About the tropic roads...

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jacke
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About the tropic roads...

Post by jacke » 20 Apr 2007 16:53

Currently, in the desert, the town roads and the "country" roads seem to use the same sprites (199-217 in trghr.grf), whereas road tiles located on green tiles do actually use different sprites for town roads (with pavements...) and country roads.

Is there currently any way have different road sprites for the desert roads, or would it require patchwork?

Jakob
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"rainforest" town
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SCR1.png
Desert town
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PikkaBird
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Re: About the tropic roads...

Post by PikkaBird » 20 Apr 2007 16:58

This has already been patched, thanks to stevenh. I never did quite get around to finishing the grf that I requested this patch for. :oops:

Anyway, to get city roads in the desert, you need a grf that turns on bit 1 of Action D variable 9E.

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Post by jacke » 20 Apr 2007 21:08

Thanks for your reply PikkaBird, much appreciated! :)

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lifeblood
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Post by lifeblood » 20 Apr 2007 21:18

A question, then, does this mean that it could be possible to get urban roads to appear above the snowline?

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Post by m3henry » 21 Apr 2007 09:18

i would think so
The occasional look back at your past can teach you a great many things...

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PikkaBird
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Post by PikkaBird » 21 Apr 2007 13:01

But it would need to be patched, like the roads in the desert were.

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Post by OzTrans » 21 Apr 2007 22:46

I turned on bit 1 in global variable 9E, but nothing happens. There are no city roads appearing in desert towns. Has it really been implemented, or do I need to do anything else ?

If bit 0 is turned on, I do get farmland; so something is happening.
lifeblood wrote: ... does this mean that it could be possible to get urban roads to appear above the snowline? ...
I don't think so. We have 3 sets of road sprites; city roads, below snow and above snow. But showing city roads in desert towns, is the same as showing them above the snowline too, but there would be no snow on them.

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PikkaBird
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Post by PikkaBird » 21 Apr 2007 23:58

It did get implemented, and it works here, but there seems to be some problem somewhere. I've got The Master on the case. ;)

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Post by stevenh » 22 Apr 2007 00:43

Pikka found it, turns out you need to have ttdpbasew.grf in your newgrfw.cfg (at the top, preferably).
Without it there, the pavement (and trees) in deserts wont work.

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Post by OzTrans » 23 Apr 2007 00:29

Thank you, now it works.

The newly released US Roads Set v0.86 (will shortly be uploaded - check GrfCrawler for details) has been updated to allow for this feature (TTDPatch only).

You'll need to specifiy parameter 2 (set to 1); i.e. 'newgrf/UsRoadsw.grf 0 1' and consider the above advice.

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Post by jacke » 27 Apr 2007 19:07

Works perfectly :) ( Now we only need Openttd support too ;))
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Maedhros
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Post by Maedhros » 27 Apr 2007 21:37

jacke wrote:( Now we only need Openttd support too ;))
As of r9730 / tomorrow's nightly, you've got it. :)
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Post by jacke » 28 Apr 2007 19:44

Thanks Maedhros :bow:

This encouraged me to learn NFO. I just created my first grf file (very simple though), and it actually works :D
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OpenttdDesertPavement.png
Desert pavements in Openttd!
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