[OTTD] Modular Wider Bridges Set (v003 on Bananas 13-10-2020)
Moderator: Graphics Moderators
[OTTD] Modular Wider Bridges Set (v003 on Bananas 13-10-2020)
Modular Wider Bridges Set
This set replaces the three tubular bridges with three modular bridges that together can be used to visually make a wider bridge.
Or, via parameter, adds them as three extra bridges (JGR PatchPack only).
The middle piece could in theory also be used in combination with objects next to it (providing the sides and backs of a bridge), to make one-of-a-kind bridges.
The roadbridge has the look of the Highway from RattRoads, but will adapt to any other roadset, if that roadset provides bridge-overlay graphics.
The rail/mono/mlev-bridge has a dark grey concrete look. Vanilla rail/mono/mlev tracks will not be visible on this bridge!
Use a trackset that provides bridge-overlay graphics.
MAJOR ISSUE:
Cities and AI's will probably also build these bridges, but not as intended.
A lot of replacement may be required of the player
So this is more for the eyecandy players, rather than for regular games
Use this GRF in combination with JGR PatchPack v0.38.1 or newer and you will not have the above issue.
GRF can be found on Bananas.
Credits:
Code & Graphics based on Andrew350's magnificent American Bridges Set (Cable-Stayed roadbridge) and glorious RattRoads (Highway).
Many thanks to WallyWeb for helping with the Menu-sprite code.
Many thanks to JGR for the alterations to the code!
Sources v003:
viewtopic.php?p=1237644#p1237644
The GRF mentioned below is now obsolete:
Modular Wider Bridges Set for JGR PatchPack
I have also made a version for (recent) JGR Patchpack, this will not replace, but add the three bridges. WILL NOT WORK ON REGULAR OpenTTD!!!!
GRF can be found on Bananas.
Credits:
Code & Graphics based on Andrew350's magnificent American Bridges Set (Cable-Stayed roadbridge) and glorious RattRoads (Highway).
Many thanks to WallyWeb for helping with the Menu-sprite code.
Sources vJGP1:
viewtopic.php?p=1237008#p1237008
This set replaces the three tubular bridges with three modular bridges that together can be used to visually make a wider bridge.
Or, via parameter, adds them as three extra bridges (JGR PatchPack only).
The middle piece could in theory also be used in combination with objects next to it (providing the sides and backs of a bridge), to make one-of-a-kind bridges.
The roadbridge has the look of the Highway from RattRoads, but will adapt to any other roadset, if that roadset provides bridge-overlay graphics.
The rail/mono/mlev-bridge has a dark grey concrete look. Vanilla rail/mono/mlev tracks will not be visible on this bridge!
Use a trackset that provides bridge-overlay graphics.
MAJOR ISSUE:
Cities and AI's will probably also build these bridges, but not as intended.
A lot of replacement may be required of the player
So this is more for the eyecandy players, rather than for regular games
Use this GRF in combination with JGR PatchPack v0.38.1 or newer and you will not have the above issue.
GRF can be found on Bananas.
Credits:
Code & Graphics based on Andrew350's magnificent American Bridges Set (Cable-Stayed roadbridge) and glorious RattRoads (Highway).
Many thanks to WallyWeb for helping with the Menu-sprite code.
Many thanks to JGR for the alterations to the code!
Sources v003:
viewtopic.php?p=1237644#p1237644
The GRF mentioned below is now obsolete:
Modular Wider Bridges Set for JGR PatchPack
I have also made a version for (recent) JGR Patchpack, this will not replace, but add the three bridges. WILL NOT WORK ON REGULAR OpenTTD!!!!
GRF can be found on Bananas.
Credits:
Code & Graphics based on Andrew350's magnificent American Bridges Set (Cable-Stayed roadbridge) and glorious RattRoads (Highway).
Many thanks to WallyWeb for helping with the Menu-sprite code.
Sources vJGP1:
viewtopic.php?p=1237008#p1237008
Last edited by Quast65 on 02 Nov 2020 16:30, edited 4 times in total.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Sources v001:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Great idea for those who like to Eye candy their games .. I was looking some time ago doing the Sydney Harbour Bridge as modules, but didn't continue it because AI's not use it properly. Wonder some times if worth working on it again similar to what you did here.
Cheers pal
Cheers pal
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Yeah AI's and cities are the main issue, but in my games I dont let cities grow by themselves (and I will correct some strange bridges built during spawning myself if I stumble upon them) and I dont allow AI's to build anything (only for eyecandy vehicles basically).GarryG wrote: ↑13 Oct 2020 13:04 Great idea for those who like to Eye candy their games .. I was looking some time ago doing the Sydney Harbour Bridge as modules, but didn't continue it because AI's not use it properly. Wonder some times if worth working on it again similar to what you did here.
Cheers pal
So, this simple bridge set will work for those types of games.
But, as I mentioned, you could place objects next to the Middle bridge graphics (at the front and back, with some overlap pieces to let ships through) and so make an unique bridge...
