The NewHouses branch has now been merged into trunk
Moderator: OpenTTD Developers
The NewHouses branch has now been merged into trunk
As the title says, the NewHouses branch is now being compiled by the compile farm, and you can find the files here: http://nightly.openttd.org/newhouses/files/.
Merging the branch is still a little way off, but it's mostly complete and works for all the newhouse grfs I've tried - TTRS2 (modified by Aegir) and the North American Building Set (not officially released yet) which can both be found in Aegir's projects thread, and the JapanSet buildings which can be found here: http://www.as-st.com/ttd/japan/index.html.
So, have fun with it (and with TTRS3 when that's released ) and if you find any bugs, or have any comments, please post them in this thread.
Merging the branch is still a little way off, but it's mostly complete and works for all the newhouse grfs I've tried - TTRS2 (modified by Aegir) and the North American Building Set (not officially released yet) which can both be found in Aegir's projects thread, and the JapanSet buildings which can be found here: http://www.as-st.com/ttd/japan/index.html.
So, have fun with it (and with TTRS3 when that's released ) and if you find any bugs, or have any comments, please post them in this thread.
Last edited by Maedhros on 19 Mar 2007 11:32, edited 1 time in total.
No-one's more important than the earthworm.
- White Rabbit
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Whoaaaaah.
My virtual £10 says that by tomorrow there'll be 5 screenshots showing it off in this thread alone, nevermind the Screenshots forum.
My virtual £10 says that by tomorrow there'll be 5 screenshots showing it off in this thread alone, nevermind the Screenshots forum.
Last edited by White Rabbit on 05 Dec 2006 00:05, edited 1 time in total.
- White Rabbit
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I get that office building in the 50s too. It came up when I tried NABS, so I don't think it's related to TTRS2.
EDIT: Will someone please post the parameters for TTRS2? I only remember using 1 1 0 to get the default TTD airports (I recommend using the default airports for OTTD unless you're not planning on going beyond City size ). The last 0 determines the airport, while the two 1s before it are default values.
I'd like the parameter that replaces all default buildings with those of TTRS2. The ones on Zimmlock's site don't seem to work. It could be a bug, or it could be because they're for TTRS3.
EDIT: Will someone please post the parameters for TTRS2? I only remember using 1 1 0 to get the default TTD airports (I recommend using the default airports for OTTD unless you're not planning on going beyond City size ). The last 0 determines the airport, while the two 1s before it are default values.
I'd like the parameter that replaces all default buildings with those of TTRS2. The ones on Zimmlock's site don't seem to work. It could be a bug, or it could be because they're for TTRS3.
Last edited by White Rabbit on 05 Dec 2006 18:13, edited 2 times in total.
- belugas
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Corrected. A lot of data has been moved... thus the errors.
I'm checking if there are any other alike.
Gotta wait for next compile...
Thbaks for first reports
As for the params... checking it too
I'm checking if there are any other alike.
Gotta wait for next compile...
Thbaks for first reports
As for the params... checking it too
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Will the sprites in TTRSx be used for ALL airports in OTTD?
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
If you download TTRS2 from here, the parameter info is in the readme. But I've attached it anyway...White Rabbit wrote:Will someone please post the parameters for TTRS2?
Thanks for fixing it so quicklybelugas wrote:Corrected. A lot of data has been moved... thus the errors.
I'll just have to compile it myself...belugas wrote:Gotta wait for next compile...
- Attachments
-
- readme-v2.txt
- TTRS2 Readme
- (7.25 KiB) Downloaded 359 times
- White Rabbit
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Thanks mart3p, I thought TTRS2 downloads were gone forever when Zimmlock updated his TTRS website.
EDIT: I found a bug with one of the Tall Office Blocks. It's just a black square. I don't know if it's a TTRS2 building, or a default building.
Also, has anyone witnessed the demolition animations in OTTD? I might be wrong, but I think the Stock Exchange makes a 'boom' sound when it goes down, so we should check for the sound as well (that's what I heard in TTDP). The construction stages appear to be fine.
EDIT: I found a bug with one of the Tall Office Blocks. It's just a black square. I don't know if it's a TTRS2 building, or a default building.
