NotRoadTypes

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Diesel Power
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Re: NotRoadTypes

Post by Diesel Power » 17 Apr 2019 22:26

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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Re: NotRoadTypes

Post by peter1138 » 17 Apr 2019 22:43

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'.
He's like, some kind of OpenTTD developer.

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Re: NotRoadTypes

Post by Diesel Power » 18 Apr 2019 12:16

interesting... i never built them to find out!
Thanks

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Re: NotRoadTypes

Post by supermop » 18 Apr 2019 23:55

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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Re: NotRoadTypes

Post by Diesel Power » 19 Apr 2019 11:31

And I was under the impression that the latest build could handle 63 types...

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Re: NotRoadTypes

Post by peter1138 » 26 Apr 2019 20:06

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
He's like, some kind of OpenTTD developer.

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Re: NotRoadTypes

Post by Diesel Power » 30 Apr 2019 20:41

Found another Bug.
Trams are not showing up in the "replace vehicle" window.
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Re: NotRoadTypes

Post by peter1138 » 30 Apr 2019 21:01

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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Re: NotRoadTypes

Post by Diesel Power » 01 May 2019 22:04

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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Re: NotRoadTypes

Post by andythenorth » 02 May 2019 06:16

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

Diesel Power
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Re: NotRoadTypes

Post by Diesel Power » 02 May 2019 09:45

Woohoo! Great work guys! One step closer to master

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Re: NotRoadTypes

Post by peter1138 » 02 May 2019 10:08

Diesel Power wrote:Woohoo! Great work guys! One step closer to master
Err, it IS in master...
He's like, some kind of OpenTTD developer.

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Re: NotRoadTypes

Post by wallyweb » 02 May 2019 11:02

: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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Re: NotRoadTypes

Post by peter1138 » 02 May 2019 11:12

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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Re: NotRoadTypes

Post by SimYouLater » 02 May 2019 12:13

Wait, so NRT is finally in trunk?
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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Re: NotRoadTypes

Post by jfs » 02 May 2019 13:58

SimYouLater wrote:Wait, so NRT is finally in trunk?
Yes, except it's no longer called trunk but master.

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Re: NotRoadTypes

Post by Pyoro » 02 May 2019 16:50

Great news. Big thanks to everyone who made this possible :)

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Re: NotRoadTypes

Post by Supercheese » 02 May 2019 17:20

Huzzah!
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton

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Re: NotRoadTypes

Post by acs121 » 02 May 2019 18:24

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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Re: NotRoadTypes

Post by SimYouLater » 02 May 2019 18:56

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!
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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