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Finally someone thought about this, well done!
Real Projects 32bpp releases:
Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Can you make a version that makes use of bridge IDs 0D through 0F in JGR's Patch Pack? I tried editing your source code but I'm hopeless with NFO.
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Thats not too difficult (just did a test and it worked), but I dont know how to give those extra bridges their own icon in the purchase menu.
I have been searching around various topics (here and on Simuscape), but cant find any good clear documentation (it's something to do with adding Prop14 to Action00 and then something else that adds the realsprites).
I'll quote Wallyweb here to draw his attention as I believe he has some knowledge about this.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Go away! I'm sleeping!
Oh! Quast65 and Gadg8eer!
Bridge Action 0 Property 14 is defined in the NewGRF Specifications.
It is supported by New Map Features (NMF) and JGR's patch pack.
1. You need to use Action D GRF Resource Management (GRM) to reserve space for your sprite.
2. Next Action 6 to access the real sprites to be added/modified.
3. Next Action A to define the real sprites to be added/modified. (This also defines the sprite IDs starting at 0x00, so keep count of the real sprites you worked on)
[ sample real sprite with ID noted - this is the 191st real sprite in the Action A, so the ID is 190 or 0xBE]
241 sprites\wallywebNMFBridgeSet_0F_CarbonNano.pcx 16 528 09 11 40 0 9 //BE 190
4. Now we have another Action 6
//-------------------------------------------------------------------------------------------
// Action6 - Modifies the contents of the following sprite
358 * 5 06 20 82 06 FF // Change 2 bytes starting at position 6 of the following Action0
//-------------------------------------------------------------------------------------------
5. Followed by an Action 0 for property 14
//-------------------------------------------------------------------------------------------
// Action0 - Bridge Properties
359 * 10 00 06 01 01 0F 14 BE 00 00 00 // 01 props; 01 info; bridge Id 0F; Prop 14; spritedata;
//-------------------------------------------------------------------------------------------
Note: If you are using nforenum, it does not know about property 14 and it will throw a fatal error hissy fit. Just ignore it.
Enjoy your new menu sprite.
Next time call ahead and make an appointment with my secretary.
zzzzZZZZzzzzz ...
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Wakey wakey!!
The American Bridges Set (on which my code is based) is coded slightly different than you do.
Main thing is that there are a lot of Action 0D's...
Here is the code of Bridge 0D: I added line 109 as the Action 0D for the menu sprite
Line 110 is then that first Action 06
Then the Action 0A, with on line 216 the menu sprite
Line 217 the second Action 06
And finally line 218 the Action 00 Prop 14
But it doesnt work: It doesnt show the menu sprite anymore of one of the Tubular Bridges, so thats good
But not the good menu sprite either… Changing value 68 in line 218 gives strange results (random pieces of the actual bridge)
Any idea what could be wrong?
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
I may be wrong about this. I haven't worked on my bridge code in over a year.
Where is the param# for sprite 00?
Code: Select all
//this reserves some sprites into temp. params
5 * 9 0D 00 \D= \DR FE FF 08 69 00 //this "main" param is used to allocate all of the graphics via the following action 6
6 * 9 0D 01 \D+ 00 FF 01 00 00 00 //each sprite then gets its own param # to use in the final action 6's which determine placement
7 * 9 0D 02 \D+ 00 FF 02 00 00 00
8 * 9 0D 03 \D+ 00 FF 03 00 00 00
...
...
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Code: Select all
217 * 5 06 20 82 06 FF
//!!Error (141): ID 0D out of valid range (00..0C).
//!!Fatal Error (47): Offset 5: Invalid property 14.
218 * 10 00 06 01 01 0D 14 68 00 00 00
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
I dunno… But it works
The only thing I understand from bridge-coding is how to replicate the code and what I need to change (ID's) to get more bridges.
Is it possible to add that menu-thing as a separate block?
So, starting with its own 0D, 06, 0A, one sprite, 06 and Action 0 prop 14?
The only thing I understand from bridge-coding is how to replicate the code and what I need to change (ID's) to get more bridges.
Is it possible to add that menu-thing as a separate block?
So, starting with its own 0D, 06, 0A, one sprite, 06 and Action 0 prop 14?
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Probably but I don't recommend it.Is it possible to add that menu-thing as a separate block?
The reason moving it worked is that it's real sprite was the last one defined in the Action D block.
You now have something that works. Don't mess with success.
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Preventing towns and AI/GS scripts from building a particular bridge type is easy to implement, so I've gone ahead and added a property to do that.
A GRF which uses the extra bridge IDs, or the menu icon property, or the above property, will only work on sufficiently new patchpack versions.
Users on trunk will just get an unhelpful cryptic error (and then post bug reports, etc).
I'd suggest checking whether these are available using the feature testing mechanism described here, and then falling back to not using them or showing a nicer error message if not.
