I see, thnx, I recommend that you put the link to the most recent version also in the first post of the thread
HERDING LIVESTOCK TO MARKET
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Re: HERDING LIVESTOCK TO MARKET
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Re: HERDING LIVESTOCK TO MARKET
into "alternative_roadtype_list" of a road should come the standard label, that this road then works as a replacement for. It means, vehicles of a standard label will change into the label of the first road, that has the standard label in its "alternative_roadtype_list"
So, if you want to remap all IAAN vehicles to, say, SCPR, then it needs this property:
Code: Select all
alternative_roadtype_list: [IAAN]
This could partially be solved by using standardised labels for the roads as well. It would be RAAN for public or IAAN for non-public bumpy roads. (The second letter can be anything, i.e. S for stock route)
However, then it might get overwritten by other roadsets with a road using the same label
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Re: HERDING LIVESTOCK TO MARKET
Could we also do caravans as well? Its camel trains could be used to ferry people and goods all around. People also rode them individually.
Re: HERDING LIVESTOCK TO MARKET
So, what is the difference then between using the "alternative_roadtype_list"-method and the "roadtypetable"-method?
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Re: HERDING LIVESTOCK TO MARKET
I am sorry, I was a bit short in my explanation
1. the roads in a standardised roadtype set have to put the appropriate standard labels (used by vehicles, i.e. RABN) in the "alternative_roadtype_list". This way, all standardised vehicles will be supported in a game, when a suitable road is available.
This means, road set authors would use their own labels based on the standard scheme, but do not need to create roads for every possible vehicle type.
Let's say, you create a road "RABN", then all vehicles of RABN type will automatically run on this road, plus all roads in the "powered_roadtype_list". But RAAN type vehicles would not be available in the game, unless you create a road with the label "RAAN". However, if you do not provide this road but still want these vehicles to be available, you would want to add "RAAN" to the "alternative_roadtype_list" of the RABN road. In concequence, both RABN and RAAN vehicles would drive on the RABN road.
(Technically speaking, all RAAN vehicles would turn into RABN vehicles)
2. the roadtypetable is only needed in GRFs with vehicles in them. Road sets do not need it.
Defining alternatives for vehicle types in the roadtypetable gives vehicle set authors the power to change the type of their vehicles according to the availability of roads. Let's say, your vehicles are of RAAN type, but there is no RAAN road available. Then the vehicle set author can choose to set RABN as alternative in the roadtypetable. In effect, RAAN vehicles would turn into RABN vehicles and run on the RABN road.
The point is, if there is no road set which used standardised labels in the game, the RAAN/RABN/... vehicles can turn into ROAD vehicles, if defined as alternative in the roadtypetable of the vehicle GRF. This way, GRF authors can support both the standardised scheme and the old approach (of only having ROAD vehicles)
... I hope, this made it clear
alternative_roadtype_list is for roads to be compatible with vehicles, and the roadtypetable is for vehicles to be compatible with roads.
Re: HERDING LIVESTOCK TO MARKET
I'm confused .. in the AuzFarmRoads .. what will I need?
Seems like I replace
with
and also add
And in the Vehicle codes change it to
Cheers
Seems like I replace
Code: Select all
"roadtypetable"
Code: Select all
"alternative_roadtype_list: [IAAN]"
Code: Select all
stock: [SCPH, SCPR, IAAN, ROAD]
Code: Select all
road_type: stock
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Re: HERDING LIVESTOCK TO MARKET
Give it a bit more time Garry
Getting close
I understand!Kruemelchen wrote: ↑08 May 2023 22:06 alternative_roadtype_list is for roads to be compatible with vehicles, and the roadtypetable is for vehicles to be compatible with roads.
Final question:
- If one uses the roadtypetable-method, does the vehicle only become compatible with the first road in the roadtypelabellist that is available in the Roadset-GRF, or to all roads in the list that are available in the Roadset-GRF?
(assuming that none of the roads are compatible/powered with each other).
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Re: HERDING LIVESTOCK TO MARKET
It will become available to the first one in the list.Quast65 wrote: ↑09 May 2023 00:18 I understand!
