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 Post subject: Re: NotRoadTypes
PostPosted: Wed Apr 17, 2019 10:26 pm 
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Engineer
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Joined: Sat Jun 18, 2016 7:05 pm
Posts: 116
The ground sprite fix is good news!
I'm using loads of grf's!
The road ones are:
Unspooled (full roster)
Docklands (ISR and Chips tiles)
Country roads (haul roads disabled)
These all work fine (apart from the ground sprite) it's just the vanilla roads still showing on the build menu.
Still need a save game?


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 Post subject: Re: NotRoadTypes
PostPosted: Wed Apr 17, 2019 10:43 pm 
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OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1644
Those aren't default roads. Those are HAUL and ELHL provided by Docklands 1.0.1. In that NewGRF combination the default road (i.e. label ROAD) is renamed to 'Stone Paved Road'.

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 Post subject: Re: NotRoadTypes
PostPosted: Thu Apr 18, 2019 12:16 pm 
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Engineer
Engineer

Joined: Sat Jun 18, 2016 7:05 pm
Posts: 116
interesting... i never built them to find out!
Thanks


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 Post subject: Re: NotRoadTypes
PostPosted: Thu Apr 18, 2019 11:55 pm 
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Tycoon
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Posts: 1042
Location: Fitzroy North - 96
Diesel Power wrote:
The ground sprite fix is good news!
I'm using loads of grf's!
The road ones are:
Unspooled (full roster)
Docklands (ISR and Chips tiles)
Country roads (haul roads disabled)
These all work fine (apart from the ground sprite) it's just the vanilla roads still showing on the build menu.
Still need a save game?


FWIW, I was under the impression that full Unspooled and full docklands rosters would not work together as you'd run out of types? That was my motivation is making the roster parameters...

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Trolleybi! Trucks and Buses -- Docklands -- Unspooled -- MLSS


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 Post subject: Re: NotRoadTypes
PostPosted: Fri Apr 19, 2019 11:31 am 
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Engineer
Engineer

Joined: Sat Jun 18, 2016 7:05 pm
Posts: 116
And I was under the impression that the latest build could handle 63 types...


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 Post subject: Re: NotRoadTypes
PostPosted: Fri Apr 26, 2019 8:06 pm 
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OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1644
Implicit road type conversion when placing road stops has been removed, compatibility is checked instead.

Build updated and available here:
https://www.openttd.org/downloads/opent ... atest.html

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 Post subject: Re: NotRoadTypes
PostPosted: Tue Apr 30, 2019 8:41 pm 
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Engineer
Engineer

Joined: Sat Jun 18, 2016 7:05 pm
Posts: 116
Found another Bug.
Trams are not showing up in the "replace vehicle" window.


Attachments:
Tram Bug.png [282.87 KiB]
Not downloaded yet
Tram Bug.sav [14.54 KiB]
Downloaded 5 times
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 Post subject: Re: NotRoadTypes
PostPosted: Tue Apr 30, 2019 9:01 pm 
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OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1644
Thanks! Choose "All road vehicles" from the drop down list, where it currently says "Road Vehicles". The (now fixed) bug is that that is not the default selection.

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 Post subject: Re: NotRoadTypes
PostPosted: Wed May 01, 2019 10:04 pm 
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Engineer
Engineer

Joined: Sat Jun 18, 2016 7:05 pm
Posts: 116
Thanks for the fix. I didn't spot the new drop down! I wonder what else I've missed...
Makes sense for the default to be the same as master. Less confusion.


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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 6:16 am 
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Tycoon
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Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4853
Location: Lost in Music
So NRT is now merged to master and will be available in nightlies :) https://github.com/OpenTTD/OpenTTD/pull/6811

Thanks to Wolf, Frosch, Peter1138, TrueBrain, Michi for coding and reviewing this (and anyone else I forgot). Also to all the people who made NRT test grfs. Extending grf features without test grfs is really hard :)

The first page of this thread has links to forks of NML with NRT support. A proper release of NML will also be needed for this, we'll get to that.

Bugs will be found, report them to GitHub if you would be so kind, thanks :D

https://github.com/OpenTTD/OpenTTD/issues

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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)


Last edited by andythenorth on Thu May 02, 2019 12:25 pm, edited 1 time in total.

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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 9:45 am 
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Engineer
Engineer

Joined: Sat Jun 18, 2016 7:05 pm
Posts: 116
Woohoo! Great work guys! One step closer to master


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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 10:08 am 
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OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1644
Diesel Power wrote:
Woohoo! Great work guys! One step closer to master
Err, it IS in master...

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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 11:02 am 
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Tycoon
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Joined: Sat Nov 27, 2004 3:05 pm
Posts: 5505
Location: Canada
:D 8) :bow:
andythenorth wrote:
The first page of this thread has links to forks of NML with NRT support. A proper release of NML will also be needed for this, we'll get to that.
Will the sample NewGRF Specifications need modifications or are they complete as linked to in the first post?

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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 11:12 am 
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OpenTTD Developer
OpenTTD Developer

Joined: Wed Mar 30, 2005 9:43 am
Posts: 1644
I'll have time to go through them tonight and make them tentatively official. There's a couple of additional flags (town can build and hidden) but no major changes.

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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 12:13 pm 
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Director
Director

Joined: Sun Apr 03, 2016 8:19 pm
Posts: 554
Wait, so NRT is finally in trunk?

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Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.


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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 1:58 pm 
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Route Supervisor
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Joined: Wed Jan 08, 2003 11:09 pm
Posts: 480
Location: Denmark
SimYouLater wrote:
Wait, so NRT is finally in trunk?

Yes, except it's no longer called trunk but master.


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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 4:50 pm 
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Tycoon
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Joined: Fri Oct 17, 2008 12:17 pm
Posts: 2456
Location: Virgo Supercluster
Great news. Big thanks to everyone who made this possible :)


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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 5:20 pm 
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Tycoon
Tycoon

Joined: Sun Dec 16, 2007 10:24 pm
Posts: 1660
Location: Idaho, USA
Huzzah!

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"Fashions and cultures change, but steam trains shall always be majestic."
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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 6:24 pm 
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Tycoon
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Joined: Fri Nov 03, 2017 6:57 pm
Posts: 1887
Location: Courbevoie, near Paris, France
I want to say thank you to everyone who worked on NRT for having made it into master so far. This is literally bringing OpenTTD to a new level. :D

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North American Passenger Railroads
Not Enough Subways


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 Post subject: Re: NotRoadTypes
PostPosted: Thu May 02, 2019 6:56 pm 
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Director
Director

Joined: Sun Apr 03, 2016 8:19 pm
Posts: 554
Thank you so much! This is one of the big steps needed for me to play a long OpenTTD game. Now I just have to wait for JGR to release a new version of his patch pack!

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Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.


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