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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 25, 2010 8:02 pm 
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Kogut wrote:
And why grf is zipped, not tared?


Dedicated to the lovely Windows users who aren't able to untar. ;-)

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 25, 2010 8:22 pm 
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Ammler wrote:
Kogut wrote:
And why grf is zipped, not tared?


Dedicated to the lovely Windows users who aren't able to untar. ;-)

But it is not required to work - openttd will untar in fly.

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 25, 2010 8:29 pm 
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Kogut wrote:
Ammler wrote:
Kogut wrote:
And why grf is zipped, not tared?


Dedicated to the lovely Windows users who aren't able to untar. ;-)

But it is not required to work - openttd will untar in fly.

Those who play nightly versions can also unzip it.

In a tar no-one will notice the readme, changelog and license file included ;-). A zip is also smaller than an uncompressed tar. And the zip contains a sub-folder so it's not an issue to just unzip it, all files are contained in there without littering anything. And you can download the release versions comfortably as usual from bananas.

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 25, 2010 8:36 pm 
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planetmaker wrote:
Kogut wrote:
Ammler wrote:
quote="Kogut"]And why grf is zipped, not tared?[/quote

Dedicated to the lovely Windows users who aren't able to untar. ;-)

But it is not required to work - openttd will untar in fly.

Those who play nightly versions can also unzip it.

Great!

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Mon Nov 29, 2010 3:12 pm 
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New released version 0.2.1 uploaded to BaNaNas.

An aweful lot of changes were made with respect to 0.1.0. I'd like to list only the important ones, see the changelog for a full list.
- Complete rework of the parameters: you can select the engines from any climate you like (or none or all combined) and adjust the running and purchase cost or let the NewGRF decide on those automatically depending upon the other train grfs present
- The MU trains now got each their individual livery override for passenger, mail and valuable wagons
- Many cargos have now their dedicated cargo sprites, especially for the bulk and the flatbed wagon.
- The bulk wagons change their appearance in 1970.
- Made sure that all cargos from FIRS, ECS, PBI or the default climates can be transported. Shares the refit table with OpenGFX+RoadVehicles.
- Support for FIRS by providing dedicated cargos for engineering and farm supplies

Translators are welcome to update translations. They became quite a bit outdated :-)

Feedback, praise, criticism and screenshots welcome. Enjoy :-)


Attachments:
File comment: Some new features from 0.2.1
ogfx-trains-0.2.1.png
ogfx-trains-0.2.1.png [ 392.22 KiB | Viewed 4100 times ]

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Dec 02, 2010 9:45 pm 
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Engineer
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Joined: Thu Jan 13, 2005 12:36 am
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Why there are no more wagons after 1990? I have only pax and mail ...


Attachments:
Shrapovo, 6th Nov 1992.png [450.82 KiB]
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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Dec 02, 2010 9:51 pm 
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shrap wrote:
Why there are no more wagons after 1990? I have only pax and mail ...

That's not intended to be this way and a bug. They should only expire when the last engine of the respective track type also expires. Thanks for the report

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Dec 02, 2010 9:53 pm 
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Engineer
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So what should I do? I want to build more trains :)


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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Dec 02, 2010 10:09 pm 
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For an existing savegame there's unfortunately little hope :-(
In a new savegame just play with 'vehicles never expire'

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Dec 02, 2010 10:39 pm 
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Try to enable vehicles never expire (in running game).
Type in console reset_engines (it worked for me)

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Dec 02, 2010 10:40 pm 
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Tycoon
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Another thing that would look better fixed: the original passenger cars have no doors.

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Dec 03, 2010 12:01 am 
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Tycoon
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What about ECS vehicle? I think that FIRS wagons are waiting for reuse.

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Dec 03, 2010 7:26 am 
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Engineer
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Joined: Thu Jan 13, 2005 12:36 am
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Kogut wrote:
Try to enable vehicles never expire (in running game).
Type in console reset_engines (it worked for me)


Yeah, it works, the command is resetengines, though ;) Thanks :)


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 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Dec 03, 2010 7:44 am 
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Tycoon
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I believe that _ is optional.

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Dec 03, 2010 8:49 am 
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Engineer
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In 1.0.5 reset_engines doesn't work.


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 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Dec 03, 2010 9:31 am 
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Both are a valid command and both spellings work (the _ is ignored). And both didn't invalidate the displayed purchase lists; it was needed so far to open the purchase lists anew.

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Mon Feb 07, 2011 12:20 am 
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Small update to 0.2.2 with a number of bug fixes:

Version 0.2.2 wrote:
- Feature: Introduce climate dependent sprites for Kelling3100, CS2400, CS4000, MJS250, MJS1000 and Centennial
- Fix: Modern bulk wagon changed appearance between empty and fully loaded with stones
- Fix: Bauxite should not use animated colours
- Fix: Vehicles, Farm and engineering supply cargos should not contain action colours
- Fix: Wagons should never expire
- Add: Translation to traditional Chinese (2006TTD)


Available as usual from the online content as well as from the DevZone. Please report any issues in the development thread or our bug tracker
Special thanks go to V453000 for his patience with the bug reports.

Enjoy :-)

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Tue Feb 08, 2011 3:32 pm 
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I think this is a bug - in sub-tropics climate, I create a new game with only 0.2.2 version of this NewGRF (no other NewGRF), the rail version of Piece goods wagon uses the sprite for Refrigerator wagon. This doesn't happen in any other climate, or when I load this along with FIRS.


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 Post subject: Re: OpenGFX+ Trains
PostPosted: Tue Feb 08, 2011 10:47 pm 
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Sylf wrote:
I think this is a bug - in sub-tropics climate, I create a new game with only 0.2.2 version of this NewGRF (no other NewGRF), the rail version of Piece goods wagon uses the sprite for Refrigerator wagon. This doesn't happen in any other climate, or when I load this along with FIRS.

Thanks for the hint, I shall change that.

Actually the reason is that haven't (yet) defined a specific sprite for the purchase list - and then the sprite shown there depends on the first refittable cargo - something which may change. Thus in all those cases you describe the default sprite for goods is shown - but in tropical climate the first refittable cargo is fruits, thus the livery which indicates fruit transport shows there (which also incidentially is (still) the same as the refrigerator wagon).

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 Post subject: Re: OpenGFX+ Trains
PostPosted: Sat Mar 19, 2011 2:40 pm 
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OpenGFX+ Trains 0.2.3

A new version is available from bananas or the DevZone. It brings a few bug fixes and small extensions to the existing version:

Code:
- Feature: Allow flipping of the non-multi-headed engines
- Add: Special purchase list sprites for those wagons which have multiple different views
- Add: Special purchase list and depot sprites for the symmetric engines, indicating flipped state
- Change: Declare sprites specifically also for the valuables maglev and monorail wagons
- Fix: Random colours of container wagons did not quite work as intended
- Fix: Bulk wagon couldn't carry cement

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