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Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 04 Feb 2024 22:27
by Argus
Ah, nothing, so even though I have the beta, the update appeared in the online content.
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 18 Mar 2024 02:34
by WintryAmethyst
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)
Posted: 18 Mar 2024 05:04
by ebla71
WintryAmethyst 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.
Same here but with
Dutch Tram Set 2.0.2 - also restricted to building form the tramway tab
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 18 Mar 2024 20:55
by fridaemon
I have no idea what's wrong. Threre's not any tram restriction.
Source file is bellow.
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 18 Mar 2024 21:11
by JGR
WintryAmethyst 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.
It's a known issue:
https://github.com/OpenTTD/OpenTTD/issues/12166
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 18 Mar 2024 23:30
by ebla71
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)
Posted: 19 Mar 2024 22:17
by belgi
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...
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 20 Mar 2024 00:38
by 2TallTyler
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)
Posted: 20 Mar 2024 00:42
by ebla71
2TallTyler wrote: 20 Mar 2024 00:38
It will definitely be fixed in 14.0, whether or not we do an RC3 release before then.
Obrigado

Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 08 Apr 2024 23:07
by calaustro
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!
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 09 Apr 2024 04:20
by ebla71
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?
No, because the AusStations NewGRF only contains railway stations but no road stops ...
calaustro wrote: 08 Apr 2024 23:07
Are they somehow complementary?
... 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)
Posted: 09 Jul 2024 09:54
by leifbk
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 (761.04 KiB) Viewed 4994 times
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 14 Jul 2024 18:28
by fridaemon
leifbk 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
glad to read it, thanks

Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 22 Jul 2024 22:27
by ebla71
Very quietly, "Road Waypoints" has made its way into the current nightlies
This alone - in my opinion - would deserve a 14.2 release
Re: Road Stops & Waypoints 4 (OUT NOW)
Posted: 23 Jul 2024 15:16
by 2TallTyler
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)
Posted: 23 Jul 2024 17:40
by ebla71
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.
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?)