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About the tropic roads...
Posted: 20 Apr 2007 16:53
by jacke
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
Re: About the tropic roads...
Posted: 20 Apr 2007 16:58
by PikkaBird
This has already been patched, thanks to stevenh. I never did quite get around to finishing the grf that I requested this patch for.
Anyway, to get city roads in the desert, you need a grf that turns on bit 1 of
Action D variable 9E.
Posted: 20 Apr 2007 21:08
by jacke
Thanks for your reply PikkaBird, much appreciated!

Posted: 20 Apr 2007 21:18
by lifeblood
A question, then, does this mean that it could be possible to get urban roads to appear above the snowline?
Posted: 21 Apr 2007 09:18
by m3henry
i would think so
Posted: 21 Apr 2007 13:01
by PikkaBird
But it would need to be patched, like the roads in the desert were.
Posted: 21 Apr 2007 22:46
by OzTrans
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.
Posted: 21 Apr 2007 23:58
by PikkaBird
It did get implemented, and it works here, but there seems to be some problem
somewhere. I've got The Master on the case.

Posted: 22 Apr 2007 00:43
by stevenh
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.
Posted: 23 Apr 2007 00:29
by OzTrans
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.
Posted: 27 Apr 2007 19:07
by jacke
Works perfectly

( Now we only need Openttd support too

)
Posted: 27 Apr 2007 21:37
by Maedhros
jacke wrote:( Now we only need Openttd support too

)
As of r9730 / tomorrow's nightly, you've got it.

Posted: 28 Apr 2007 19:44
by jacke
Thanks Maedhros
This encouraged me to learn NFO. I just created my first grf file (very simple though), and it actually works