Final question:
- If one uses the roadtypetable-method, does the vehicle only become compatible with the first road in the roadtypelabellist that is available in the Roadset-GRF, or to all roads in the list that are available in the Roadset-GRF?
(assuming that none of the roads are compatible/powered with each other).
Re: HERDING LIVESTOCK TO MARKET
I did a bit of testing, to really get this clear for myself.
This is what I think happens when you use the Alternative_Roadtype-Method:
- The method relies on that the vehicle-GRF uses the standardised label scheme. The road-GRF doesnt have to have labels from the standardised label scheme for its roads.
- The roadtype of the vehicle (i.e. that is a label from the standardised label scheme) CHANGES to the label of the FIRST road in the code of the road-GRF that has that original standardised label in its alternative_roadtype_list.
- The vehicle will now also be able to drive on roads that are in the powered_roadtype_list of that road (and be bought in their depots).
- If a road is disabled via parameter, then the vehicle will get the label of the NEXT road that has its original standardised label in its alternative_roadtype_list.
- If no more roads are available, then the vehicle cannot be purchased anymore.
- If you disable a road, via parameter, in a running game. And at that time you had a vehicle for example running on another powered-roadtype, then the game will crash.
As there are no more suitable roads available for that vehicle.
- This method is handy to "update" existing road-GRFs to the standardised label scheme, as you only have to add an alternative_roadtype_list to the appropriate roads.
The same as above is with the roadtypetable-method, with the difference that the possible changes of the label are set from within the vehicle-GRF and that it relies on the road-GRF to use the standardised label scheme for the labels of its roads, the vehicles dont have to have labels from the standardised label scheme.
This method is handy to "update" existing vehicle-GRFs to the standardised label scheme, as you only have to make some changes to the roadtypetable.
Is this correct?
Could the "mixing" of both methods cause a possible conflict?
Lets say:
I have a vehicle with non-standard-label XXXX and it has standard-label IAAN in its roadtyptable which it will adapt to if that road is available.
I have two different road-grfs, one that has a roadtype with IAAN set as its actual label and one that has a roadtype with IAAN in its alternative_roadtype_list and that has YYYY as its own label.
What happens?
Will the vehicle change to label IAAN first and that causes it to end up as YYYY? Will it stay IAAN? Or could this cause a crash, as it possibly keeps looping from IAAN to YYYY?
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Re: HERDING LIVESTOCK TO MARKET
Sounds correct to me.
Alternative_roadtype_list only steps in, if there is no road of that label.
The vehicle will take the first label, that is available. If the first label in the roadtypetable is IAAN and that road type exists, then it will stay IAAN.Quast65 wrote: ↑09 May 2023 10:32 Could the "mixing" of both methods cause a possible conflict?
Lets say:
I have a vehicle with non-standard-label XXXX and it has standard-label IAAN in its roadtyptable which it will adapt to if that road is available.
I have two different road-grfs, one that has a roadtype with IAAN set as its actual label and one that has a roadtype with IAAN in its alternative_roadtype_list and that has YYYY as its own label.
What happens?
Will the vehicle change to label IAAN first and that causes it to end up as YYYY? Will it stay IAAN? Or could this cause a crash, as it possibly keeps looping from IAAN to YYYY?
Alternative_roadtype_list only steps in, if there is no road of that label.
Re: HERDING LIVESTOCK TO MARKET
Thnx for clearing that all up and for your and Brickblock1's work on making the standard!
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Re: HERDING LIVESTOCK TO MARKET
Thanks all for helping me with these projects.
Hope either later this afternoon or tomorrow give these a try.
Hope others are also benefiting from this as well.
Cheers all
Hope either later this afternoon or tomorrow give these a try.
Hope others are also benefiting from this as well.
Cheers all
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Re: HERDING LIVESTOCK TO MARKET
Please wait with doing this on your own.
I have to work tonight, but will try to guide you through the process when I get back.
Can you post your most recent sourcecode for the AuzFarmRoads?
Then I can check what needs to be deleted and what needs to be added/changed.
