thank you. well.. now I have a huge network to review
JGR's Patch Pack
Moderator: OpenTTD Developers
Re: JGR's Patch Pack
When I updated to newest one my game language changed from Polish to English. Is there any way of reverting it?
Re: JGR's Patch Pack
Can I see a list of stations somewhere, how many trains pass through them? Is there a list? Thanks
My YouTube channel: https://www.youtube.com/c/nirasa/videos Czech language.
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- Traffic Manager
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- Location: Usually near some interesting rail systems. :P
Re: JGR's Patch Pack
Yes, click that station icon, rigth to the left from your money report. You can sort them by waiting cargo, but not by no. of vehicles. (of course the list can be sorted by name)
Hope, that this is at least partially useful...
Are you an eye candy player? Check out Invisible engine set! viewtopic.php?f=67&t=88934
You can write to me in English, or Czech. Můžete mi psát česky nebo anglicky.
Formerly known as MLG.
You can write to me in English, or Czech. Můžete mi psát česky nebo anglicky.
Formerly known as MLG.
Re: JGR's Patch Pack
It is not that simple. I don't have Polish there as an option now.
Edit: Okay, I'm stupider than I thought, I got older build. on 0.37 everything works fine. Sorry for that.
Re: JGR's Patch Pack
Ok. Thanks. I know the arrangement according to the goods very well and I use it a lot. There is no list of stations by number of passing vehicles.
My YouTube channel: https://www.youtube.com/c/nirasa/videos Czech language.
Re: JGR's Patch Pack
Is it possible to compile this patch (or generally openttd) when my cmake version is 3.5.1 (and I can't upgrade it further)?
Re: JGR's Patch Pack
You could try removing the minimum version line and seeing if it works anyway.
What platform are you using that you can't install a newer version on?
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
I'm using ubuntu 14, it is server instance thus I don't want to mess with current version.
Re: JGR's Patch Pack
You could build or download a pre-built more recent copy of cmake in a different directory and run that. You don't have to overwrite the version in PATH you already have.
That said, as cmake is backwards compatible I don't think anything problematic would happen if you did anyway.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Re: JGR's Patch Pack
I'm making newgrf with signals, using nml, is it possible to provide support for programmable signals in case of own newgrf?
Re: JGR's Patch Pack
Sure, see here.
For programmable pre-signals you'll probably want to use action 5, this is near the bottom of the text.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Not sure what I'm doing wrong, but I have following nml code:
and while all custom signals are properly displayed in menu, including programmable signals, there are still standard programmable signals placed
(among correctly displayed vanilla openttd customized signals):
Code: Select all
switch (FEAT_RAILTYPES, SELF, switch_signals_russian_type, extra_callback_info2 & 0x00FFFFFF) {
(0 << 16) | (0 << 8) | 0 : LS00_russian_signals_block_red;
(0 << 16) | (0 << 8) | 1 : LS01_russian_signals_block_green;
...blah blah...
(6 << 16) | (0 << 8) | 0 : LS60_russian_signals_program_red;
(6 << 16) | (0 << 8) | 1 : LS61_russian_signals_program_green;
(among correctly displayed vanilla openttd customized signals):
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
The feature is opt-in, in that a property has to be specifically set in order for custom graphics to be used for programmable pre-signals via railtype action 2/3 (this is "railtype_enable_programmable_signals" in the document).McZapkie wrote: ↑18 Oct 2020 09:11 Not sure what I'm doing wrong, but I have following nml code:and while all custom signals are properly displayed in menu, including programmable signals, there are still standard programmable signals placedCode: Select all
switch (FEAT_RAILTYPES, SELF, switch_signals_russian_type, extra_callback_info2 & 0x00FFFFFF) { (0 << 16) | (0 << 8) | 0 : LS00_russian_signals_block_red; (0 << 16) | (0 << 8) | 1 : LS01_russian_signals_block_green; ...blah blah... (6 << 16) | (0 << 8) | 0 : LS60_russian_signals_program_red; (6 << 16) | (0 << 8) | 1 : LS61_russian_signals_program_green;
(among correctly displayed vanilla openttd customized signals):
customss.jpg
Otherwise, the majority of railtype GRFs which know nothing about these extensions are liable to give wrong/broken results when queried with values outside the range given in the main specification.
This should apply to the signal build window as well, it looks like you're using an old version. Which version are you testing this on?
Looking through the NML spec now, I can't see an obvious way to insert NFO or do anything custom.
I've been trying to avoid having to modify/fork NML.
Can you send me your code? I will have a tinker and see what I can do.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
I was using old version (0.31.0) - I'm still struggling to compile current release after switching all openttd system to cmake.
Is there any way to enable railtype action 2/3 in nml? I don't speak NFO assembler
My nml code is here: https://dev.openttdcoop.org/projects/v4 ... s_SZD.pnml
Edit: I tried to run my newgrf under regular openttd and there is 'invalid sprite' error.
Is there any way to enable railtype action 2/3 in nml? I don't speak NFO assembler
My nml code is here: https://dev.openttdcoop.org/projects/v4 ... s_SZD.pnml
Edit: I tried to run my newgrf under regular openttd and there is 'invalid sprite' error.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
This feature was only added in v0.38.0.
Railtype action2/3 is what NML emits already.
For getting NML to turn on the property to opt-in to programmable pre-signals via that mechanism, the short answer appears to be no.
To avoid having to write any NFO, someone would have to add the relevant functionality to a fork of NML.
I compiled the GRF and it worked fine in v1.10.3.McZapkie wrote: ↑18 Oct 2020 13:21 My nml code is here: https://dev.openttdcoop.org/projects/v4 ... s_SZD.pnml
Edit: I tried to run my newgrf under regular openttd and there is 'invalid sprite' error.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
well, adding a property to NML should be a one-liner
Re: JGR's Patch Pack
I guess you missed my post? Sorry to bother you with a "feature request" question.
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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