Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Mon Mar 25, 2019 5:04 am

All times are UTC




Post new topic  Reply to topic  [ 500 posts ]  Go to page Previous 121 22 23 24 25
Author Message
 Post subject: Re: NotRoadTypes
PostPosted: Sun Jan 06, 2019 5:28 pm 
Offline
Engineer
Engineer

Joined: Sat Nov 18, 2017 1:58 pm
Posts: 17
Hey! want to test your road-hog.tar But the problem with my travel kit is U&RaTT. You can remove the roads to connect the road sets. Want to test ROAD-HOG + U&RaTT :)


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Sun Jan 06, 2019 6:15 pm 
Offline
Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 7301
SimYouLater wrote:
Is this still being worked on? It was so promising, and JGRPP is now only missing this one feature to make it perfect for my 500 year marathon run server!

from what i can tell, development has stalled for a bit over the last year, and current consensus is to concentrate on other things until the release of 1.9, then pick this up again.

_________________
You might not exactly be interested in Ferion, but if you are, have fun :)


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Sun Jan 06, 2019 6:17 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Wed Jan 08, 2003 11:09 pm
Posts: 426
Location: Denmark
SimYouLater wrote:
Is this still being worked on? It was so promising, and JGRPP is now only missing this one feature to make it perfect for my 500 year marathon run server!

Yes, the pull request was refreshed just a few days ago, updated to compile on the current development version again. However there are some bugs that haven't been ironed out and will probably require quite a bit more work. (An automated test crashed trying to access a tile index outside the map, for example.)


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Mon Jan 07, 2019 5:24 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Thu Jul 02, 2015 8:05 am
Posts: 173
Location: Czech Republic
Nice to see that project is still alive. I have a question about trolleybuses.. is possible to make its own trolleys? If I tested it I got trams trolley graphics (one trolleey line instead two lines)

_________________
Image


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Mon Jan 07, 2019 4:51 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 122
stefino_cz wrote:
Nice to see that project is still alive. I have a question about trolleybuses.. is possible to make its own trolleys? If I tested it I got trams trolley graphics (one trolleey line instead two lines)

You can draw and code your own trolley graphics for trolley buses :wink:
(if you don't define any trolley graphics, it falls back to the standard graphics, which are obviously tram trolley graphics)
However, you can't draw trolley graphics twice on one tile (yet?), so either bus or tram trolleys may be drawn on one tile, not both.

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set
[ Kruemelchen's Cookie Jar }


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Tue Jan 08, 2019 5:35 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Thu Jul 02, 2015 8:05 am
Posts: 173
Location: Czech Republic
Kruemelchen wrote:
You can draw and code your own trolley graphics for trolley buses :wink:
(if you don't define any trolley graphics, it falls back to the standard graphics, which are obviously tram trolley graphics)
However, you can't draw trolley graphics twice on one tile (yet?), so either bus or tram trolleys may be drawn on one tile, not both.

Okay. I thought it is tram trolley. I will try it. Can I choose what type of trolley will be used in case of tram an trolleybus on one road?

_________________
Image


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Tue Jan 08, 2019 2:58 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 122
stefino_cz wrote:
Okay. I thought it is tram trolley. I will try it. Can I choose what type of trolley will be used in case of tram an trolleybus on one road?

As far as I am aware of, trolleybus catenary has a higher priority. However, I am not aware of a solution how to detect whether a tram is placed upon a road or not, so there is no way to adapt the graphics (yet?)

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set
[ Kruemelchen's Cookie Jar }


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Thu Feb 07, 2019 10:57 pm 
Offline
Moderator
Moderator
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 6496
Location: Eastern KY
andythenorth wrote:
OpenTTD builds and forked repo
https://www.openttd.org/en/download-ratt


This page is no longer found. Was this meant to be taken down, or an accident after the recent upgrades to the website and compile farm?

_________________
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Fri Feb 08, 2019 5:19 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Thu Jul 02, 2015 8:05 am
Posts: 173
Location: Czech Republic
Still hope that roadtypes and trolleybuses will be add again into the game :? Roads are visible a lot and more types will make scenery more realistic ( like simple concrete road goes throw the factory - not road what looks like highway. )

_________________
Image


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Fri Feb 08, 2019 7:49 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4812
Location: Lost in Music
kamnet wrote:
This page is no longer found. Was this meant to be taken down, or an accident after the recent upgrades to the website and compile farm?

It's a side effect of the move to the new compile farm. The NRT fork is not currently built by the farm.

