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Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 03 Nov 2023 22:04
by fridaemon
GarryG wrote: ↑02 Nov 2023 22:19
fridaemon wrote: ↑02 Nov 2023 21:25
Many of you can do perfect things with drawing and you see many bus stops in your normal day which you would like to see in your game
Shall See what I can send you.
These images are of the bus interchange where I change buses. I get a bus from home to here then another bus from here to a railway station. The yellow bus you can see in one of the images is my bus waiting till time to start the run to take me home.
The shelter is designed so when it rains the seats still get wet.
Glendale 019.JPG
Glendale 024.JPG
I did make a version of this terminal for the Car Park Objects.
Here some templates of it.
Glendale.png
Cheers pal
these ones are already included.
I took from your sets whatever was possible
Thanks <3
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 11 Dec 2023 11:38
by Lurkmore
Can I make a suggestion? Would be nice to see the stops from OpenGFX Mars, maybe even the skybridges as waypoints. Anyway, thanks for this, its really cool.
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 11 Dec 2023 18:19
by fridaemon
I prepare an update
Send me graphics pls, have no idea what you mean
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 12 Dec 2023 06:22
by Lurkmore
fridaemon wrote: ↑11 Dec 2023 18:19
I prepare an update
Send me graphics pls, have no idea what you mean
OpenGFX Mars on Github
Give me a bit to upload a screenshot. This and
this. Thank you!
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 13 Dec 2023 11:32
by Lurkmore
Forgot the skybridges for waypoints:
https://github.com/reldred/OpenGFX-Mars ... nel_32.png
https://github.com/reldred/OpenGFX-Mars ... el2_32.png
Also, apparently you'll need OpenTTD 1.9.3 to use OpenGFX Mars properly; It's been a while since I got bored of the GRF and roadtypes (1.10+) apparently screw with the graphics. If anyone can help us out with a copy of it, please do?
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 10 Jan 2024 13:28
by Lurkmore
There's a problem with the martian graphics that has only been fixed in the patched version by Erato. Can you try re-aligning using the GRF in
this post?
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 10 Jan 2024 13:43
by fridaemon
It's repaired
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 11 Jan 2024 03:28
by Emperor Jake
Since vanilla supports roadstops now, it shouldn't be too hard to make this set no longer JGRPP-exclusive
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 11 Jan 2024 06:50
by fridaemon
Emperor Jake wrote: ↑11 Jan 2024 03:28
Since vanilla supports roadstops now, it shouldn't be too hard to make this set no longer JGRPP-exclusive
With this graphic - there's only warning, no restriction. But it was coded with JGR's NML program.
Are There The Same properties And values in vanilla version?
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 11 Jan 2024 07:39
by Aegir
fridaemon wrote: ↑11 Jan 2024 06:50
Emperor Jake wrote: ↑11 Jan 2024 03:28
Since vanilla supports roadstops now, it shouldn't be too hard to make this set no longer JGRPP-exclusive
With this graphic - there's only warning, no restriction. But it was coded with JGR's NML program.
Are There The Same properties And values in vanilla version?
We just need to swap you back to mainline OpenTTD version of NML, it will compile the same NML code and produce a GRF that works in both JGRPP and OpenTTD. Waypoints just get ignored in OpenTTD, as there's no way to build them yet in regular OpenTTD.
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 12 Jan 2024 21:53
by fridaemon
Aegir wrote: ↑11 Jan 2024 07:39
We just need to swap you back to mainline OpenTTD version of NML, it will compile the same NML code and produce a GRF that works in both JGRPP and OpenTTD. Waypoints just get ignored in OpenTTD, as there's no way to build them yet in regular OpenTTD.
Sooo... Will I have to remove all waypoints before coding or not?
finally finished. Now I have to do snow version of this bus terminal and code it as bus station + object items + waypoint
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 13 Jan 2024 07:14
by Aegir
fridaemon wrote: ↑12 Jan 2024 21:53
Aegir wrote: ↑11 Jan 2024 07:39
We just need to swap you back to mainline OpenTTD version of NML, it will compile the same NML code and produce a GRF that works in both JGRPP and OpenTTD. Waypoints just get ignored in OpenTTD, as there's no way to build them yet in regular OpenTTD.
Sooo... Will I have to remove all waypoints before coding or not?
Nope! I'm told by the wizards that it will 'Just Work'.
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 13 Jan 2024 21:50
by ebla71
Emperor Jake wrote: ↑11 Jan 2024 03:28
Since vanilla supports roadstops now
Late christmas present or early feature release
Also "road waypoint"???
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 14 Jan 2024 01:02
by Emperor Jake
Vanilla's supported roadstops for months now, it's just that hardly anyone has bothered to make GRFs for it yet.
And road waypoints remain a JGRPP exlusive feature.
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 14 Jan 2024 07:38
by fridaemon
Emperor Jake wrote: ↑14 Jan 2024 01:02
Vanilla's supported roadstops for months now, it's just that hardly anyone has bothered to make GRFs for it yet. .
I didn't know And anyone could wrote And ask 4 that.
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Posted: 15 Jan 2024 06:46
by Lurkmore
My mistake. I accidentally downloaded the content store version that hasn't been updated. It's good, would be nice to have versions of the bus and truck terminii (not the drive-thru/on-road stops) with the skybridges (perpendicular to the entry road is all that would be needed) but I'll take what I can get. Thank you!
Re: Road Stops & Waypoints 4 (beta)
Posted: 20 Jan 2024 19:40
by fridaemon
I fight with my life and the time of course
So I'm gonna release pre-release of the 4th update of Roads Stops etc.
As Emperor Jake mentioned before that I do exclusivity for JGR's version, I checked it in vanilla's version and it works only in
version 14 (beta). It supports more than 256 IDs so If you wanna try it you have to play with it. Roadstops R not workin'. Official release will come soon with some SNOW versions, Give me time please.
Big THANKS to Aegir. She edited my NML code to convert it for both versions.
Re: Road Stops & Waypoints 4 (beta)
Posted: 01 Feb 2024 20:30
by fridaemon
Finally I finished coding of bus station bellow.
- bstation.png (135.07 KiB) Viewed 11198 times
I decided not to code ramp as waypoint. It didn't look good, so you can imagine the enter to parking house is from back side.
I'm gonna add this station to beta version 4 and release it in two versions - for JGR and VANILLA version. V version will be released separately on tt-forums. As I requested
for adding parameter to NML program and I was ignored, I really don't want to have these ugly station ghosts in purchase menu. I spent lot of time with that before.
I'm done with this set for a few weeks or months, I'm moving on to objects and a building set. Snow versions will come a little later.
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 04 Feb 2024 21:18
by fridaemon
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 04 Feb 2024 22:21
by Argus
What if I already have a game that contains a beta version?