A GRF which uses the extra bridge IDs, or the menu icon property, or the above property, will only work on sufficiently new patchpack versions.
Users on trunk will just get an unhelpful cryptic error (and then post bug reports, etc).
I'd suggest checking whether these are available using the feature testing mechanism described here, and then falling back to not using them or showing a nicer error message if not.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Adding this code-block at the end of every bridge-type worked (indeed, ignore the errors) :
Code: Select all
229 * 9 0D 00 \D+ 00 FF 00 00 00 00
230 * 5 06 00 02 03 FF
231 * 5 0A 01 01 00 00
//Bridge Icon
232 modular_wider_bridges/gfx/gui_icons.png 8bpp 290 2 43 20 0 0 normal //bridge icon 00
233 * 5 06 00 02 06 FF
//!!Error (141): ID 0D out of valid range (00..0C).
//!!Fatal Error (47): Offset 5: Invalid property 14.
234 * 10 00 06 01 01 0D 14 00 00 00 00
EDIT:
I spoke too soon
Didnt test it enough, the above code also replaces the first sprite of the bridges with the Menu sprite
This should work:
Code: Select all
229 * 9 0D 00 \D= \DR FE FF 08 01 00
230 * 5 06 00 02 03 FF
231 * 5 0A 01 01 00 00
//Bridge Icon
232 modular_wider_bridges/gfx/gui_icons.png 8bpp 340 2 43 20 0 0 normal //bridge icon 00
233 * 5 06 00 02 06 FF
//!!Error (141): ID 0D out of valid range (00..0C).
//!!Fatal Error (47): Offset 5: Invalid property 14.
234 * 10 00 06 01 01 0D 14 00 00 00 00
That will indeed be very handy (and will give other bridge-designers some more freedom to add unique looking bridges), thnx!
For now I hope that this will be enough:
Last edited by Quast65 on 15 Oct 2020 12:20, edited 2 times in total.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Sources Modular Wider Bridges Set for JGR PatchPack:
EDIT:
The code wasnt exactly correct, this should be better:
EDIT:
The code wasnt exactly correct, this should be better:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Showing off a bit
For my personal games I have modified this GRF to show highway graphics with an extra (fake) lane.
Combined with a (completely useless, except for visual pleasure) roadtype that looks like the centre-piece of the Dutch Roadfurniture, you can get these kind of bridges: In summer: (By using the roadtype I can get the centre of the bridge to appear snow-aware)
Showing what you can do if you place objects next to the middle piece (with just a road, nothing else) to make custom bridges:
For my personal games I have modified this GRF to show highway graphics with an extra (fake) lane.
Combined with a (completely useless, except for visual pleasure) roadtype that looks like the centre-piece of the Dutch Roadfurniture, you can get these kind of bridges: In summer: (By using the roadtype I can get the centre of the bridge to appear snow-aware)
Showing what you can do if you place objects next to the middle piece (with just a road, nothing else) to make custom bridges:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Finally, to show why I REALLY needed these kind of bridges…
More on this coming (soon) in another thread...
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
-
- Tycoon
- Posts: 5948
- Joined: 27 Apr 2005 07:09
- Contact:
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Some time ago, I already included that particular feature into m4nfo, but was lazy in documenting it.JGR wrote: I'd suggest checking whether these are available using the feature testing mechanism described here [...]
Example for bridge pillars on station tiles:
Code: Select all
grfinit(
...
feature_test(
feature(STAT_PILLARS) // test if feature 'define pillars on stations' is available
feature_version(1)
)
feature_test(
feature(PROP_MAPPING) // test if feature 'property mapping' is available
feature_version(1)
)
feature_propertymapping(
mapping(STAT_PILLARS, {bridge_pillars}) // link user-supplied function 'bridge_pillars' with next available station property
fallback(0)
)
)
...
property_mapping({bridge_pillars}) // set up user-supplied function
...
skipif(1, FEATURE, !=, STAT_PILLARS) // don't use it for station IDs 7 .. 9 if feature is not available
setproperties(7 .. 9,
bridge_pillars(3,3,3,3)
)
regards
Michael
Re: [OTTD] Modular Wider Bridges Set (v001 on Bananas 13-10-2020)
Hope you don't mind, but I went ahead and did a bit of editing of your NFO.
I've added the flags to stop AIs/GSs and towns from building these bridges.
I also added the pillar flags for completeness' sake.
I moved whether to use bridge slots 10-12 or 13-15 to a parameter, such that the GRF works both with trunk and JGRPP.
I've added the flags to stop AIs/GSs and towns from building these bridges.
I also added the pillar flags for completeness' sake.
I moved whether to use bridge slots 10-12 or 13-15 to a parameter, such that the GRF works both with trunk and JGRPP.
- Attachments
-
- modular_wider_bridges_vJGP2_mod.nfo
- (71.88 KiB) Downloaded 116 times
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Who is online
Users browsing this forum: Amazon [Bot] and 17 guests