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Re: NotRoadTypes
Posted: 17 Apr 2019 22:26
by Diesel Power
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?
Re: NotRoadTypes
Posted: 17 Apr 2019 22:43
by peter1138
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'.
Re: NotRoadTypes
Posted: 18 Apr 2019 12:16
by Diesel Power
interesting... i never built them to find out!
Thanks
Re: NotRoadTypes
Posted: 18 Apr 2019 23:55
by supermop
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...
Re: NotRoadTypes
Posted: 19 Apr 2019 11:31
by Diesel Power
And I was under the impression that the latest build could handle 63 types...
Re: NotRoadTypes
Posted: 26 Apr 2019 20:06
by peter1138
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
Re: NotRoadTypes
Posted: 30 Apr 2019 20:41
by Diesel Power
Found another Bug.
Trams are not showing up in the "replace vehicle" window.
Re: NotRoadTypes
Posted: 30 Apr 2019 21:01
by peter1138
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.
Re: NotRoadTypes
Posted: 01 May 2019 22:04
by Diesel Power
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.
Re: NotRoadTypes
Posted: 02 May 2019 06:16
by andythenorth
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
https://github.com/OpenTTD/OpenTTD/issues
Re: NotRoadTypes
Posted: 02 May 2019 09:45
by Diesel Power
Woohoo! Great work guys! One step closer to master
Re: NotRoadTypes
Posted: 02 May 2019 10:08
by peter1138
Diesel Power wrote:Woohoo! Great work guys! One step closer to master
Err, it IS in master...
Re: NotRoadTypes
Posted: 02 May 2019 11:02
by wallyweb
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?
Re: NotRoadTypes
Posted: 02 May 2019 11:12
by peter1138
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.
Re: NotRoadTypes
Posted: 02 May 2019 12:13
by SimYouLater
Wait, so NRT is finally in trunk?
Re: NotRoadTypes
Posted: 02 May 2019 13:58
by jfs
SimYouLater wrote:Wait, so NRT is finally in trunk?
Yes, except it's no longer called trunk but master.
Re: NotRoadTypes
Posted: 02 May 2019 16:50
by Pyoro
Great news. Big thanks to everyone who made this possible
Re: NotRoadTypes
Posted: 02 May 2019 17:20
by Supercheese
Huzzah!
Re: NotRoadTypes
Posted: 02 May 2019 18:24
by acs121
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.
Re: NotRoadTypes
Posted: 02 May 2019 18:56
by SimYouLater
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!