Halleluya now it worksJGR wrote: I had another go at fixing this.
If not I will make a binary when I am home this evening.
On my way to test the patch
Moderator: OpenTTD Developers
Great, I am happy finding a minor bugJGR wrote:I added a directory to the build and bundle for the included GRFs (programmable signals graphics, tile highlights, etc.), however I forgot to add the associated equivalent of mkdir to the make install target.hehe wrote:running from the bin directory works so far but it can't be installed
This will be fixed shortly.
Okay. I'd assume that by "i do not really know how to patch - installation" also means that you don't know how to do programming in C++. In that case, let me say this: Combining patch, especially patch as large as JGRPP and RATT is very hard and takes a lot of time even for an experienced programmer. The fact that RATT developer also said that they are going to re-implement things from scratch means that there are no incentive whatsoever, because the resulting work will be thrown out anyway.experence wrote:i would like to do patch-rille installed in jgrpp and ratt ... i do not really know how to patch - installation
Then you post in wrong thread then, as this thread only concern JGRPP.experence wrote:I wanted to download a version of Openttd road-and-tram-types with 255 grf support (I do not know how to make a patch, I tried the patch and it did not work .. I'm a beginner)
This seems to be a known issue https://github.com/OpenTTD/OpenTTD/pull ... -141317975, I'll see about applying a fix soonish.ISA wrote:JGR thanks for the fix! All running fine now
One little problem tough and I'm not sure its related Your patch pack.
After update I cant build waypoints in \ direction (see picture below). Other way around its all okay.
Outstanding, I've been waiting for this feature for 10 yearsAdd setting to allow placing stations under bridges.
This has been available in cirdan's New Map Features since 2016.Emperor Jake wrote:Outstanding, I've been waiting for this feature for 10 yearsAdd setting to allow placing stations under bridges.
I know, but now it's in a version where I actually play proper games rather than just testing.wallyweb wrote:This has been available in cirdan's New Map Features since 2016.
Emperor Jake wrote:and there's nothing stopping you from building wacky constructions
There is. When using NMF in connection with NewStations 0.7 (to be released).Emperor Jake wrote: [bridges over stations]
And there's nothing stopping you from building wacky constructions
Out of the box, stations are not bridgeable.Settings to allow placing stations and all NewGRF objects under bridges. (added in v0.26.0).
p4nzer wrote:Hey, found a visual glitch in 0.26.
Mismatch between the two columns in the timetable window. I'm using OpenGFX BigGui, if that matters.
Thanks for letting me know about these, they are fixed and will be in the next release.Emperor Jake wrote:Outstanding, I've been waiting for this feature for 10 yearsAdd setting to allow placing stations under bridges.
Unfortunately, with the new version I've been getting crashes when loading older savegames. This particularly happens with savegames made many versions ago; some crash instantly upon loading, others after a short while of running. All have functioned perfectly in the previous version. (Previous version was 0.25.2 Win x64, now running 0.26.0 Win x64)
Here is an example of one which worked perfectly before but now crashes instantly. If you need any missing GRFs just tell me and I will PM them.
There is little to be implemented. It really is as simple as doing fewer checks for bridges/stations at construction time.wallyweb wrote:Question for JGR ... What are the differences between your implementation and that in NMF? Do you support both rail stations and road stations? Does the player have to be aware of a possibility of building a bridge through a station graphic or is this prevented?
I can look into implementing something equivalent to this.michael blunck wrote:There is. When using NMF in connection with NewStations 0.7 (to be released).
NMF introduces a new property "bridge height" (prop 1B). It defines minimum clearances required for a bridge for each tile type of this station (or zero to not allow any bridge).
It's in the limitations section: "Allow stations under bridges"wallyweb wrote:Out of the box, stations are not bridgeable.Settings to allow placing stations and all NewGRF objects under bridges. (added in v0.26.0).
So I assumed that those settings must be default off.
I downloaded the Win32 build. I could not find these settings.
So I git cloned and compiled. I still could not find these settings.
Am I missing something here?
UPDATE: So I went into openttd.cfg and found the settings which I changed from false to true and I was able to build bridges over and through stations.
The settings still do not appear in the settings window.
I'll take a look into this, thanks for the bug report.randomallfront wrote:Dear JGR, love your patch and been using it for a long time.'
Just upgraded from version 0.22 though and got in some trouble with changes made to town growth (for version 0.25 I think). Basically, any script that sets town growth to anything higher than ca. 900 ends up at 65535, I'm guessing its related to an integer overflow. I've used renewed town growth, but I think it happens with any GS that uses set_town_growth (I think thats what its called). Are you aware of this and is it intentional/fixable?
Awww. That could have made for some interesting April 1 scenarios.JGR wrote:I notice now though that it is possible to build bridges over airports, which seems a bit daft. That should be fixed shortly..
The screenshot tells all. As seen by the bridge on the right, the setting is functional. 32 bit Windows binary compiled on MinGW running on WindowsXP SP3.It's in the limitations section: "Allow stations under bridges"wallyweb wrote:The settings still do not appear in the settings window.
You should change the category to "expert" to show all settings.wallyweb wrote:The screenshot tells all. As seen by the bridge on the right, the setting is functional.
Unnamed, Jan 1st, 1959.png
32 bit Windows binary compiled on MinGW running on WindowsXP SP3.
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