NotRoadTypes
Moderator: OpenTTD Developers
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- Traffic Manager
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Re: NotRoadTypes
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?
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
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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- Traffic Manager
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Re: NotRoadTypes
interesting... i never built them to find out!
Thanks
Thanks
Re: NotRoadTypes
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...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?
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- Traffic Manager
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Re: NotRoadTypes
And I was under the impression that the latest build could handle 63 types...
Re: NotRoadTypes
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
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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- Traffic Manager
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- Joined: 18 Jun 2016 19:05
Re: NotRoadTypes
Found another Bug.
Trams are not showing up in the "replace vehicle" window.
Trams are not showing up in the "replace vehicle" window.
- Attachments
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- Tram Bug.png
- (282.87 KiB) Not downloaded yet
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- Tram Bug.sav
- (14.54 KiB) Downloaded 84 times
Re: NotRoadTypes
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.
He's like, some kind of OpenTTD developer.
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- Traffic Manager
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Re: NotRoadTypes
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.
Makes sense for the default to be the same as master. Less confusion.
- andythenorth
- Tycoon
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- Location: Lost in Music
Re: NotRoadTypes
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
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
Last edited by andythenorth on 02 May 2019 12:25, edited 1 time in total.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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- Traffic Manager
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Re: NotRoadTypes
Woohoo! Great work guys! One step closer to master
Re: NotRoadTypes
Err, it IS in master...Diesel Power wrote:Woohoo! Great work guys! One step closer to master
He's like, some kind of OpenTTD developer.
Re: NotRoadTypes
Will the sample NewGRF Specifications need modifications or are they complete as linked to in the first post?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.
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Re: NotRoadTypes
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.
He's like, some kind of OpenTTD developer.
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- Chief Executive
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Re: NotRoadTypes
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.
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.
Re: NotRoadTypes
Yes, except it's no longer called trunk but master.SimYouLater wrote:Wait, so NRT is finally in trunk?
Re: NotRoadTypes
Great news. Big thanks to everyone who made this possible
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- Tycoon
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Re: NotRoadTypes
Huzzah!
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: NotRoadTypes
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.
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- Chief Executive
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Re: NotRoadTypes
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.
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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