[OTTD] Generic Cars [v0.4] 22/02/2010

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PaulC
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by PaulC »

bman wrote:Why does it have to replace the buses though? I can't really use it because I use buses a lot.
The latest version of this grf doesn't replace the buses. Make sure you're using Generic Cars v0.4 and not v0.1.
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FooBar
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by FooBar »

andythenorth wrote:
FooBar wrote:That is how NewGRF works. One has to overwrite default vehicles or even remove all of them.
No they can be preserved :) I did it for HEQS. If I remember correctly, don't use IDs 00-57h for newgrf vehicles.

http://dev.openttdcoop.org/projects/heq ... o/ids.pnfo
Ah yes, that would indeed be the solution. I kinda forgot that you also can go higher than the default IDs with the engine pool.

Anyways, with the current grf as it is, using OpenGFX+Roadvehicles is a nice solution to get the normal buses back.
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by bman »

PaulC wrote:
bman wrote:Why does it have to replace the buses though? I can't really use it because I use buses a lot.
The latest version of this grf doesn't replace the buses. Make sure you're using Generic Cars v0.4 and not v0.1.
Odd, that's what it says in the in-game content thing.
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by PaulC »

bman wrote:Odd, that's what it says in the in-game content thing.
That description appears to be out of date; perhaps if Zephyris reads this he can update it. Have you actually tried the grf in a game?
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by bman »

PaulC wrote:
bman wrote:Odd, that's what it says in the in-game content thing.
That description appears to be out of date; perhaps if Zephyris reads this he can update it. Have you actually tried the grf in a game?
I just tried it and it doesn't replace the buses. Thanks.
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Zephyris
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by Zephyris »

Hi all... I'm not clear what the issue is. The version in BaNaNaS is the latest (0.4) and I believe works correctly. What is the problem?
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by FooBar »

The issue was that bman was using an older version. As I understand it the problem is now solved by updating to the latest version.
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by PaulC »

Zephyris wrote:Hi all... I'm not clear what the issue is. The version in BaNaNaS is the latest (0.4) and I believe works correctly. What is the problem?
The in-game description mentions about replacing buses and company colours, neither of which apply to the latest version - I believe this was the cause of the problem. Perhaps you could give this text an update to avoid any further confusion?
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JustMoreMemes
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by JustMoreMemes »

I love using this mod with StreetTraffic but I like playing in the past before this mod comes into play, I had some ideas for a set of earlier vehicles and I managed to reverse engineer this set to include them instead of the current cars, can I get permission to release it when I'm done changing the sprites? I read through the license included and it seems like it should be fine but I thought I'd ask for permission and make sure. Only parts of the code will be the same.
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by SkiddLow »

I've been mandate to using Generic Cars when start a game begins over 12 years, but there's should be revamped to new version.

If Generic Cars should update again, i get a new suggestions :
- Parameter options must be always :
  • Choose color schemes : Company Colored, Original, Rainbow
  • Choose speed limits when drive : Low, Normal, High
  • Enable cost, if press say 'yes' or 'no'
- New car types should be add more such as :
  • Suzuki Swift
  • Volkswagen Golf
  • Suzuki Wagon R
  • Toyota Corolla
  • Toyota Corolla Hatchback (fka Auris)
  • Honda Jazz/Fit
  • Toyota Yaris/Vitz
  • Cyberpunk-inspired hatchback car (available between 2070-2100)
- New car sound effects
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