I don't know if the old binaries are still there on the mirrors, it's plausible that they are and we might be able to find the links to them, but I don't know if that will get done.

Meanwhile, keep an eye on https://github.com/OpenTTD/OpenTTD/pull/6811

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (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, released)


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Fri Feb 08, 2019 1:54 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1588
Major detail left is how to create a sensible AI interface, and make it backwards compatible, and also to enhance towns a bit.

_________________
He's like, some kind of OpenTTD developer.


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Fri Feb 08, 2019 3:31 pm 
Offline
Moderator
Moderator
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 6496
Location: Eastern KY
How much play testing needs to be done before it gets to 1.9.0? Would it be considered beneficial to put off release of 1.9.0 by a few months in order to get this in?

_________________
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Fri Feb 08, 2019 4:47 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Thu Jul 02, 2015 8:05 am
Posts: 173
Location: Czech Republic
I have one question. What about railway crossings? If I have 1 road and 14 railtypes like now, I have 14 types of crossings. But if there will be X roadtypes, I have to combine X*14 crossings to get the best graphics result. So the question is if there will be X types of crossings foreach roadtype or the game will use only one type graphics what is defined in railtype graphics block? And similar question is about crossings tram track X rail. Tram track is in foreground and it loooks bad in 32 bpp.

_________________
Image


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Fri Feb 08, 2019 10:44 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1588
Crossings are done by overlaying graphics from both the rail and road sets., so you would not need to define individual crossing graphics for each combination.

_________________
He's like, some kind of OpenTTD developer.


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Sat Feb 09, 2019 9:34 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Thu Jul 02, 2015 8:05 am
Posts: 173
Location: Czech Republic
peter1138 wrote:
Crossings are done by overlaying graphics from both the rail and road sets., so you would not need to define individual crossing graphics for each combination.

Nice :) Will be possible to code roadtypes in NML as well?

_________________
Image


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Sat Feb 09, 2019 4:18 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4812
Location: Lost in Music
stefino_cz wrote:
Nice :) Will be possible to code roadtypes in NML as well?

See first post viewtopic.php?p=1180663#p1180663

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (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, released)


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Sat Feb 09, 2019 7:02 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1588
Some AI support has now been implemented, and the compat stuff added for old AIs, which can only build ROADSUBTYPE_NORMAL.

_________________
He's like, some kind of OpenTTD developer.


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Tue Feb 12, 2019 9:20 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1588
Additional API stuff fiddled with. Current documentation (and changelog) is temporarily viewable online here:

http://fuzzle.org/~petern/wip-nrt-aidoc ... _8hpp.html

As I'm not an AI writer, it would be useful if AI authors could find obvious flaws or better ways to do things...

_________________
He's like, some kind of OpenTTD developer.


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Thu Feb 14, 2019 8:13 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Mon Jun 09, 2003 6:21 pm
Posts: 4549
Location: /home/sweden
How does the AI discover which SubRoadType values that exist? Should they loop from 0 to 63 and query if the road type is available?

Usually the API solve this with lists. Ie AICargoList gives a list of cargoes that can be produced in the current game. If something is more flexible than being fixed/hard coded what types are available, then a list would be useful. Expecting the AI to know the min/max possible ID and loop all possible values and check if they are valid is not something we in general do in the API. If we do, then we should at least provide constants with the min/max value.

So I propose an AISubRoadTypeList which maybe should have RoadType as parameter to the constructor if the sub types are different to the different RoadTypes. (I haven't followed the discussion close enough to know if that is true)

You will need to update the compat-files so that if OpenTTD runs an AI that is declared it was written for API 1.8, you write squirrel code that handle the call for IsValidRoadType(road_type) which then have to call the new API and somehow using squirrel and the new API figure out which road sub type to pass on. It is not a problem if AIs need to be rewritten to support different sub types, but a road AI written for eg. OpenTTD 1.0 should preferable keep working in the default game without NewGRFs.

_________________
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


Top
   
 Post subject: Re: NotRoadTypes
PostPosted: Fri Feb 15, 2019 3:33 am 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1588
Good point, I missed duplicating the railtypelist calls. I will add them!

EDIT: This has now been added the docs updated.

Compatibility files are already included and are working fine, no problem there.

_________________
He's like, some kind of OpenTTD developer.


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 500 posts ]  Go to page Previous 121 22 23 24 25

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2019 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2019.
Hosted by Zernebok Hosting.