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Re: HERDING LIVESTOCK TO MARKET
No hurry as most likely be Friday before I can do anymore as today shopping day and Thursday I hope go train riding. Friday thru till next Tuesday I be staying home so have time to work on projects.
I haven't done anything to it since the 8th except add version number.
Thanks you heaps.
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Re: HERDING LIVESTOCK TO MARKET
Right, back from work, lets do this!
but no worries, we'll fix that along the way
We are going to use the Alternative_Roadtype-Method, as you then also can use that to easily make certain vehicles compatible with the rural/grassy/dirt roads in your other roadsets.
What we are going to do is giving your vehicles a standardised label, then we will add an alternative_roadtype_list to your roads, and finally we clean some code up.
1.
We are going to give your vehicles standardised label IAAN, according to the Standardized Road/Tramtype Scheme:
https://newgrf-specs.tt-wiki.net/wiki/U ... rsion_6.29
It stands for:
I = Industrial Site Surface (yes, farmstuff also counts as industrial)
A = Vehicle
A = Rough (Dirt) Terrain
N = No Energy Source
We do that by changing:
to
for the three vehicles.
2.
Now we are going to link them to your roads by using the alternative_roadtype_list in your roads.
It's already there, but disabled, change:
to
for both roads.
3.
Let's clean your code up a bit.
As stated in some posts earlier, the roadtypetable only applies to vehicles and not to roads.
So, change:
to just
This should do the trick...
If I am correct, in a game with only this GRF and nothing else, you should only be able to buy the 3 vehicles in depots of those two roads, and not in the depot of the basic-road.
You can still buy the regular vehicles also in the two roads.
Regular vehicles still drive on all roads, the 3 vehicles will only drive on the two farm-roads.
Let me know if this works, if so, then we can look on how we can make some other dirt/grassy/farm-suitable roads (in your other GRFs) also compatible with your vehicles.
If the vehicles still drive on the basic road (and possibly also still can be bought there), then there is a possible issue with the powered_roadtype_list.
So no worries, that should easily be fixable, but lets see if this is good enough already
I'm off to bed
Not exactly true, there is something you have added to the roadtypetable
Code: Select all
Horse: [SCPH, SCPR],
tractor01: [SCPH, SCPR],
Horse2: [SCPH, SCPR],
We are going to use the Alternative_Roadtype-Method, as you then also can use that to easily make certain vehicles compatible with the rural/grassy/dirt roads in your other roadsets.
What we are going to do is giving your vehicles a standardised label, then we will add an alternative_roadtype_list to your roads, and finally we clean some code up.
1.
We are going to give your vehicles standardised label IAAN, according to the Standardized Road/Tramtype Scheme:
https://newgrf-specs.tt-wiki.net/wiki/U ... rsion_6.29
It stands for:
I = Industrial Site Surface (yes, farmstuff also counts as industrial)
A = Vehicle
A = Rough (Dirt) Terrain
N = No Energy Source
We do that by changing:
Code: Select all
road_type: SCPR;
Code: Select all
road_type: IAAN;
2.
Now we are going to link them to your roads by using the alternative_roadtype_list in your roads.
It's already there, but disabled, change:
Code: Select all
// alternative_roadtype_list: ?;
Code: Select all
alternative_roadtype_list: ["IAAN"];
3.
Let's clean your code up a bit.
As stated in some posts earlier, the roadtypetable only applies to vehicles and not to roads.
