Yes, they might do it, I already have a patch but we are discussing about it's mergingAuge wrote:Hello
I have a question about the features too. Can road types define that houses can't be built beside these roads?
Tschö, Auge
NotRoadTypes
Moderator: OpenTTD Developers
Re: NotRoadTypes
Re: NotRoadTypes
Hello
Tschö, Auge
Thank you for your answer. I read it meanwhile next door.Wolf01 wrote:Yes, they might do it, I already have a patch but we are discussing about it's mergingAuge wrote:I have a question about the features too. Can road types define that houses can't be built beside these roads?
Tschö, Auge
Re: NotRoadTypes
For us NFO dinosaurs, how about the feature number and a NFO translation of what you put into your NML fork.andythenorth wrote:This isn't done-done-done, but a lot of it is there.
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Re: NotRoadTypes
Surewallyweb wrote:For us NFO dinosaurs, how about the feature number and a NFO translation of what you put into your NML fork.
roadtypes are feature 0x12, tramtypes are 0x13
There's no magic to this component of nml, it's just a mapping of keywords to the nfo properties, so here's a paste
Code: Select all
properties[0x12] = {
'label' : {'size': 4, 'num': 0x08, 'string_literal': 4},
'toolbar_caption' : {'size': 2, 'num': 0x09, 'string': 0xDC},
'menu_text' : {'size': 2, 'num': 0x0A, 'string': 0xDC},
'build_window_caption' : {'size': 2, 'num': 0x0B, 'string': 0xDC},
'autoreplace_text' : {'size': 2, 'num': 0x0C, 'string': 0xDC},
'new_engine_text' : {'size': 2, 'num': 0x0D, 'string': 0xDC},
'powered_roadtype_list' : {'custom_function': lambda x: roadtype_list(x, 0x0F)},
'roadtype_flags' : {'size': 1, 'num': 0x10},
'construction_cost' : {'size': 2, 'num': 0x13},
'speed_limit' : {'size': 2, 'num': 0x14, 'unit_type': 'speed', 'unit_conversion': (5000, 1397)},
'map_colour' : {'size': 1, 'num': 0x16},
'introduction_date' : {'size': 4, 'num': 0x17},
'requires_roadtype_list' : {'custom_function': lambda x: roadtype_list(x, 0x18)},
'introduces_roadtype_list' : {'custom_function': lambda x: roadtype_list(x, 0x19)},
'sort_order' : {'size': 1, 'num': 0x1A},
'name' : {'size': 2, 'num': 0x1B, 'string': 0xDC},
'maintenance_cost' : {'size': 2, 'num': 0x1C},
The paste is for roadtypes; tramtypes props simply use an identical nfo schema (in nml, 'tramtype' is substituted for 'roadtype' in the keywords but that's irrelevant to the nfo).
Also needed are the road type and tram type translation tables; these again are identical to the rail type translation table, as global vars 0x16 and 0x17 respectively (where the rail type table is 0x12) https://newgrf-specs.tt-wiki.net/wiki/A ... e_.2812.29
The only new prop for vehicles is 0x05 - track type, which works like the equivalent train property where a type translation table is present. The value should be a roadtype label or a tramtype label. https://newgrf-specs.tt-wiki.net/wiki/A ... e_.2805.29
Flagging a vehicle as a tram is unchanged: set the appropriate flag in prop 1C https://newgrf-specs.tt-wiki.net/wiki/A ... s_.281C.29
I ran 'grfcodec -d' and then 'grfcodec -e' on the Road Hog test grf, and it appears to work (grf loads in game fine and all types are there). Renum however does not work at this point, so you have to get all your byes correct
I think that's everything for the nfo props, but a list of realsprites is also needed for the various features (surfaces, catenary, depots etc). One step at a time eh?
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: NotRoadTypes
Wonderfull. Thank you.andythenorth wrote:Surewallyweb wrote:For us NFO dinosaurs, how about the feature number and a NFO translation of what you put into your NML fork.
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Re: NotRoadTypes
Thank you for completing 'mission impossible'
May I have a suggestion/request? To have possibility (in config maybe) to define road type placed by town itself, and roadtype placed by town during road reconstruction.
Twenty years ago I was thinking, that road reconstruction really improve roads and use it for my own towns. Quickly realised that I was wrong.
Maybe it is a time for use this action not only for griefing?
May I have a suggestion/request? To have possibility (in config maybe) to define road type placed by town itself, and roadtype placed by town during road reconstruction.
Twenty years ago I was thinking, that road reconstruction really improve roads and use it for my own towns. Quickly realised that I was wrong.
Maybe it is a time for use this action not only for griefing?
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Another favorite games: freeciv longturn, OHOL/2HOL.
Re: NotRoadTypes
I added a page to the other wiki, describing the current NewGRF specification for NotRoadTypes, including NFO and NML syntax:
https://wiki.openttd.org/Frosch/NotRoadTypes
At the bottom it also contains a list of potential extensions, which I read in IRC and on forums.
Please check whether something is missing
https://wiki.openttd.org/Frosch/NotRoadTypes
At the bottom it also contains a list of potential extensions, which I read in IRC and on forums.
Please check whether something is missing
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Re: NotRoadTypes
Thank you, Frosch!frosch wrote:I added a page to the other wiki, describing the current NewGRF specification for NotRoadTypes, including NFO and NML syntax:
https://wiki.openttd.org/Frosch/NotRoadTypes
At the bottom it also contains a list of potential extensions, which I read in IRC and on forums.
Please check whether something is missing
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Re: NotRoadTypes
I'm adding my thanks as well.frosch wrote: ...
