I have never seen such a thing. Is this a patch, or part of the latest update, or...peter1138 wrote:Don't forget to draw and include your custom toolbar icons. This looks a bit bland:
Railtype selection sprites & GUI
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Railtype selection sprites & GUI
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
Yeah. Makes no sense and it's pretty much redundant.Erato wrote:I have never seen such a thing. Is this a patch, or part of the latest update, or...peter1138 wrote:Don't forget to draw and include your custom toolbar icons. This looks a bit bland:
regards
Michael
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
Quite the contrary, this seems like an amazingly useful feature to make it easier to scroll through all the tracktypes you have installed. I'd love to have this, it seems extremely useful, especially now that OpenTTD allows for up to 64 railtypes. So I was wondering what this is from.michael blunck wrote:Yeah. Makes no sense and it's pretty much redundant.Erato wrote:I have never seen such a thing. Is this a patch, or part of the latest update, or...peter1138 wrote:Don't forget to draw and include your custom toolbar icons. This looks a bit bland:
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
Either the latest version of RATT, either the nightlies, but I haven't played any of them.
EDIT : Turns out it's from the latest nightly. Quite cool actually.
EDIT : Turns out it's from the latest nightly. Quite cool actually.
Last edited by acs121 on 13 Mar 2019 17:06, edited 1 time in total.
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
LOL. For what purpose would you "need" 64 railtypes? And seriously, information derived from a 16 x 16 icon would be quite limited. Especially in contrast to such large number.Erato wrote: Quite the contrary, this seems like an amazingly useful feature to make it easier to scroll through all the tracktypes you have installed. I'd love to have this, it seems extremely useful, especially now that OpenTTD allows for up to 64 railtypes. So I was wondering what this is from.
regards
Michael
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
I admit it... 64 railtypes is about useless, as even with this GRF, Maglev Track Types, Vacuum Tube or others, you're not even at 32, so unless you want to make very special-looking railtypes, 64 isn't useful.michael blunck wrote:Erato wrote:For what purpose would you "need" 64 railtypes? And seriously, information derived from a 16 x 16 icon would be quite limited. Especially in contrast to such large number.
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
Probably nobody needs 64 right now, however there were requests for more than 16.
When provided with appropriate icon it's somewhat prettier, as below. These icons are not new, they are provided by the default rail types and rail type sets are able to (and should) provide them too, but it seems many authors did not do so.
It's possible to provide 2x zoom icons for the GUI as well, if you want even more detail...
When provided with appropriate icon it's somewhat prettier, as below. These icons are not new, they are provided by the default rail types and rail type sets are able to (and should) provide them too, but it seems many authors did not do so.
It's possible to provide 2x zoom icons for the GUI as well, if you want even more detail...
He's like, some kind of OpenTTD developer.
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
How would one provide such sprites? There is no such callback in the NML Specs. When included, how would they be made visible?peter1138 wrote:<snip>When provided with appropriate icon it's somewhat prettier, as below. These icons are not new, they are provided by the default rail types and rail type sets are able to (and should) provide them too, but it seems many authors did not do so.
<snip>
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
It is simply one of the gui sprites (you can probably guess which from the screenshot).Erato wrote:How would one provide such sprites? There is no such callback in the NML Specs. When included, how would they be made visible?
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
See, also: "There is no reason for any individual to have a computer in his home." - Ken Olson, Digital Equipment Corporation, 1977michael blunck wrote:LOL. For what purpose would you "need" 64 railtypes?
Give it five years and we'll have players pushing up against the 64 limit.
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
I have seen Peter's screenshot of a 256 railtypes menu.kamnet wrote: Give it five years and we'll have players pushing up against the 64 limit.
Given that nobody wants to use all 64 railtypes in a single game, the underlying problem seems to be that you can't pick single railtypes from a bunch of loaded railtype sets.
Would it be possible to "hide" railtypes like it is possible for vehicles? Seems to be the same motive here.
regards
Michael
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
I thought as much, but I already have all 16 gui sprites drawn & defined and still nothing.Michi_cc wrote:It is simply one of the gui sprites (you can probably guess which from the screenshot).Erato wrote:How would one provide such sprites? There is no such callback in the NML Specs. When included, how would they be made visible?
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
This minor feature is not in any release yet. However if the icons appear in the construction tool bar correctly, it will also work in the list when it does get released. It will NOT be in 1.9.Erato wrote:I thought as much, but I already have all 16 gui sprites drawn & defined and still nothing.
He's like, some kind of OpenTTD developer.
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Re: Railtype selection sprites & GUI
On request I split this off from the original thread at viewtopic.php?f=67&t=84591
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
Very interesting!peter1138 wrote:This minor feature is not in any release yet. However if the icons appear in the construction tool bar correctly, it will also work in the list when it does get released. It will NOT be in 1.9.Erato wrote:I thought as much, but I already have all 16 gui sprites drawn & defined and still nothing.
A tiny suggestion, could it be possible to choose what icon is shown? Either one from the gui-sprites or a custom one?
As I personally see the handyness with the 64 railtypes availability in having the same basic rails, but lots of differences in the look of signals/catenary/tunnel-entrances, etc.
So having a choice in icon would be handy (so for example tracktypes with only differences in the look of tunnels, can get a tunnel-icon in front of them).
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
How would I, as a developer, get the game to recognise these symbols. Are they a 17th gui sprite, for instance?peter1138 wrote:This minor feature is not in any release yet. However if the icons appear in the construction tool bar correctly, it will also work in the list when it does get released. It will NOT be in 1.9.Erato wrote:I thought as much, but I already have all 16 gui sprites drawn & defined and still nothing.
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
No, it's simply the existing second icon within the GUI sprites.Erato wrote:How would I, as a developer, get the game to recognise these symbols. Are they a 17th gui sprite, for instance?
He's like, some kind of OpenTTD developer.
Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
I see. Seeing as it is still in development, can it be made into a separate GUI sprite, which would default to the second icon when not defined specifically?peter1138 wrote:No, it's simply the existing second icon within the GUI sprites.Erato wrote:How would I, as a developer, get the game to recognise these symbols. Are they a 17th gui sprite, for instance?
- planetmaker
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
Vehicles have a provision to provide separate GUI sprites for purchase list and different GUI purposes... via callback or extra_callback_info1 in particular: https://newgrf-specs.tt-wiki.net/wiki/N ... tes_in_GUI / https://newgrf-specs.tt-wiki.net/wiki/Action2/Vehiclespeter1138 wrote:No, it's simply the existing second icon within the GUI sprites.Erato wrote:How would I, as a developer, get the game to recognise these symbols. Are they a 17th gui sprite, for instance?
Similar behaviour here sounds very reasonable.
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)
That definitely sounds like a bad feature. A better feature would be the ability to specifically choose a tunnel head style.Quast65 wrote:tracktypes with only differences in the look of tunnels
He's like, some kind of OpenTTD developer.
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