Zimmlocks creations develoment thread

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Zimmlock
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Post by Zimmlock »

Sorry you nice people had to wait so long, but i had to work :(

I have updated the TTRS website, its there to get the updated TTRS files
version 3.02a.
Once again "have a bug, catch it and report here"
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m3henry
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Post by m3henry »

IT says the ZIP is corrupted !!!?!!! {insert 'going crazy' smiley}
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Zimmlock
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Post by Zimmlock »

Sorry somthing went wrong with the upload to the server, its fixed now.
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Rob
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Post by Rob »

Yes !
The errors reported by me are now fixed. :D
Thanks Csaboka, George and off course Zimmlock. :P
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m3henry
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Post by m3henry »

the bridges are fixed!
WOOOOOOOOOOO!
next step.......
i cant think of a next step! aprt from replacing the whole of temperate :wink:
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jacke
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Post by jacke »

Wolf01 wrote:
jacke wrote:This is what happened when I made a quick test with OpenTTD rev r9527. I had two GRFs loaded, TTRS ver 3.02 and Long vehicles 4. When I disabled the long vehicles GRF (in game), the bridges immediately looked fine. After that I couldn't reproduce the error again, even if I started a new game. This was just a quick test though, I didn't do much more testing, but if it would be of any help, I could.

Maybe this error is not even related to the TTRS GRF?
i got a similar problem, just move the ttrs at the bottom to fix the problem
Thanks for your reply, but I actually had it in the bottom of the list when the problem occured.
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Ameecher
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Post by Ameecher »

I've discovered a bug which allows me to build the tubular steel bridge in 1971, this disappears when I disable TTRS. Screenshot attached and newgrf.cfg
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PikkaBird
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Post by PikkaBird »

Hi guys,

This problem of wallyweb's appears to be caused by TTRSv3.02 and 3.02a. I downloaded his files, and I get the same problem with TTRS active, but not without it.
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zero1000
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Post by zero1000 »

i think its a side effect of the road tubular steel bridge replacement of the set, which is supposed to appear earlier.
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Post by MrMox »

From the wiki on sub-tropical towns in the desert: "... require food and water to grow".

I noticed when I started a new sub-tropical game with 3.02a that towns in desert in general accepts mail, passengers, water and goods. Does this mean that they can now not grown (since food is required for growth and they don't accept food) or they need water and goods to grow, or just water to grow?
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Dave
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Post by Dave »

Are you using an industry replacement set?

And do you use TTDP or OTTD?
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Post by MrMox »

Sorry for the lack of information. I'm using OTTP (nightly r9542) with a number of grf's:

Transmitter, Stolen Trees by SAC, Container Freight Station & Harbor, Industrial Stations v0.98, Aegir Freight Stations, NewStations v0.42, Aviators Aircraft Set (av8), North American Renewal Set, Total Town Replacement Set v3.02a, New Build Costs by Pikkabird/DanMacK.

- but nothing like industry replacement set (doesn't work in OTTD anyway I think).

With the same grf's except for TTRS which were at 3.01 sub-tropical towns accepted food (TTRS disabled itself in this climate, so the buildings were the "default" set).
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PikkaBird
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Post by PikkaBird »

Perhaps TTRS uses a cargo translation table and house prop 1E to accept food, rather than house prop 0F?
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Post by Ailure »

OTTP? Is that a openTTD and TTDpatch hybrid? ;) (Yeah I assume you mean OTTD)

Must say that I really love the TTRS3 set, however there's one thing that I wonder about...

Code: Select all

4th  	0  	 (default for TTDpatch) Use TTRS-v3 airports and heliports.
	1 	(default for openTTD) do not use TTRS-v3 airports and heliports.
Why no possibility of using only the the TTRS-v3 heliports? As far as I can tell, they work perfectly fine in OTTD, and none of the airports in OTTD uses the graphics from heliports as far I can tell.
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Post by MrMox »

Ailure wrote:OTTP? Is that a openTTD and TTDpatch hybrid? ;) (Yeah I assume you mean OTTD)

Yeah, don't know what I was thinking :oops:

But I'm curious if you see the same behavior with buildings not accepting food in tropical/arctic in OTTD making town growth impossible?
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Post by WWTBAM »

all the modern airports in openttd after the regiona use the flashing x thingie on top of the heliport.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
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Csaboka
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Post by Csaboka »

@MrMox: It seems OTTD doesn't support something I'm using, and this makes buildings accept goods instead of food. I could use an older method (that is probably supported by OTTD), but that would mean that those buildings don't accept food on temperate, when food is added via a GRF. The amount of code affected by this isn't too large, so I think I can make a special case for OTTD in the next release. AFAIK, OTTD doesn't support new cargoes yet anyway, so losing food acceptance on temperate won't be a problem for a while.
Ailure wrote:Why no possibility of using only the the TTRS-v3 heliports? As far as I can tell, they work perfectly fine in OTTD, and none of the airports in OTTD uses the graphics from heliports as far I can tell.
Oh, you're right, I forgot about this. I don't play OTTD myself, so I didn't know heliports were safe to override. Adding a new option is easy, so I think I'll do that for the next release (whenever that may be).
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Maedhros
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Post by Maedhros »

Csaboka wrote:@MrMox: It seems OTTD doesn't support something I'm using, and this makes buildings accept goods instead of food. I could use an older method (that is probably supported by OTTD), but that would mean that those buildings don't accept food on temperate, when food is added via a GRF. The amount of code affected by this isn't too large, so I think I can make a special case for OTTD in the next release. AFAIK, OTTD doesn't support new cargoes yet anyway, so losing food acceptance on temperate won't be a problem for a while.
Can I ask what it is that OTTD doesn't support? As long as it's reasonably easy to fix, it's probably better to fix it in OTTD than in TTRS3. :)
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Post by peter1138 »

r9621 | peter1138 | 2007-04-13 22:18:48 +0100 (Fri, 13 Apr 2007) | 2 lines
-Codechange: implement newgrf house property 1E (cargo types)

That one :p
He's like, some kind of OpenTTD developer.
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Csaboka
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Post by Csaboka »

Does OTTD support cargo translation tables? If not, it's better to ignore prop. 1E in TTRS3 for now. Otherwise, houses will accept coal instead of fuel oil, oil instead of tourists and livestock instead of food. Would look funny in-game :)
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