At a quick glance it looks promissing. i'll be studyng it in detail tonight.
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Re: NotRoadTypes
I don't have much productive to add, but I would like to congratulate you folks on your work. We're not worthy?
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Re: NotRoadTypes
I also would like to add my thanks and tell you how excited I am about this project. I've been stalking you guys on the IRC Logs for a few months now after I accidentally stumbled in there one day and caught wind of NRT. I've been eagerly waiting to see it come to life.
Proper (Not)RoadTypes have been on my wishlist for a very long time, and now that it seems to be actually happening and I'm getting close to having more free time, I'm starting to get the itch to make something for it. I'd like to have a whack at making a NewGRF, possibly converting ARRS or branching it to something new, but without some kind of NML to start playing with, it's kinda hard to get going.
So my question is: Has anyone built the NML fork for Windows yet?
And thanks again, you guys rock
Proper (Not)RoadTypes have been on my wishlist for a very long time, and now that it seems to be actually happening and I'm getting close to having more free time, I'm starting to get the itch to make something for it. I'd like to have a whack at making a NewGRF, possibly converting ARRS or branching it to something new, but without some kind of NML to start playing with, it's kinda hard to get going.
So my question is: Has anyone built the NML fork for Windows yet?
And thanks again, you guys rock
Re: NotRoadTypes
Oh right... I didn't consider that windows needs binaries to run NML.
Anyway, try these:
http://devs.openttd.org/~frosch/nml-nrt ... -win32.zip
I hope the .zip contains everything needed.
Anyway, try these:
http://devs.openttd.org/~frosch/nml-nrt ... -win32.zip
I hope the .zip contains everything needed.
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Re: NotRoadTypes
I really llike this, I was expecting for it a long time ago so... I wonder if there were any possibillity of adding multi-lane behavior to RVs.
I mean... in highways an RV takes the 2nd lane and stays on it till highway finishes.
I mean... in highways an RV takes the 2nd lane and stays on it till highway finishes.
Re: NotRoadTypes
How are things going with the project - NotRoadTypes? Before the new year, users and developers were actively discussing the question of how to implement more types of different roads, including tram tracks. Now everything calmed down. At what stage of development is this project? I think you need to add those types of roads, which were presented in a special version of - OpenTTD. I very much hope that you will be able to introduce more types of roads in the game .
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Re: NotRoadTypes
Hello
Tschö, Auge
At the moment (2017-02-16 21:39 CET) requesting any resource (binary, changelog) from the linked page will be responded with HTTP-status 404.andythenorth wrote: OpenTTD builds and forked repo
https://www.openttd.org/en/download-ratt
Code: Select all
Error response
Error code 404.
Message: File Not Found.
Error code explanation: 404 = Nothing matches the given URI.
Re: NotRoadTypes
Turns out that after more than a year uptime, the balancer no longer picked up some new files Balancer is restarting as we speak, and that should restore functionality
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Re: NotRoadTypes
Awesome feature!
I have a question: so far, all road/tram/types share the same graphics for drive-in/through stops. Would it be possible to have different graphics? Or is this maybe a completely different matter, that should be addressed by another patch?
I have a question: so far, all road/tram/types share the same graphics for drive-in/through stops. Would it be possible to have different graphics? Or is this maybe a completely different matter, that should be addressed by another patch?
Re: NotRoadTypes
Roadtypes can provide specific underlays for drive-in-stops. Take a look at Docklands for examples.
About the "buildings" on roadstops: I don't consider roadtypes the correct place to define alternative roadstop graphics.
For drive-through-stops there is always the issue of having both road and tram on the same tile, but also for drive-in-stops I would rather make a comparison to railstations: Railstations are defined independent from railtypes, you can build different railstations for the same railtype.
I am unsure how realistic this is: But in the long run it would make sense to separate non-track station tiles from the station tracks. Many of these "mineral pile" or "building" tiles make equally sense for road and rail stations, docks and airports. Similar I would like to treat the track parts of rail and road stations the same. Larger multi-line busstops have similar roofs like railstations, and there are also railstations which rather look like a bus stop.
Though docks and airports are completely in the air
About the "buildings" on roadstops: I don't consider roadtypes the correct place to define alternative roadstop graphics.
For drive-through-stops there is always the issue of having both road and tram on the same tile, but also for drive-in-stops I would rather make a comparison to railstations: Railstations are defined independent from railtypes, you can build different railstations for the same railtype.
I am unsure how realistic this is: But in the long run it would make sense to separate non-track station tiles from the station tracks. Many of these "mineral pile" or "building" tiles make equally sense for road and rail stations, docks and airports. Similar I would like to treat the track parts of rail and road stations the same. Larger multi-line busstops have similar roofs like railstations, and there are also railstations which rather look like a bus stop.
Though docks and airports are completely in the air
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- andythenorth
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Re: NotRoadTypes
If it helps, the github page shows commits for the NRT branch https://github.com/andythenorth/NotRoad ... tram-typesSTD wrote:How are things going with the project - NotRoadTypes?
That branch is then built once a day as https://www.openttd.org/en/download-ratt - changes can be tested in that build of OpenTTD.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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Re: NotRoadTypes
Makes perfect sense, thank you for the explanation!frosch wrote:About the "buildings" on roadstops: I don't consider roadtypes the correct place to define alternative roadstop graphics.
For drive-through-stops there is always the issue of having both road and tram on the same tile, but also for drive-in-stops I would rather make a comparison to railstations: Railstations are defined independent from railtypes, you can build different railstations for the same railtype.
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