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Help with trams
Posted: 07 Aug 2008 23:10
by awalmsley
Hello, I'm new to adding graphics and i was wondering if someone could help me. I want to use trams but I've searched for hours for new .grf's and all the ones I find don't seem to work. I've tried the TTDX beta 9 and the TTDX nightly. I can't get them to work. COuld someone please help? Thanks in advance.
Re: Help with trams
Posted: 07 Aug 2008 23:16
by FooBar
If by 'TTDX' you mean 'TTDPatch', read on. Else get TTDPatch or OpenTTD first.
In TTDPatch, tram support is not enabled by default. After you've started the game for the first time, a config file is placed in the game folder: ttdpatch.cfg. Open that file using your favourite plain text editor and look for the option 'trams' and set the value to 'on'. While you're there, you probably want to change some more settings:
- articulatedrvs on
- curves xxxn, where x is the number of your choise, and n not equal to 3
- mountains xxxn, where x is the number of your choise, and n not equal to 3
- shortrvs on
Save the file and start the game.
Of course it's best to use the latest nightly of the game. Trams exist a long time in TTDPatch, but are way less buggy in the latest versions.
Re: Help with trams
Posted: 08 Aug 2008 00:59
by awalmsley
It is the patch. I had trams enabled before using the TTDpatch configurator. I've tried your suggestion however I caould not find the mountain thing by browsing the cfg or using the configurator. I know get an error regarding curves.
Re: Help with trams
Posted: 08 Aug 2008 02:02
by Lakie
FooBar wrote:- articulatedrvs on
- curves xxxn, where x is the number of your choise, and n not equal to 3
- mountains xxxn, where x is the number of your choise, and n not equal to 3
- shortrvs on
I thought I solved the major issues with mountains being set to 3 in the nightlies?
Curves does not effect it, and can be whatever value you like including 3.
~ Lakie
Re: Help with trams
Posted: 08 Aug 2008 10:45
by FooBar
Lakie wrote:I thought I solved the major issues with mountains being set to 3 in the nightlies?
Curves does not effect it, and can be whatever value you like including 3.
Well, if you say so, that'd be probably correct, isn't it?
I actually pulled that information out of the dutch tramset readme, which I haven't updated for like ages. You just gave me reason to do so

Re: Help with trams
Posted: 08 Aug 2008 13:23
by Lakie
awalmsley wrote:Hello, I'm new to adding graphics and i was wondering if someone could help me. I want to use trams but I've searched for hours for new .grf's and all the ones I find don't seem to work. I've tried the TTDX beta 9 and the TTDX nightly. I can't get them to work. COuld someone please help? Thanks in advance.
Could you please post your 'ttdpatch.cfg' and 'newgrfw.cfg' so that we can attempt to reproduce and fix this bug?
~ Lakie
Re: Help with trams
Posted: 08 Aug 2008 15:30
by awalmsley
Enjoy
Re: Help with trams
Posted: 08 Aug 2008 15:36
by awalmsley
Ok I just tried without trams and got this......
Edit: Sorry for the double post.
Double edit: OK, by enabling new road vehicles, new trains and new ships I got the game to run. I also got the latest graphics set. However although the tram option is there, I can't build tracks, it just places roads and the stations are messed up. When TTD starts however it says the newgrf is the wrong version.
Re: Help with trams
Posted: 12 Aug 2008 15:40
by Lakie
Well, I've played with the configuration but I can see any obvious switch, however I am aware that Articulated Road Vehicles and Trams are very dependant on a whole range of switches.
And since you have the majority off that could well be the cause, however with a stable build this would not be an issue (as its only when collecting version data it has issues).
Also why do you have things like 'trams', 'shortrvs' and 'articrvs' when you don't have 'newrvs' on (which means no newgrf road vehicles which all of the switches you have on need for vehicles to use them)!
~ Lakie
Re: Help with trams
Posted: 19 Aug 2008 03:47
by DaleStan
Lakie wrote:And since you have the majority off that could well be the cause, however with a stable build this would not be an issue (as its only when collecting version data it has issues).
Yes it would, and no it's not. I seem to remember a bit of a snafu about locomotiongui off a few hundred alphas ago. Those alphas were released with version information and still managed to fail spectacularly.