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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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Rob
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Re: questions

Post by Rob »

Lakie wrote:That page is rather out of date, to the point I can think of at least 3 bits not mentioned (engineconvert, signalgui and previewdd), looking it up, the last 7 switches are not on that page.
Where did you look it up ?
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Lakie
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Re: questions

Post by Lakie »

From my "ttdpatch.cfg" (for the 2.6 branch / nightlies).
ttdpatch.cfg 2.6 wrote:// `experimentalfeatures' (-XF) enables the latest experimental features.
experimentalfeatures.slowcrossing off // trains slow down before crossings
experimentalfeatures.cooperative on // cooperative play, very limited
experimentalfeatures.mandatorygrm off // make GRF Resource Management mandatory for .grf files
experimentalfeatures.incvehconsist on // build even more then 255 trains per company (very experimental)
experimentalfeatures.signalgui on // alter signals with the signal window (very experimental)
experimentalfeatures.newterraingen on // new terrain generator for random landscapes
experimentalfeatures.engineconvert on // converts an engine to a extra head (very experimental)
experimentalfeatures.previewdd on // Show previews in the station drop down
experimentalfeatures.extradetails on // Show more specs in the vehicle details window
experimentalfeatures.asyncmp off // Internet multiplayer support
experimentalfeatures.railvehmenu on // Rail vehicle menu/window in the depot window
I think that page is meant for the 2.5 beta branch however, so I'll look for where the nightly information should go.
[Edit] Found it, here.

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Rob
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Re: questions

Post by Rob »

Ah yes, of course.
Thanks. :D
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michael blunck
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Re: questions

Post by michael blunck »

Still, some of these features lacks more detailed information, namely

- engineconvert
- extradetails
- asyncmp
- railvehmenu

Would be nice if someone knowledgeable would add a bit more.

regards
Michael
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Lakie
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Re: questions

Post by Lakie »

Please refrain from having snide swipes at each other, especially about OpenTTD / TTDpatch as it leads to flame wars.

OpenTTD was not the answer to this persons problem as there are solutions in TTDpatch to deal with those issues.
I personally feel too many people who use OpenTTD suggest it for any issue without thinking of if it has a solution or not in the patch, and I'd like that to stop, as it leads to feuds on the forums and can confuse the user asking for help.

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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FooBar
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Re: questions

Post by FooBar »

I didn't want to advertise O, but because I didn't read the context and because I found myself to be in the Graphics forum, I assumed the question was about having more than 240 vehicles in one NewGRF. In order to achieve that, one currently has to resort to O as Patch does not support such functionality at this point in time.

I don't feel I can be blamed for my honest mistake, because I read this topic before, and back then things were about Hungarian vehicles.


But I like to apologise anyways, please don't blame me for being ignorant about the context of this topic.
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Re: questions

Post by SquireJames »

FooBar wrote:I didn't want to advertise O, but because I didn't read the context and because I found myself to be in the Graphics forum, I assumed the question was about having more than 240 vehicles in one NewGRF. In order to achieve that, one currently has to resort to O as Patch does not support such functionality at this point in time.
Ditto, and if people could also refrain from jumping all over someone who tried to give advice it would also be welcome. It would make these forums far more tolerable, especially to uninformed newcomers who innoccently ask for advice and promptly get mauled. One of the reasons that in my years here I try to ask my questions on the IRC Channel, rather than the forum as one generally finds one gets less "Look at the Wiki" or other far less polite (and equally unhelpful) answers. Possibly because certain people do not frequent the IRC Channel and therefore the bitterness is mercifully absent. *shrugs*

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DaleStan
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Re: questions

Post by DaleStan »

FooBar wrote:I didn't want to advertise O, but because I didn't read the context and because I found myself to be in the Graphics forum, I assumed the question was about having more than 240 vehicles in one NewGRF.
Because the number 240 is Oh So Often found as a limit in newgrf, I assume?

I *know* you have a brain. Use it!
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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FooBar
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Re: questions

Post by FooBar »

Unlike you I don't know every limit from the top of my head, so I figured that 240 wouldn't be the numbers of vehicles one can have in a game (because that's a bit low), so I figured it would have to be the train ID limit, especially because one usually doesn't ask questions about the number of vehicles in a game i nthe Graphics section.

OTOH, 240 is a bit close to 256...


But I have enough of this discussion whether or not advertising O (if I would like to advertise it, I'd probably put it in my sig and don't bother making my grfs compatible with both games), I have given the wrong answer because I've misread the question. That happens sometimes. And let me bring up that English is not my native language, it's only 'third'.

I really appreciate the work you devs have put and are still putting into Patch, without you guys TTD would most likely have died a silent death. Actually, I probably would've had a dual boot system with Win98 for the sole purpose of TTD, but than I would've missed all the great additions that are available nowadays and especially NewGRF has a place on my "best inventions ever" list.
FelipeMazza89
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Re: questions

Post by FelipeMazza89 »

hello i was just wondering is there any way of getting colors for an individual vehicle? (eg. blue coal truck, green oil tanker, and red steel truck.)
DaleStan
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Re: questions

Post by DaleStan »

Using subsidies, yes. Or you can use the 2cc dialog, though the control it provides isn't as fine.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Lakie
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Re: questions

Post by Lakie »

You can not to it on a per vehicle basis, you can however colour vehicles by their type and cargo grouping (passenger / freight) using the 2cc company colours window.
As DaleStan said, you could try using subsidiaries if you really must have multi coloured trucks (but again it will not be on a per vehicle basis).

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
FelipeMazza89
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Re: questions

Post by FelipeMazza89 »

ok thankyou for your help i appreciate it
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