So, change:
Code: Select all
//roadtype translation table
roadtypetable { ROAD,/* TTD */
IAAN, SCPH, SCPR, /* Farm Roads */
HRSE, HRSC, /* this set */
OFFR, SAND, /* country roads */
HAUL, /* hauling road */
DIRT, GRAV, ASPT, /* spool */
OLD_, SETT, ASP0, ASP1, ASP2, /* ratt */
AUZB, AUZC, AUZD, AUZE, AUZ5, AUZF, AUZ1, AUZG, AUZ4, /* AuzRattRoads */
ORD0, ORD1, ORD2, ORD3, ORD4, SRD0, SRD1, SRD2, ARD0, ARD1, ARD2, ARD3, ARD4, ARD5, WRD0, WRD1, URD0, URD1, IRD0, IRD1, /* U&RaTT */
CONC, TOWN, B_RD, A_RD, /* Timberwolfs Roads */
BIKE, BRIC, NL30, NL50, NL5F, NL60, NL80, NL10, NL12, /* Dutch Road Project */
CSRD, PTRD, ATRD, PCRD, ACRD, /* Auge's Basic Roadset */
ACLK, AR11, AR12, AR13, AR14, AR21, AR22, AR23, AR24, ELSP, ALSP,
ELRD, ELA1, ELA2, ELA0, ALA0, FUEL, COBB,
COB2, COB3, COB4, BEAC, ISR1, ISR2, AUZ2, AUZ3,
AUZ6, AUZ7, AUZ8, AUZ9, AUZ0, AUZA, AUZY, AUZZ, YARD, COAL,
AER0, AER1, AER2, UER1,
Horse: [SCPH, SCPR],
tractor01: [SCPH, SCPR],
Horse2: [SCPH, SCPR],
}
Code: Select all
//roadtype translation table
roadtypetable { IAAN
}
This should do the trick...
If I am correct, in a game with only this GRF and nothing else, you should only be able to buy the 3 vehicles in depots of those two roads, and not in the depot of the basic-road.
You can still buy the regular vehicles also in the two roads.
Regular vehicles still drive on all roads, the 3 vehicles will only drive on the two farm-roads.
Let me know if this works, if so, then we can look on how we can make some other dirt/grassy/farm-suitable roads (in your other GRFs) also compatible with your vehicles.
If the vehicles still drive on the basic road (and possibly also still can be bought there), then there is a possible issue with the powered_roadtype_list.
So no worries, that should easily be fixable, but lets see if this is good enough already
I'm off to bed
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Re: HERDING LIVESTOCK TO MARKET
Hope you slept well?
I bit late getting home as missed the first bus by about 10 minutes and had to wait 2 hours for next one. Normally when get medication from Pharmacy take about 10 to 15 minutes but they was busy and took just over 30 minutes .. bumma.
Anyway .. I tried those codes. It worked .. tractor and the horses could not be purchased in other depots only those connected to the 2 farm roads.
BUT roads that the farm roads can cross the tractor and horses will travel on those roads.
The highway the farm roads will not cross even if do it manually and the tractor will not cross or drive on the highway.
If they had a destination then they should not want to go along other roads unless it shorter.
Good they not cross highways. To them to cross highways that where bridges come in handy.
Here the updated game file and source.
Cheers pal
I bit late getting home as missed the first bus by about 10 minutes and had to wait 2 hours for next one. Normally when get medication from Pharmacy take about 10 to 15 minutes but they was busy and took just over 30 minutes .. bumma.
Anyway .. I tried those codes. It worked .. tractor and the horses could not be purchased in other depots only those connected to the 2 farm roads.
BUT roads that the farm roads can cross the tractor and horses will travel on those roads.
The highway the farm roads will not cross even if do it manually and the tractor will not cross or drive on the highway.
If they had a destination then they should not want to go along other roads unless it shorter.
Good they not cross highways. To them to cross highways that where bridges come in handy.
Here the updated game file and source.
Cheers pal
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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: HERDING LIVESTOCK TO MARKET
Morning!
No, its not working as intended (yet).
I can still buy the 3 vehicles in the depot of the regular road and they also still drive onto it.
1. TEST IT OUT FIRST WITH ONLY THIS SINGLE GRF IN A GAME! NOTHING ELSE, NO OTHER ROADGRFS OR WHATEVER.
2. You have made more changes that necessary:
Turn this:
Back into:
The only thing that this hidden roadtype ROAD is needed for in this GRF, is to make the two farmroutes compatible with regular basic road.
Nothing more.
*In road SCPH
replace:
with:
So, remove the completely unnecessary line // powered_roadtype_list: ["IAAN", "SCPH", "SCPR"];
As that is inactive with the // in front of it anyway.
But more importantly remove "IAAN" from the powered_roadtype_list!!!!!
It should ONLY be in the alternative_roadtype_list of that road.
