It has been some time since I looked at the code for this set, but if you have questions about it, I'll be glad to help out, and if you have added vehicles, I could add them to this set. Most things are straightforward once you understand NML, but there are some funny features that might not directly be clear how they work.Higaphix wrote:Thanks for the quick response!Hyronymus wrote:Thanks for the compliments, I hope the rest of the team who worked on v2 reads them too. I know little off the code structure so if you say that it's complicated I believe you. But then again, we did pull off some neat things like the head doors you mentioned.
I agree that there is an unbalance in the set and capacities are one of them for sure. In early starts there is also little variation in steam engines where for later times we might have been too abundant. I gladly help you with finding details on rolling stock and thinking about a new "best practise" for how to include trains.
I've been tweaking around a little with the files, and I've managed to add the VIRMm mockup to the NewGRF
All in all, most things don't seem to complicated. The NML code really is a good read compared to C++. By logical reasoning I've copied some datastructures, changed the names, temporarily removed most language files, added the new entries, and that all worked in one go. THe most troubling so far was creating a PNG that was readable by the compiler, luckily I got the hang of that now
EDIT: Note that I don't visit the forum every day or browse it entirely, just quote me if you have questions, that will trigger a notification when I visit.