OpenGFX+ Road Vehicles

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Alberth
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Re: OpenGFX+ Road Vehicles

Post by Alberth »

Try reading the NML tutorial, there's no doubt something about compiling in there
Being a retired OpenTTD developer does not mean I know what I am doing.
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Sylf
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Re: OpenGFX+ Road Vehicles

Post by Sylf »

http://dev.openttdcoop.org/projects/hom ... nvironment
If you get stuck, #openttd irc channel on OFTC is a better place to get more interactive help.
meslinjf
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Re: OpenGFX+ Road Vehicles

Post by meslinjf »

Thank you for the tutorial! It helps me greatly and I feel I'm much closer to achieving my goals.

I've had some difficulty with the chat room, so I posted the error message I've received here: http://www.tt-forums.net/viewtopic.php? ... 3#p1155123
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MagicBuzz
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Re: OpenGFX+ Road Vehicles

Post by MagicBuzz »

Hello,

Just to mention the Improved Town Industries from 2TallTyler isn't correctly supported by the OpenGFX+ Road Vehicles newgrf.

May it could be upgraded?
2TallTyler wrote: 27 Jul 2022 21:50 I'm not familiar with how OpenGFX+ Road Vehicles is coded, but I suspect the issue may be that I have Waste flagged as "CC_BULK, CC_PIECE_GOODS, CC_COVERED", and I don't think original vehicles include any CC_COVERED cargos. But I'm no expert on how cargo classes work.
Kindly Regards,
MagicBuzz
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planetmaker
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Re: OpenGFX+ Road Vehicles

Post by planetmaker »

What does "not correctly supported" mean in detail?
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MagicBuzz
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Re: OpenGFX+ Road Vehicles

Post by MagicBuzz »

It means there is no truck able to transport WASTE, while other sets can.
In the OpenGFX+ Trains Set the coal wagon can transport WASTE.
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