*In road SCPR
remove from its powered_roadtype_list
Please make these changes (and pretty please with sugar on top, only these changes ) and recode, then I can check and see if some more tweaks need to be made.
There is just a bit more tweaking and testing to do and then I will try to summarise what the powered_roadtype_list and alternative_roadtype_list do and should be used for.
But I can already tell you that roadtype-labels for vehicles that use the standardised label scheme (in this case IAAN), should ONLY be placed in the alternative_roadtype_list of a road and nowhere else in the code of a road!
No, its not working as intended (yet).
I can still buy the 3 vehicles in the depot of the regular road and they also still drive onto it.
1. TEST IT OUT FIRST WITH ONLY THIS SINGLE GRF IN A GAME! NOTHING ELSE, NO OTHER ROADGRFS OR WHATEVER.
2. You have made more changes that necessary:
Turn this:
Code: Select all
item(FEAT_ROADTYPES, item_country_asphalt_road2, 02) {
property {
label: "ROAD";
powered_roadtype_list: ["IAAN", "A_RD", "ACLK", "ACRD", "AER0", "AER1", "AER2", "ALA0", "ALSP", "AR11", "AR12", "AR13", "AR14", "AR21", "AR22", "AR23", "AR24", "ARD0", "ARD1", "ARD2", "ARD3", "ARD4", "ARD5", "ASP0", "ASP1", "ASP2", "ASPT", "ATRD", "AUZ0", "AUZ1", "AUZ2", "AUZ3", "AUZ4", "AUZ5", "AUZ6", "AUZ7", "AUZ8", "AUZ9", "AUZA", "AUZB", "AUZC", "AUZD", "AUZE", "AUZF", "AUZG", "AUZY", "AUZZ", "B_RD", "BEAC", "BIKE", "BRIC", "COAL", "COB2", "COB3", "COB4", "COBB", "CONC", "CSRD", "DIRT", "ELA0", "ELA1", "ELA2", "ELRD", "ELSP", "FUEL", "GRAV", "HAUL", "HRSC", "HRSE", "IRD0", "IRD1", "ISR1", "ISR2", "NL10", "NL12", "NL30", "NL50", "NL5F", "NL60", "NL80", "OFFR", "OLD_", "ORD0", "ORD1", "ORD2", "ORD3", "ORD4", "PCRD", "PTRD", "ROAD", "SAND", "SCPH", "SCPR", "SETT", "SRD0", "SRD1", "SRD2", "TOWN", "UER1", "URD0", "URD1", "WRD0", "WRD1", "YARD"];
// alternative_roadtype_list: ["IAAN"];
}
}
Code: Select all
item(FEAT_ROADTYPES, item_country_asphalt_road2, 02) {
property {
label: "ROAD";
powered_roadtype_list: ["ROAD", "SCPH", "SCPR"];
}
}
Nothing more.
*In road SCPH
replace:
Code: Select all
// powered_roadtype_list: ["IAAN", "SCPH", "SCPR"];
powered_roadtype_list: ["IAAN", "A_RD", "ACLK", "ACRD", "AER0", "AER1", "AER2", "ALA0", "ALSP", "AR11", "AR12", "AR13", "AR14", "AR21", "AR22", "AR23", "AR24", "ARD0", "ARD1", "ARD2", "ARD3", "ARD4", "ARD5", "ASP0", "ASP1", "ASP2", "ASPT", "ATRD", "AUZ0", "AUZ1", "AUZ2", "AUZ3", "AUZ4", "AUZ5", "AUZ6", "AUZ7", "AUZ8", "AUZ9", "AUZA", "AUZB", "AUZC", "AUZD", "AUZE", "AUZF", "AUZG", "AUZY", "AUZZ", "B_RD", "BEAC", "BIKE", "BRIC", "COAL", "COB2", "COB3", "COB4", "COBB", "CONC", "CSRD", "DIRT", "ELA0", "ELA1", "ELA2", "ELRD", "ELSP", "FUEL", "GRAV", "HAUL", "HRSC", "HRSE", "IRD0", "IRD1", "ISR1", "ISR2", "NL10", "NL12", "NL30", "NL50", "NL5F", "NL60", "NL80", "OFFR", "OLD_", "ORD0", "ORD1", "ORD2", "ORD3", "ORD4", "PCRD", "PTRD", "ROAD", "SAND", "SCPH", "SCPR", "SETT", "SRD0", "SRD1", "SRD2", "TOWN", "UER1", "URD0", "URD1", "WRD0", "WRD1", "YARD"];
Code: Select all
