Had been considering checking-out the OTTD source and seeing what would've been involved to reproduce my Trams code from TTDP into OTTD.
Looks like I don't have to anymore

Next you'll have aRVs done and ... then you can help me in TTDP

Moderator: OpenTTD Developers
Different running costs, and also the ability to run stretches of track that aren't on roads, which can give an advantage against competing road vehicles and also help when roads are being reconstructed.brupje wrote:It looks cool, but what's the advantage over buses? If there where 3 or 4 wagons in a tram it can be something between a bus and a train. More capacity then a bus, less then a train. Less flexible to build then a bus, more flexible then a train.
* it's beatifull !brupje wrote:It looks cool, but what's the advantage over buses? If there where 3 or 4 wagons in a tram it can be something between a bus and a train. More capacity then a bus, less then a train. Less flexible to build then a bus, more flexible then a train.
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dbg: [grf] [4LVw.grf:46] Error: To use both this set and German trams put this set before German trams set in the newgrf.cfg.
You've done an awesome work coding them for ttdpatchUh oh...
Had been considering checking-out the OTTD source and seeing what would've been involved to reproduce my Trams code from TTDP into OTTD.
Looks like I don't have to anymore
Next you'll have aRVs done and ... then you can help me in TTDP
Yeahtoday news : Drive-Through Patch have been merged into trunk, now you can remove a part of your patch ! cool....
Hm, haven't tried to use LV4. But placing LV4 grf before german trams grf should have done the trick. I'll note it on my todo list. ThanksI think I found small bug, whenever I try to use LongVehicles 4 with German trams it doesn't work:
Code:
dbg: [grf] [4LVw.grf:46] Error: To use both this set and German trams put this set before German trams set in the newgrf.cfg.
Changing an order doesn't solve this error, without german trams it works good, with serbian trams is also working.
Hehe, good to hearBTW Great job!
Also I have tried to use it with newhouses branch wasn't playing long but patching was without any troubles and whole game worked good with Total Town Replacement Set version 3 and German trams
Heh heh... is that my GRF? It looks like the little Hiroshima/Hannover Tram is driving between the tracksValance wrote:Before I'm going back to coding, here is another little screenshot:
It was a pleasure to try itValance wrote: Hm, haven't tried to use LV4. But placing LV4 grf before german trams grf should have done the trick. I'll note it on my todo list. Thanks![]()
They are on grfcrawler, here is the link to the threadValance wrote: Could you post a link to the thread with the serbian ones, please? So far, I only found german ones and hiroshima ones while searching the forum. Would be nice to have a collection of available tram vehicle/track grfs in this thread![]()
I would rather vote for up/downgrading I think it would be more "professional"Valance wrote: Oh, I told you already that roadstops (and now tunnels, too. I plan to do it the same way for bridges) aren't different ones for roads with tramrails and/or lightrails in my diff at the moment. They'll only change their appearence when they're connected to tramrails. My question still is: Is this ok for you, or would you like to have them split up in road/tram ones (with different prices, need to pay money for up/downgrading rails on them, ...)?
Valance wrote:In my 24 years on earth (no, I'm not from mars *lol*) I've never seen a tram live3) Maybe the code shouldn't be mixed with the drive-through-roadstops, but then again, maybe it is crucial. I haven't had a time to look at the diff in detail.Just in tv. But I can't imagine they will drive into a normal roadstop. Therefore (and because it's handled the same in ttdpatch) I think I'll let them only use drive-through-roadstops. It's my current goal to let trams drive into them, after three days coding I'd like to see the trams transporting passengers before I'll go to bed
But somehow they're ignoring them at the moment...
Oh, thats already working. My question was regarding roadstops, tunnels and bridges. But I'll do it the more professionel wayAs for the Depots, do you mean only having trams listed in one depot and standard RVs in the normal depots? It was pretty straight forward, you just check, as you're iterating through the vehicle list, if the current vehicle is a tram (some GRF flag Smile ) and then choose to draw it or not based on whether the current depot is Tram/RV. I just used a spare single bit in the landscape array to store that.
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