Also, has anyone witnessed the demolition animations in OTTD? I might be wrong, but I think the Stock Exchange makes a 'boom' sound when it goes down, so we should check for the sound as well (that's what I heard in TTDP). The construction stages appear to be fine.
- Attachments
-
- tall office block 2.png (72.55 KiB) Viewed 15075 times
-
- tall office block.png (28.11 KiB) Viewed 15078 times
Hmm. Please could you attach your savegame?White Rabbit wrote:EDIT: I found a bug with one of the Tall Office Blocks. It's just a black square. I don't know if it's a TTRS2 building, or a default building.
Oh yeah, I'd forgotten about sounds. Sound support hasn't been added yet. ^_^White Rabbit wrote:Also, has anyone witnessed the demolition animations in OTTD? I might be wrong, but I think the Stock Exchange makes a 'boom' sound when it goes down, so we should check for the sound as well (that's what I heard in TTDP). The construction stages appear to be fine.
No-one's more important than the earthworm.
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I encountered those black squares in the scenario editor, but I forgot to save the scenario. Now I'm unable to reproduce the bug. I can only find two tall office blocks that cost that much to demolish and accept that much cargo, and neither are black squares.
By the way, how often is the Newhouses branch compiled?
By the way, how often is the Newhouses branch compiled?
- belugas
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Should be every monday at 22:00 CETWhite Rabbit wrote:By the way, how often is the Newhouses branch compiled?
Or everytime you wish if you have a compiler
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
- White Rabbit
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Has anyone noticed how extinct buildings "resurrect" on 2070? I've attached a savegame of a game that started on 2070. Among many 50s commercial buildings, you can find stock exchanges (they're supposed to be gone by 2000) and old hospitals.
Also, something seems wrong with the hospital generation. There's so many of them, sometimes 2 in each town (one modern and one old). That can't be right.
Also, something seems wrong with the hospital generation. There's so many of them, sometimes 2 in each town (one modern and one old). That can't be right.
- Attachments
-
- old houses.sav
- (82.08 KiB) Downloaded 319 times
Yeah, I messed up the date handling a bit past 2070 - that should be fixed now.White Rabbit wrote:Has anyone noticed how extinct buildings "resurrect" on 2070? I've attached a savegame of a game that started on 2070. Among many 50s commercial buildings, you can find stock exchanges (they're supposed to be gone by 2000) and old hospitals.
Also, something seems wrong with the hospital generation. There's so many of them, sometimes 2 in each town (one modern and one old). That can't be right.
No-one's more important than the earthworm.
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There seems to be an industry bug with my revision (7364) of the newhouses branch. Just load my savegame and wait a few seconds. A new coal seam will be found at the top corner of the map, at a non-existant coal mine.
- Attachments
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- Bad Effort Transport, 18th Aug 1923.sav
- (216.73 KiB) Downloaded 339 times
- belugas
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Good news :
The branch will now be compiled twice a week, each Monday and Friday at 22:00h CET
The branch will now be compiled twice a week, each Monday and Friday at 22:00h CET
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
- Digitalfox
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Using clean instalation of OpenTTD 0.4.8 and last windows nightly of branch newhouses 7364..
Using the new TTRS-3 released today:
http://users.skynet.be/florisjan/ttd/ttrs.html
No other newgrf is loaded, just TTRS-3
Gives this error when i try to use land area information about some building..
Using the new TTRS-3 released today:
http://users.skynet.be/florisjan/ttd/ttrs.html
No other newgrf is loaded, just TTRS-3
Gives this error when i try to use land area information about some building..
- Attachments
-
- Land Area Error 7364
- OpenTTD newhouses.JPG (93.28 KiB) Viewed 14499 times
Last edited by Digitalfox on 08 Dec 2006 16:13, edited 1 time in total.
- Digitalfox
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- White Rabbit
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Yep, I get those black squares too.
I also get the invalid string error when I try to use land information.
And I get those buggy transparent sprites as well (those beds aren't supposed to show up until you make buildings transparent).
You've got to admit the set still looks cool with the black squares...
I also get the invalid string error when I try to use land information.
And I get those buggy transparent sprites as well (those beds aren't supposed to show up until you make buildings transparent).
You've got to admit the set still looks cool with the black squares...
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