powered_roadtype_list: ["A_RD", "ACLK", "ACRD", "AER0", "AER1", "AER2", "ALA0", "ALSP", "AR11", "AR12", "AR13", "AR14", "AR21", "AR22", "AR23", "AR24", "ARD0", "ARD1", "ARD2", "ARD3", "ARD4", "ARD5", "ASP0", "ASP1", "ASP2", "ASPT", "ATRD", "AUZ0", "AUZ1", "AUZ2", "AUZ3", "AUZ4", "AUZ5", "AUZ6", "AUZ7", "AUZ8", "AUZ9", "AUZA", "AUZB", "AUZC", "AUZD", "AUZE", "AUZF", "AUZG", "AUZY", "AUZZ", "B_RD", "BEAC", "BIKE", "BRIC", "COAL", "COB2", "COB3", "COB4", "COBB", "CONC", "CSRD", "DIRT", "ELA0", "ELA1", "ELA2", "ELRD", "ELSP", "FUEL", "GRAV", "HAUL", "HRSC", "HRSE", "IRD0", "IRD1", "ISR1", "ISR2", "NL10", "NL12", "NL30", "NL50", "NL5F", "NL60", "NL80", "OFFR", "OLD_", "ORD0", "ORD1", "ORD2", "ORD3", "ORD4", "PCRD", "PTRD", "ROAD", "SAND", "SCPH", "SCPR", "SETT", "SRD0", "SRD1", "SRD2", "TOWN", "UER1", "URD0", "URD1", "WRD0", "WRD1", "YARD"];
As that is inactive with the // in front of it anyway.
But more importantly remove "IAAN" from the powered_roadtype_list!!!!!
It should ONLY be in the alternative_roadtype_list of that road.
*In road SCPR
remove
Code: Select all
"IAAN"
Please make these changes (and pretty please with sugar on top, only these changes ) and recode, then I can check and see if some more tweaks need to be made.
There is just a bit more tweaking and testing to do and then I will try to summarise what the powered_roadtype_list and alternative_roadtype_list do and should be used for.
But I can already tell you that roadtype-labels for vehicles that use the standardised label scheme (in this case IAAN), should ONLY be placed in the alternative_roadtype_list of a road and nowhere else in the code of a road!
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: HERDING LIVESTOCK TO MARKET
I have a look at this after diner and see if can send it back to you in a few hours.
Those // I was trying different ideas cause I could buy the tractor in any depot. So then I moved the AuzFarmRoads and placed it before the AuzrattRoads and the AuzAnimalsBikesAndPeople and it worked .. could not buy the tractor in other depots.
I shall return here soon
Cheers
Those // I was trying different ideas cause I could buy the tractor in any depot. So then I moved the AuzFarmRoads and placed it before the AuzrattRoads and the AuzAnimalsBikesAndPeople and it worked .. could not buy the tractor in other depots.
I shall return here soon
Cheers
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: HERDING LIVESTOCK TO MARKET
Yeah, I see, I understand that you are eager to also help, but at the moment please dont do that
I have a plan to do things step by step and so will eventually try to make clear to you (and me also) how everything works, so that you can impliment it in other GRFs (or expand this one)
Then you can experiment as much as you want
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: HERDING LIVESTOCK TO MARKET
ok .. I go make some hedges and ambulance and things until I can come back to this ..
Some things we learning here could get used in AuzAnimalsBikesAndPeople to keep the animals on the right track.
Be nice if the animals can only be purchased in the Barn Depots and start their journey on the farm roads before they start blocking traffic .
Appreciate what your doing .. cheers pal.
Now my turn to go to bed since I have awoken you.
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
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