[OTTD] Generic Cars [v0.4] 22/02/2010

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planetmaker
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Re: Generic Cars [v0.2]

Post by planetmaker » 13 Oct 2009 12:22

So... vehicleIDs didn't change? Then this discussion is mute ;-)

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Re: Generic Cars [v0.2]

Post by Roujin » 13 Oct 2009 12:55

planetmaker wrote:So... vehicleIDs didn't change? Then this discussion is mute ;-)
I assume you know the difference between two similar sounding but different in their meaning words, and purposely chose the wrong one followed by a winky smiley, to confuse the hell out of people?
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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Zephyris
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Re: Generic Cars [v0.2]

Post by Zephyris » 13 Oct 2009 15:06

In which case I will just upload v0.3 as an update to v0.2, just need to get home from work!

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Re: Generic Cars [v0.2]

Post by Zephyris » 13 Oct 2009 22:16

Then this discussion is mute
Lol, just noticed this. I think you will find the discussion is moo, like something a cow would say.

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Re: Generic Cars [v0.2]

Post by planetmaker » 13 Oct 2009 22:30

Hm... looks like my vocabulary needs a fix. I meant to say something like "... then this discussion is dispensable / void / unnecessary / gratuitous / ... "

It's an uncalled-for confusion, but I can swear I've heard that sentence more than one time in a situation like this - my dictionaries don't give me a word I could have searched for, though, which comes phonetically close to "mute" and a meaning in the right direction.

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Ronstar
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Re: Generic Cars [v0.2]

Post by Ronstar » 13 Oct 2009 23:25

Moot.

Though I've always liked Joey's defence of the word being "moo" in 'Friends': "Yeah, moo. It's like a cow's opinion - it doesn't matter. It's moo."

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Re: Generic Cars [v0.2]

Post by Lakie » 14 Oct 2009 00:02

Lets try not to stray off topic please.

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Re: Generic Cars [v0.2]

Post by Coxx » 16 Oct 2009 09:45

PikkaBird wrote:Personally, I'd just overwrite the old one (it's not like anyone's likely to have made some massive game with the old set, or is going to want to use both 0.2 and 0.3 simultaneously). Otherwise, yeah, it'll need a new grf id.
I actually do, the 0.2 cars are great as taxis (or sherut or microbuses) to serve small villages. It would be great to have both.
andythenorth wrote: Other ideas:
- street sweeper
- white line painting crew
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- refuse/recycling truck
- emergency services
What about an oversize transport which can´t be passed?

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Re: [OTTD] Generic Cars [v0.2]

Post by PikkaBird » 22 Feb 2010 04:42

Tada, 0.4. Now with a parameter to turn off the random beeps while the car is driving around (set the first parameter to 1), at the request of XMJ.
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cars.grf
Generic Cars v0.4
(316.32 KiB) Downloaded 1358 times

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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by XMJ » 23 Feb 2010 19:50

Thank you, Pikka!

Just tested it, works fine ;)

Now I can build even more cars :D
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traffic.png
This is how it looks now... but there's some more space left on the highway... :)

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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by WaRoX » 23 Feb 2010 20:52

How to set parameter to disable beeps?

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Zephyris
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by Zephyris » 23 Feb 2010 21:13

Like this I believe (though you should use v0.4 not v0.3 of generic cars :) )*

*Disclamer, this statement is 100% untested!
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generic cars parameters.png
generic cars parameters.png (7.59 KiB) Viewed 2891 times

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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by WaRoX » 24 Feb 2010 06:12

Oh, so simple, thanks :) I thought that I need to enter some text like "variable_name=1", but it is simple "1" :)

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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by SwissFan91 » 28 Feb 2010 17:40

I think I have found a bug, not sure if it is directly to do with this set. If you build a few cars in the depot, the "sell all vehicles in this depot" doesn't work. You press yes, and the cars remain in the depot. Any thoughts?
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by WaRoX » 28 Feb 2010 18:15

jake.grimshaw wrote:I think I have found a bug, not sure if it is directly to do with this set. If you build a few cars in the depot, the "sell all vehicles in this depot" doesn't work. You press yes, and the cars remain in the depot. Any thoughts?
May be it happens because of zero price of cars? You need to look how the source code of this function works.

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Zephyris
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by Zephyris » 28 Feb 2010 18:29

That must be an OpenTTD bug, there is no reason this set should not work the same as any other vehicle set.

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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by Yexo » 28 Feb 2010 19:41

Yes, but before creating a bug report please test if it it still happens in r19277 or later.

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Re: [OTTD] Generic Cars [v0.2]

Post by ostlandr » 28 Feb 2010 23:47

Thanks! Although it was pretty cool to scroll past a busy town the other day and hear actual traffic sounds- trucks revving, cars honking. . . :D Actually I think I may skip that parameter until it gets annoying.
PikkaBird wrote:Tada, 0.4. Now with a parameter to turn off the random beeps while the car is driving around (set the first parameter to 1), at the request of XMJ.
Who is John Galt?

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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by zc15-nyonker » 13 Mar 2010 11:57

Hey Guys. I have been using this set for ages, but I have one request to make. The massive sets (GRVTS, basic industries, basic vehicles) all have complete 32bpp. Now this tiny set, only 56 sprites, doesn't. I'm no modeler, but 32bpp would get this set caught up and it would only take a few weeks tops. Plus cars especially the old ones, would look awesome like you've never seen on 32bpp.
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Zephyris
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Re: [OTTD] Generic Cars [v0.4] 22/02/2010

Post by Zephyris » 13 Mar 2010 15:12

This is on my to-do list, and should be easy(ish) to do because they were based on 3D objects to start with... Just be patient, it will happen at some point, especially if 32bpp extra zoom levels hits trunk...

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