NotRoadTypes

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Re: NotRoadTypes

Post by peter1138 » 07 Apr 2019 19:38

Our current thinking is to do away with RoadSubTypes, so all of the API changes have been reverted. There is now a RoadTypeList instead, and the ability to check if a RoadType is road or tram.

This is possible as there are now 63 road types rather than 15 road types. Road and tram types now share the same range, so there is a total of 63 road and tram types rather than 63 road, and 63 tram types. This minor reduction in types simplifies the code massively.
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Re: NotRoadTypes

Post by Diesel Power » 07 Apr 2019 20:30

Has this fork been updated now so we have 63 roadtypes? Or is it now just possible?

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Re: NotRoadTypes

Post by peter1138 » 07 Apr 2019 23:31

Er, it was updated a year ago for 63 road types... now it's changed internally so that road and tram types use up the same set of IDs to simplify things internally, which wasn't possible with only 15 types as that would be too restrictive.
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Re: NotRoadTypes

Post by stefino_cz » 08 Apr 2019 10:23

I'm sorry for stupid question, but roadtypes are available in the basic game like railtypes? So can I code roadtypes in 1.9 version? Or is it only available in patched game?

I think that it is possible to have roadtypes only in patched game (because NRT is patch) but I'm little bit confused now.

Thanks, stefino

PS: What does the "fork" mean? Some adjustment for game engine?
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Re: NotRoadTypes

Post by wallyweb » 08 Apr 2019 10:45

stefino_cz wrote:I'm sorry for stupid question, but roadtypes are available in the basic game like railtypes? So can I code roadtypes in 1.9 version? Or is it only available in patched game?

I think that it is possible to have roadtypes only in patched game (because NRT is patch) but I'm little bit confused now.

Thanks, stefino

PS: What does the "fork" mean? Some adjustment for game engine?
NRT is not a patch.
It is a fork.
A fork is a program that is based upon an original program but the fork includes changes that are not compatible with the original.
The hope is that once NRT's new code is seen to be stable, then it will be merged into OpenTTD.

DISCLAIMER: I stand to be corrected.

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Re: NotRoadTypes

Post by Auge » 08 Apr 2019 11:02

Hello
stefino_cz wrote:I'm sorry for stupid question, but roadtypes are available in the basic game like railtypes? So can I code roadtypes in 1.9 version? Or is it only available in patched game?

I think that it is possible to have roadtypes only in patched game (because NRT is patch) but I'm little bit confused now.

PS: What does the "fork" mean? Some adjustment for game engine?
The development of NRT is separated from OpenTTD with the fork. When it's ready it should get included into OpenTTD. So no, currently it is not part of the core.

Tschö, Auge

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Re: NotRoadTypes

Post by Diesel Power » 08 Apr 2019 15:42

peter1138 wrote:Er, it was updated a year ago for 63 road types...
How did I miss this?! Been having to choose which road grfs to use, not knowing i could use them all!

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Re: NotRoadTypes

Post by Diesel Power » 13 Apr 2019 07:58

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

I get that this is an experimental version and is WIP.
Just tried this and there's a few major bugs in it:

Towns are building haul roads.
The original roads have not been disabled by the grfs.
Non electric tramways display the cantanary from the original tramways.

Are these NRT issues or grf ones that need reporting to the authors?
I'm using:
Unspooled (full roster)
Docklands (chips and ISR)
Country roads (haul enabled)

Thanks

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Re: NotRoadTypes

Post by peter1138 » 13 Apr 2019 12:47

Thanks for testing and reporting! This is how we get bugs fixed ;)

Actually, this is due to me removing electrified roads/non-electrified trams from the defaults (much earlier than removing roadsubtypes internally), therefore it is using the default flags of the default types. I will fix this by clearing the road type flags for new road/tram types.

I've just pushed with this change, and some deduplication efforts, if you could test please :-)
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Re: NotRoadTypes

Post by Diesel Power » 13 Apr 2019 13:53

Will do. Download from the same link?

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Re: NotRoadTypes

Post by peter1138 » 13 Apr 2019 14:51

Ah, I didn't realize there were precompiled NRT binaries! That one is kinda old already. If you self-built from the PR on github, you can do that again. If you used the precompiled build, then that has just been queued, so will take a little time.

EDIT: Website has been updated, new build at https://www.openttd.org/downloads/opent ... atest.html
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Re: NotRoadTypes

Post by Andrew350 » 13 Apr 2019 16:42

Ooh, new binaries! :D

Speaking of bugs, I just downloaded the latest build to test it out and the infinite money glitch is still a thing.

Also sort of related, the modified version of NML for NRT seems to have never been updated to include callbacks for tunnel sprites, or at least it claims not to recognize them. I know NML is a separate thing, but seeing as all existing NRT NewGRFs are made with it, it's worth mentioning that tunnel support is lacking :)

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Re: NotRoadTypes

Post by peter1138 » 13 Apr 2019 21:38

Ah, major bug with this version, loading savegames with trams will fail due to an initialization order mess up. Oddly, this order isn't anything I changed, so I'm not entirely sure how it used to work... :p

Fix has been pushed to the repo, but no build at the moment.
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Re: NotRoadTypes

Post by peter1138 » 16 Apr 2019 10:22

New build 20190416-pr6811-g43aab42a4c is published at https://www.openttd.org/downloads/opent ... atest.html

This fixes loading games with trams and also the money bug, and is otherwise also fully synced up with master.
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Re: NotRoadTypes

Post by Argus » 16 Apr 2019 12:01

Not loading previous NRT save files :( Crashing.

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Re: NotRoadTypes

Post by peter1138 » 16 Apr 2019 12:30

How old is the savegame? NRT is not a patch pack and will only load NRT saves since the last savegame bump in unpatched master.
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Re: NotRoadTypes

Post by Argus » 16 Apr 2019 12:49

From last RATT build.
Never mind, it wasn't a long game. :)

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Re: NotRoadTypes

Post by peter1138 » 17 Apr 2019 09:26

AI docs updated at http://fuzzle.org/~petern/wip-nrt-aidoc ... _8hpp.html

Sorry for the false start with the last doc update. All the stuff to do with road sub types has been removed.
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Re: NotRoadTypes

Post by Diesel Power » 17 Apr 2019 17:26

Now trying the latest build and there are still a few bugs.
In the screenshot below is a bugged rough tram line from Unspooled. It was built over a stone paved road but when the road was removed it looked like this.
You may also notice the the vanilla roads are also still available and have not been disabled.

I haven't been able to reproduce this bug outside of the save game with just the minimum grf's needed but i'm still working on it.
Bingo! it happens in the town zone where the roads have pavements but not trees.
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peter1138
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Re: NotRoadTypes

Post by peter1138 » 17 Apr 2019 21:43

Sorry, I can't guess what NewGRFs you have loaded and what order they are from a screenshot. Can you post the savegame please.

EDIT: Incorrect ground sprite for paved tram with no road has been fixed.
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