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The NewHouses branch has now been merged into trunk

Posted: 04 Dec 2006 22:07
by Maedhros
As the title says, the NewHouses branch is now being compiled by the compile farm, and you can find the files here: http://nightly.openttd.org/newhouses/files/. :D

Merging the branch is still a little way off, but it's mostly complete and works for all the newhouse grfs I've tried - TTRS2 (modified by Aegir) and the North American Building Set (not officially released yet) which can both be found in Aegir's projects thread, and the JapanSet buildings which can be found here: http://www.as-st.com/ttd/japan/index.html.

So, have fun with it (and with TTRS3 when that's released :D) and if you find any bugs, or have any comments, please post them in this thread.

Posted: 04 Dec 2006 23:24
by White Rabbit
Whoaaaaah. :bow:

My virtual £10 says that by tomorrow there'll be 5 screenshots showing it off in this thread alone, nevermind the Screenshots forum. :P

Posted: 04 Dec 2006 23:44
by mart3p
Good to see NewHouses almost done. :)

I started a test game using TTRS2. I found a small bug, a "hanging" office building appeared in 1952. I don't think this is supposed to appear until about 2000.

Posted: 04 Dec 2006 23:53
by White Rabbit
I get that office building in the 50s too. It came up when I tried NABS, so I don't think it's related to TTRS2.

EDIT: Will someone please post the parameters for TTRS2? I only remember using 1 1 0 to get the default TTD airports (I recommend using the default airports for OTTD unless you're not planning on going beyond City size ;)). The last 0 determines the airport, while the two 1s before it are default values.

I'd like the parameter that replaces all default buildings with those of TTRS2. The ones on Zimmlock's site don't seem to work. It could be a bug, or it could be because they're for TTRS3. :P

Posted: 05 Dec 2006 02:46
by belugas
Corrected. A lot of data has been moved... thus the errors.
I'm checking if there are any other alike.
Gotta wait for next compile...
Thbaks for first reports ;)

As for the params... checking it too

Posted: 05 Dec 2006 09:40
by gkirilov
Will the sprites in TTRSx be used for ALL airports in OTTD?

Posted: 05 Dec 2006 09:45
by peter1138
gkirilov wrote:Will the sprites in TTRSx be used for ALL airports in OTTD?
Only for those bits of airports that use the replaced sprites... (obviously)

Posted: 05 Dec 2006 10:27
by mart3p
White Rabbit wrote:Will someone please post the parameters for TTRS2?
If you download TTRS2 from here, the parameter info is in the readme. But I've attached it anyway...
belugas wrote:Corrected. A lot of data has been moved... thus the errors.
Thanks for fixing it so quickly :)
belugas wrote:Gotta wait for next compile...
I'll just have to compile it myself... ;)

Posted: 05 Dec 2006 10:57
by White Rabbit
Thanks mart3p, I thought TTRS2 downloads were gone forever when Zimmlock updated his TTRS website. :)

EDIT: I found a bug with one of the Tall Office Blocks. It's just a black square. I don't know if it's a TTRS2 building, or a default building.

Also, has anyone witnessed the demolition animations in OTTD? I might be wrong, but I think the Stock Exchange makes a 'boom' sound when it goes down, so we should check for the sound as well (that's what I heard in TTDP). The construction stages appear to be fine.

Posted: 05 Dec 2006 15:49
by Maedhros
White Rabbit wrote:EDIT: I found a bug with one of the Tall Office Blocks. It's just a black square. I don't know if it's a TTRS2 building, or a default building.
Hmm. Please could you attach your savegame?
White Rabbit wrote:Also, has anyone witnessed the demolition animations in OTTD? I might be wrong, but I think the Stock Exchange makes a 'boom' sound when it goes down, so we should check for the sound as well (that's what I heard in TTDP). The construction stages appear to be fine.
Oh yeah, I'd forgotten about sounds. Sound support hasn't been added yet. ^_^

Posted: 05 Dec 2006 16:48
by Telekoman
that looks really nice!! Good work!

Posted: 05 Dec 2006 16:59
by White Rabbit
I encountered those black squares in the scenario editor, but I forgot to save the scenario. :oops: Now I'm unable to reproduce the bug. I can only find two tall office blocks that cost that much to demolish and accept that much cargo, and neither are black squares.

By the way, how often is the Newhouses branch compiled?

Posted: 05 Dec 2006 17:03
by belugas
White Rabbit wrote:By the way, how often is the Newhouses branch compiled?
Should be every monday at 22:00 CET
Or everytime you wish if you have a compiler :mrgreen:

Posted: 05 Dec 2006 20:32
by White Rabbit
Has anyone noticed how extinct buildings "resurrect" on 2070? I've attached a savegame of a game that started on 2070. Among many 50s commercial buildings, you can find stock exchanges (they're supposed to be gone by 2000) and old hospitals.

Also, something seems wrong with the hospital generation. There's so many of them, sometimes 2 in each town (one modern and one old). That can't be right.

Posted: 06 Dec 2006 12:27
by Maedhros
White Rabbit wrote:Has anyone noticed how extinct buildings "resurrect" on 2070? I've attached a savegame of a game that started on 2070. Among many 50s commercial buildings, you can find stock exchanges (they're supposed to be gone by 2000) and old hospitals.

Also, something seems wrong with the hospital generation. There's so many of them, sometimes 2 in each town (one modern and one old). That can't be right.
Yeah, I messed up the date handling a bit past 2070 - that should be fixed now. :)

Posted: 06 Dec 2006 15:35
by White Rabbit
There seems to be an industry bug with my revision (7364) of the newhouses branch. Just load my savegame and wait a few seconds. A new coal seam will be found at the top corner of the map, at a non-existant coal mine.

Posted: 08 Dec 2006 15:36
by belugas
Good news :
The branch will now be compiled twice a week, each Monday and Friday at 22:00h CET

Posted: 08 Dec 2006 16:02
by Digitalfox
Using clean instalation of OpenTTD 0.4.8 and last windows nightly of branch newhouses 7364..

Using the new TTRS-3 released today:

http://users.skynet.be/florisjan/ttd/ttrs.html

No other newgrf is loaded, just TTRS-3

Gives this error when i try to use land area information about some building..

Posted: 08 Dec 2006 16:08
by Digitalfox
Another error with TTRS-3..

Black buildings..

Posted: 08 Dec 2006 16:20
by White Rabbit
Yep, I get those black squares too.

I also get the invalid string error when I try to use land information.
And I get those buggy transparent sprites as well (those beds aren't supposed to show up until you make buildings transparent).

You've got to admit the set still looks cool with the black squares... :lol: