creation
It probably looks totally different in a decompiled grf. If you want to change it, it's easier to work from the source.
If you want, you can tell me what you want changed and I can build you a custom grf next time I work on the Dutch trainset again. Please send me a PM about it, so that I don't forget
If you want, you can tell me what you want changed and I can build you a custom grf next time I work on the Dutch trainset again. Please send me a PM about it, so that I don't forget
Re: Zimmlocks latest creation
That explains my unfortunate hunt . Will drop you a PM.FooBar wrote:It probably looks totally different in a decompiled grf. If you want to change it, it's easier to work from the source.
If you want, you can tell me what you want changed and I can build you a custom grf next time I work on the Dutch trainset again. Please send me a PM about it, so that I don't forget
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Re: Zimmlocks latest creation
What strikes me odd is: Hyronymus' savegame shows the year 1839 while the TTRS code defines tha availability as 1870 onward for that bank...FooBar wrote:It probably looks totally different in a decompiled grf. If you want to change it, it's easier to work from the source.
If you want, you can tell me what you want changed and I can build you a custom grf next time I work on the Dutch trainset again. Please send me a PM about it, so that I don't forget
Code: Select all
// skip the next sprite for TTDPatch as it doesn't know long intro dates
-1 * 0 09 9D \b4 \7= \d0 \b1
-1 * 0 00 07
\b2 // change 2 properties
02 C2 // change two IDs, starting at C2
21 \w1870 \w1870 // long year introduction
22 \w9999 \w9999 // long year max appearance
Code: Select all
3 * 65 00 07
\b14 // change 13 properties
02 C2 // change two IDs, starting at C2
08 57 58 // substitute type
09 04 00 // 2x1 building
0B 10 00 // population
0C 10 10 // mail gen
0D 01 01 // pax accept
0E 03 03 // mail accept
0F 03 03 // goods accept
10 \w200 \w200 // LA impact. high
11 \b10 \b10 // removal
12 20 DC 20 DC // Building name
13 \wxF81F \wx0 // availability mask
18 PROBABILITY // probability. low
1F \b20 \b20 // building lifetime
0A 0A f0 0A f0 // availability years 1920 till ever
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Re: Zimmlocks latest creation
That would seem to be normal behaviour. From the wiki:
The availability of all active houses with the lowest availability year is set to start from year 0, so that always at least one house is available irrespective of starting year.
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Re: Zimmlocks latest creation
I think the solution is to find the earliest starting year of the other houses and use that for the bank as well. Don't know when I have time to look into it though, that will probably be a few days.planetmaker wrote:Foobar: If you see a fix: please don't hesitate to commit it. Nothing will stop us to publish then a fixed version.
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Re: Zimmlocks latest creation
Oh, indeed, I didn't recall that piece of information. Then it's the expected behaviour and we just need to figure out what is the introduction date of the earliest house(s).PaulC wrote:That would seem to be normal behaviour. From the wiki:
The availability of all active houses with the lowest availability year is set to start from year 0, so that always at least one house is available irrespective of starting year.
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Re: Zimmlocks latest creation
And, have you found it .FooBar wrote:I think the solution is to find the earliest starting year of the other houses and use that for the bank as well. Don't know when I have time to look into it though, that will probably be a few days.planetmaker wrote:Foobar: If you see a fix: please don't hesitate to commit it. Nothing will stop us to publish then a fixed version.
Re: Zimmlocks latest creation
Thank you very much .FooBar wrote:Looking into it now
Re: Zimmlocks latest creation
It should now be fixed. I've attached a nightly below. If there are no problems with this, we can make it a new official release.
Due to the change there will be no banks (as house) before 1930, just like the other TTRS buildings. So if you start a game before 1930, you'll get the default TTD houses. TTRS houses (and house-banks) will be built from 1930. The behaviour of banks as industry is not changed.
Ideally this grf should get a complete recode to support TTRS houses in OpenTTD before 1930, but that's an awful lot of work that I don't particularly fancy.
Due to the change there will be no banks (as house) before 1930, just like the other TTRS buildings. So if you start a game before 1930, you'll get the default TTD houses. TTRS houses (and house-banks) will be built from 1930. The behaviour of banks as industry is not changed.
Ideally this grf should get a complete recode to support TTRS houses in OpenTTD before 1930, but that's an awful lot of work that I don't particularly fancy.
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Re: Zimmlocks latest creation
It seems you fixed it .
Re: Zimmlocks latest creation
while this thread is active: can some mod put "TTRS development thread" in the thread title in some way? it's somewhat undescriptive currently
TTRS Petrol Station Orientation
If somebody gets a chance, would you mind either recoding or redrawing (or both?) the petrol station so that the pavement always orients towards the road? This just looks wrong:
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Re: TTRS Petrol Station Orientation
It's a new California conservation/environmental thing where all retail gas pumps must be inaccessible to vehicles. (Eat your heart out Jerry Brown ... I thought of it first.)kamnet wrote:If somebody gets a chance, would you mind either recoding or redrawing (or both?) the petrol station so that the pavement always orients towards the road? This just looks wrong:
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Re: Zimmlocks creations develoment thread
Petrol station can't access at the grass, exit to house, make the collide, that's so funny.
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Re: Zimmlocks latest creation
I'm not sure where to put this post, but I hope that it perceives the one to whom it is directed.planetmaker wrote:Total Town Replacement Set v3.13
Today I uploaded v3.13 to BaNaNaS. It has no gameplay change but a slightly re-worked readme file so that it can be viewed much more conveniently by means of the readme viewer as now found in trunk releases of OpenTTD. Enjoy!
I would like to point out that in a multiplayer game does not change graphics "old time" to "modern age" (I think around 1970). I mean the change of road surface, the appearance of bridges, road depot as well as bus stops and lorry stations, etc... In one game player (no multiplayer), this mechanism works fine.
I enclose a picture from multiplayer game.
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Re: Zimmlocks latest creation
Yes, that's known. It's a limitation in OpenTTD. Multiplayer games would desync, if such change was allowed.De Funes wrote: I would like to point out that in a multiplayer game does not change graphics "old time" to "modern age" (I think around 1970). I mean the change of road surface, the appearance of bridges, road depot as well as bus stops and lorry stations, etc... In one game player (no multiplayer), this mechanism works fine.
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