Road Stops & Waypoints 4 (OUT NOW)
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- Tycoon
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Re: Road Stops & Waypoints 4 (OUT NOW)
Ah, nothing, so even though I have the beta, the update appeared in the online content.
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- Engineer
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Re: Road Stops & Waypoints 4 (OUT NOW)
Trying to run the Vanilla version with OTTD 14 RC2 that came out yesterday.
Game crashes instantly when selecting truck/bus stops from the tramway tab. The selection window doesn't even come up. However, tram stops can still be created by building the roadstop from the road tab first, and building a tram line overtop.
I reduced my newGRF list down to this and eGRVTS (To provide trams in the first place) and the game still crashed in a freshly created save.
Game crashes instantly when selecting truck/bus stops from the tramway tab. The selection window doesn't even come up. However, tram stops can still be created by building the roadstop from the road tab first, and building a tram line overtop.
I reduced my newGRF list down to this and eGRVTS (To provide trams in the first place) and the game still crashed in a freshly created save.
Re: Road Stops & Waypoints 4 (OUT NOW)
Same here but with Dutch Tram Set 2.0.2 - also restricted to building form the tramway tabWintryAmethyst wrote: 18 Mar 2024 02:34 Trying to run the Vanilla version with OTTD 14 RC2 that came out yesterday.
Game crashes instantly when selecting truck/bus stops from the tramway tab. The selection window doesn't even come up. However, tram stops can still be created by building the roadstop from the road tab first, and building a tram line overtop.
I reduced my newGRF list down to this and eGRVTS (To provide trams in the first place) and the game still crashed in a freshly created save.
Re: Road Stops & Waypoints 4 (OUT NOW)
I have no idea what's wrong. Threre's not any tram restriction.
Source file is bellow.
Source file is bellow.
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- _roadstops_VANILLA.zip
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Re: Road Stops & Waypoints 4 (OUT NOW)
It's a known issue: https://github.com/OpenTTD/OpenTTD/issues/12166WintryAmethyst wrote: 18 Mar 2024 02:34 Trying to run the Vanilla version with OTTD 14 RC2 that came out yesterday.
Game crashes instantly when selecting truck/bus stops from the tramway tab. The selection window doesn't even come up. However, tram stops can still be created by building the roadstop from the road tab first, and building a tram line overtop.
I reduced my newGRF list down to this and eGRVTS (To provide trams in the first place) and the game still crashed in a freshly created save.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: Road Stops & Waypoints 4 (OUT NOW)
Solved with the latest nightly but not in RC2 - hope there will be a release candidate #3 or the final v14.0 that will include this fix
Re: Road Stops & Waypoints 4 (OUT NOW)
I play with CZTR graphics and there are no problems with tram stops. I haven't tried other graphics files. But since I'm just a gamer, I don't know what the problem is with other graphics...
- 2TallTyler
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Re: Road Stops & Waypoints 4 (OUT NOW)
It will definitely be fixed in 14.0, whether or not we do an RC3 release before then. 

Re: Road Stops & Waypoints 4 (OUT NOW)
Obrigado2TallTyler wrote: 20 Mar 2024 00:38 It will definitely be fixed in 14.0, whether or not we do an RC3 release before then.![]()

Re: Road Stops & Waypoints 4 (OUT NOW)
I'm still a greenhorn when it comes to OpenTTD, so forgive me my question (I haven't found an answer anywhere during the past 10-15 mins).
But will this conflict if I download and activate the original newGRFs, like auzStations, which contain these tiles, too? Are they somehow complementary?
Thanks!
But will this conflict if I download and activate the original newGRFs, like auzStations, which contain these tiles, too? Are they somehow complementary?
Thanks!
Last edited by calaustro on 08 Apr 2024 23:09, edited 1 time in total.
Re: Road Stops & Waypoints 4 (OUT NOW)
No, because the AusStations NewGRF only contains railway stations but no road stops ...calaustro wrote: 08 Apr 2024 23:07 But will this conflict if I download and activate the original newGRFs, like auzStations, which contain these tiles, too?
... so these would indeed be complementary. I also think that it is even technically impossible to have rail and roadstops in one single NewGRF.
Also, don't let yourself be mislead, as far as I know, different NewGRFs can have similar looking or even identical graphics, as the graphics are totally independent of function and separately defined by the NewGRF author.
Re: Road Stops & Waypoints 4 (OUT NOW)
This set is awesome.
I discovered it only a couple of weeks back and going overboard with this and the ISR/DWE II stuff.
Forgive me for posting the same screenshot twice

Forgive me for posting the same screenshot twice

Re: Road Stops & Waypoints 4 (OUT NOW)
glad to read it, thanksleifbk wrote: 09 Jul 2024 09:54 This set is awesome.I discovered it only a couple of weeks back and going overboard with this and the ISR/DWE II stuff.
Forgive me for posting the same screenshot twice
Screenshot_20240709_114233.png

Re: Road Stops & Waypoints 4 (OUT NOW)
Very quietly, "Road Waypoints" has made its way into the current nightlies
This alone - in my opinion - would deserve a 14.2 release

This alone - in my opinion - would deserve a 14.2 release
- 2TallTyler
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Re: Road Stops & Waypoints 4 (OUT NOW)
We don't add features in minor releases, only fix bugs. Road waypoints will be released in 15.0, which will be preceded by the usual suite of betas and Release Candidates to (ideally) find any bugs before the full release. 

Re: Road Stops & Waypoints 4 (OUT NOW)
Would be a pity if regular users not familiar with nightlies would have to wait well into next year but still - maybe some bugs show up earlier that require another 14.x release (which then would also have all new features included approved until then, right?)2TallTyler wrote: 23 Jul 2024 15:16 We don't add features in minor releases, only fix bugs. Road waypoints will be released in 15.0, which will be preceded by the usual suite of betas and Release Candidates to (ideally) find any bugs before the full release.![]()
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