Posted: 07 Jun 2007 16:48
Ok, after playing myself it seems that there are indeed problems with this lovely Bridge set and TTRS. Is there any way to have just this for rail? At all?
Please?
Please?
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Bridge sprite configurations needs to be done per bridgetype. You can replace the original sprite order, or giving more sprites for a bridge, but all road, and railtype bridges sprites needs to be defined. So if you want to make a new approach for a bridge, but for only for road, like in ttrs3, you need to define the original sprites also. Then if you eject ttrs3 on purno`s new bridges, the ttrs3 defines back the purno`s new bridges, so as you saw it.Weirdy wrote:tried that, doesn't work, just shows normal TTD rail bridges. I was thinking, what about a parameter to disable Purno's road bridges?
Does purno still care with this set??thgergo wrote:Bridge sprite configurations needs to be done per bridgetype. You can replace the original sprite order, or giving more sprites for a bridge, but all road, and railtype bridges sprites needs to be defined. So if you want to make a new approach for a bridge, but for only for road, like in ttrs3, you need to define the original sprites also. Then if you eject ttrs3 on purno`s new bridges, the ttrs3 defines back the purno`s new bridges, so as you saw it.Weirdy wrote:tried that, doesn't work, just shows normal TTD rail bridges. I was thinking, what about a parameter to disable Purno's road bridges?
There would be two ways to solve thins problem: make compatible the sets, if one detects the other, the second should use a different sprite order. Also, support to define new bridges per road or railtype would be good in ttdpatch/OTTD. This would be the most clever option to solve this.
I plan making a new bridge replacement, if purno and others agree, i would be happy to improve this set...Digitalfox wrote:Does purno still care with this set??thgergo wrote:Bridge sprite configurations needs to be done per bridgetype. You can replace the original sprite order, or giving more sprites for a bridge, but all road, and railtype bridges sprites needs to be defined. So if you want to make a new approach for a bridge, but for only for road, like in ttrs3, you need to define the original sprites also. Then if you eject ttrs3 on purno`s new bridges, the ttrs3 defines back the purno`s new bridges, so as you saw it.Weirdy wrote:tried that, doesn't work, just shows normal TTD rail bridges. I was thinking, what about a parameter to disable Purno's road bridges?
There would be two ways to solve thins problem: make compatible the sets, if one detects the other, the second should use a different sprite order. Also, support to define new bridges per road or railtype would be good in ttdpatch/OTTD. This would be the most clever option to solve this.
If so, we should ask him, if he could update this set to be compatible..
But purno may have other things to do, so i hope he has some spare time to update this set..
For me this is a great set, and one i use in every game i play in openttd
thgergo, purno has spoken permission granted..Purno wrote:I agree.
May I request that you include support for narrow gauge rails?thgergo wrote:I plan making a new bridge replacement, if purno and others agree, i would be happy to improve this set...
Ok i will do my best, but should this set get a grapghic update too? I think including pikkapird`s viaduct with getting permission, and my cantilever bridges would be nice, and the original suspension bridge should be replaced with ttrr3`s suspension bridge. What you think about it? Also i think your reddish suspension bridge needs some rebork, it tooks too basic in my opinion. Just my two cents how to make a superb bridge set...Purno wrote:and metro rails too please.
I'm all for it.. It looks it will be a great setthgergo wrote:Ok i will do my best, but should this set get a grapghic update too? I think including pikkapird`s viaduct with getting permission, and my cantilever bridges would be nice, and the original suspension bridge should be replaced with ttrr3`s suspension bridge. What you think about it? Also i think your reddish suspension bridge needs some rebork, it tooks too basic in my opinion. Just my two cents how to make a superb bridge set...Purno wrote:and metro rails too please.
Sure priority No.1Digitalfox wrote:I'm all for it.. It looks it will be a great setthgergo wrote:Ok i will do my best, but should this set get a grapghic update too? I think including pikkapird`s viaduct with getting permission, and my cantilever bridges would be nice, and the original suspension bridge should be replaced with ttrr3`s suspension bridge. What you think about it? Also i think your reddish suspension bridge needs some rebork, it tooks too basic in my opinion. Just my two cents how to make a superb bridge set...Purno wrote:and metro rails too please.
But will you make some kind of switch so it can work ttrs3 and without ttrs3??
I mean if working with ttrs3 it would only replace train bridges, but if working alone, would replace road and train bridges...
What do you think of this switch??
Yeah in basic way, but with more complicated ways than Action A, this will possible, I can use unique bridges for every approach a bridge. The biggest problem with this, I need to redefine the sprites for all railbridges and roadbridges, I cant change only the rails. Per example, TTRS3 have different bridges for roads, and it touches railbridges too, it sets railbridges to default sprites, thats why ttrs3 bridges and this bridgeset cant be used with each other. And there is no limit in sprite usage, if you reserve some sprites with action D, rather than replace unused toyland sprites like this bridgeset is doing now.Purno wrote:AFAIK, rail bridges and road bridges share sprites, and there's only a limited amount of sprites to use, IIRC.
Nicethgergo wrote:Finally I have stated codingEverything have made from blank, better code, no more toyland sprite replacement
The first 3 bridge is complete with rails...