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Re: "Pimp My Sprites" - eGRVTS
Posted: 15 May 2012 16:59
by andythenorth
I'm going to re-use the BANDIT code for HEQS, which will provide trams (hmm, also trains too

).
Adding buses would be trivial.
Re: "Pimp My Sprites" - eGRVTS
Posted: 15 May 2012 18:52
by Zephyris
Fair enough!
I will leave the choice of language up to whoever is actually doing the coding of the busses/trams though

Re: "Pimp My Sprites" - eGRVTS
Posted: 17 May 2012 19:53
by Terkhen
OpenGFX+ Road Vehicles might also have some interesting bits of code for anyone interested in coding eGRVTS in nml

Re: "Pimp My Sprites" - eGRVTS
Posted: 28 Jun 2012 09:54
by Zephyris
Hi all!
Thanks to LaDoncella and colossal404 here is a new, fully coded and full featured, new eGRVTS testing version. Please download it and let me know what you think.
This is a full recode of eGRVTS in NML with all the buses, trucks and horse drawn vehicles you know and love. New features are:
* Many improved graphics
* Graphics for more cargo types
* Support for realistic acceleration
* Parameters to control availability of different classes of vehicles
* More smoke effects (parameter configurable)
Please test it out and give feedback on usability, bugs, etc. Contributions to improve graphics are also still welcome

Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 28 Jun 2012 12:14
by TTFTCUTS
I'm finding that the double articulated trucks aren't reporting their actual capacities correctly in the vehicle list - an example is the Link Double Articulated Tanker Truck, which reports 136,000 litres in the vehicle menu but only really carries 86,000. The same thing happens with the other double length articulated trucks.
I noticed this when testing my AI - it judges how many vehicles it needs from that number and was not producing enough at oil wells, so I checked the list.
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 28 Jun 2012 13:06
by LaDoncella
TTFTCUTS wrote:...
Thanks. The code has been fixed.
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 13:21
by Zephyris
As eGRVTS2 is nml coded it will support translations!
See attached for the english .lng file, please help out with other languages if you can!
We currently have full translations for:
English
Spanish
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 14:46
by Terkhen
It seems that you won't need my help with translations then
Does it support auto-refit? Is the source available anywhere?
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 15:10
by colossal404
Hungarian lang file, but I don't know the hungarian lang ID, so please correct it

Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 16:27
by LaDoncella
colossal404 wrote:Hungarian lang file, but I don't know the hungarian lang ID, so please correct it

The ID is 24. I have already added it on my side.
You can check the language IDs on this
page
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 16:43
by Alberth
Newer NMLs also understand "hu_HU"
While you are at it, you may also want to consider the following changes in english.lng:
Code: Select all
STR_GRF_DESCRIPTION
Tram -> Trams
STR_PARAM_GENERAL_DESC
avaiable -> available
] -> )
STR_PARAM_RECOLOUR_DESC
funcion -> function
posible -> possible
# Auxiliar -> # Auxiliary
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 17:41
by arikover
Very good work, and very useful ingame!
I can't manage to find the trams, though. I checked at the parameter. Are they work in progress? In that case, good luck, and keep going! Thank you for that new version of this excellent set!
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 18:42
by Bob_Mackenzie
From the .lng
By default tankers will use random graphics variants. If this parameter is enabled tankers graphics will use graphics depending their cargo instead.
may I suggest changing to...
By default tankers with use random graphical variants. If this parameter is enabled tanker graphics will vary according to the cargo carried instead
This parameter allows to choose which vehicles are avaiable (All, Only Cargo, Only passenger]
may I suggest changing to...
This parameter allows players to choose which vehicles are available in game (All, Only Cargo, Only passenger)
In any case note misspelling of available and the different bracket types at either end of the parenthesis
Cheers
Bob
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 20:14
by LaDoncella
arikover wrote:I can't manage to find the trams, though. I checked at the parameter. Are they work in progress? In that case, good luck, and keep going! Thank you for that new version of this excellent set!
They are not in yet.
Terkhen wrote:Does it support auto-refit?
Not yet.
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 30 Jun 2012 20:15
by LaDoncella
Alberth wrote:While you are at it, you may also want to consider the following changes in english.lng:
Bob_Mackenzie wrote:From the .lng
Fixed, thank you.
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 01 Jul 2012 10:38
by Zephyris
LaDoncella wrote:Terkhen wrote:Does it support auto-refit?
Not yet.
Refit cost should already be zero, so this should just require bit 4 of the miscellaneous flags being set... However that is done with this new-fangled nml code!
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 01 Jul 2012 10:44
by andythenorth
Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT'

Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 01 Jul 2012 11:37
by Michi_cc
andythenorth wrote:Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT'

No need for a callback if you are happy with zero cost, just add ROADVEH_FLAG_AUTOREFIT to the misc flags ("misc_flags: bitmask(ROADVEH_FLAG_AUTOREFIT)")
The callback is needed if you want to allow only some refits, e.g. only between "dirty" cargoes, but not from dirty to clean.
-- Michael Lutz
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 01 Jul 2012 13:14
by LaDoncella
Michi_cc wrote:andythenorth wrote:Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT'

No need for a callback if you are happy with zero cost, just add ROADVEH_FLAG_AUTOREFIT to the misc flags ("misc_flags: bitmask(ROADVEH_FLAG_AUTOREFIT)")
That's what I did.
As a side note I have seen in OpenGFX+ Trains/Road that the refit_cost callback also returns the refit cost, which the game seems to ignore. And makes auto-refit completely free.
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Posted: 01 Jul 2012 13:26
by Terkhen
In OpenGFX+ Road Vehicles, autorefit is free only in some cases. You can see how it is meant to work in the section 2.2 of the
readme. Does it behave differently ingame?