Page 6 of 9

Re: Road Stops & Waypoints 3 (Extension for JGRPP)

Posted: 04 Apr 2023 23:48
by OzTrans
Quast65 wrote: 04 Apr 2023 08:59 So, if you have this one:

Code: Select all

04 0F FF 01 FF D0 98 "This is D0FF" 00
You can just continue with:

Code: Select all

04 0F FF 01 00 D1 98 "This is D100" 00
Not quite ...

Code: Select all

04 48 FF 01 00 D1 98 "..." 00
The feature code is 0x48 [text strings] , not 0x0F [objects].

Otherwise, you are right. You can keep going until 0xD3FF. 0xD400 would be an error, whether NML would complain, I cannot say, the game [or NfoRenum] certainly will.

Code: Select all

//!!Error (161): Offset 4: Text ID 00 D4 is not a valid text ID.
BTW, 0xD400 - 0xD7FF are used to insert other D0xx strings into D0xx strings, using string codes 0x80/0x81; i.e.

Code: Select all

80 Print substring (text ID from stack)
81 Print substring (text ID in next 2 bytes of string)

e.g.

04 48 FF 01 00 D1 98 "some text " 81 55 D4 " some more text " 00

This will insert 0xD055 into your text string 0xD100

Re: Road Stops & Waypoints 3 (Extension for JGRPP)

Posted: 05 Apr 2023 00:10
by Quast65
Cheers, I stand corrected and have altered my first post about this.

Re: Road Stops & Waypoints 3 (Extension for JGRPP)

Posted: 05 Apr 2023 18:42
by fridaemon
Argus wrote: 04 Apr 2023 15:59 A minor error crept in
At the second stop, facing east - west, this error will not appear.
Thanks for report. Solved. I did wrong graphics for that :shock:

flogeza draw perfect modular castles :bow: :twisted: And he draw waypoints for them too. Here it is!

castewayp.png
castewayp.png (95.04 KiB) Viewed 18850 times

Re: Road Stops & Waypoints 3 (Extension for JGRPP)

Posted: 05 Apr 2023 20:00
by ebla71
fridaemon wrote: 05 Apr 2023 18:42 flogeza draw perfect modular castles. And he draw waypoints for them too. Here it is!
Very nice. Unfortuntely, my drawing skills are not even enough to draw a single straight line with the computer :D but this one here would look exceptionally nice and has the tramway running through, in case you didn't spot the tracks and catenary:

Martinstor, Freiburg im Breisgau, Germany
martinstor.png
martinstor.png (1.13 MiB) Viewed 18818 times

Re: Road Stops & Waypoints 3 (Extension for JGRPP)

Posted: 05 Apr 2023 20:50
by Argus
fridaemon wrote: 05 Apr 2023 18:42
Argus wrote: 04 Apr 2023 15:59 A minor error crept in
At the second stop, facing east - west, this error will not appear.
Thanks for report. Solved. I did wrong graphics for that :shock:
No jo, znáš to, i mistr tesař se někdy utne...
Translated: As they say in our country, even a master carpenter gets cut sometimes.
I was afraid that Google would screw up the saying and it would probably be international. :D

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 05 Apr 2023 20:54
by Argus
:oops: Sorry for the bad word but that's what Google did…. :D

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 06 Apr 2023 07:40
by fridaemon
ebla71 wrote: 05 Apr 2023 20:00 but this one here would look exceptionally nice and has the tramway running through, in case you didn't spot the tracks and catenary:
I can add these pieces as waypoints, but you can still use them as overlapping objects ;)
xx.png
xx.png (60.96 KiB) Viewed 18729 times
Argus wrote: 05 Apr 2023 20:50
When I don't know, and I use a translator, I always prefer to translate it both ways, if it translated correctly 8)

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 06 Apr 2023 09:37
by Argus
Me too, but sometimes I forget about it, such as in the evening when I'm already tired :)

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 07 Apr 2023 19:42
by cestkris
Hi! Thanks for these amazing stuffs!
Why I can't use all of them?
Image

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 07 Apr 2023 21:32
by Argus
Your image is not showing. It works for me, are you using JGR Patchpack?

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 09 Apr 2023 18:51
by cestkris
Image

Yes, I have it

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 09 Apr 2023 21:20
by Argus
I don't understand how you think you can't use everything. Could you be more specific? I personally don't have a problem.

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 09 Apr 2023 21:32
by uginbgood
I think Japan modular style stops should be available not only as passenger, but also as freight (e.g. mail)

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 09 Apr 2023 21:43
by uginbgood
Also, you can use airport facilities from Auz Industry Objects.I guess GarryG wouldn't mind using them?

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 12 Apr 2023 08:32
by Aegir
uginbgood wrote: 09 Apr 2023 21:32 I think Japan modular style stops should be available not only as passenger, but also as freight (e.g. mail)
I concur, I understand some players feel they had their 'immersion' shattered by seeing what they deemed passenger stops in their lorry menu, but it's made it harder to make aesthetically pleasing passenger/mail hubs alongside rail routes.

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 12 Apr 2023 14:09
by Argus
The roofed stops and warehouses are apparently very luxuriously heated, the snow does not stick to the roofs :)
However, even the basic stops do not have a snowy version, is it even technically possible to do this?

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 12 Apr 2023 14:46
by Auge
Hello
Argus wrote: 12 Apr 2023 14:09 The roofed stops and warehouses are apparently very luxuriously heated, the snow does not stick to the roofs :)
However, even the basic stops do not have a snowy version, is it even technically possible to do this?
The according sprites have to be drawn.

Tschö, Auge

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 12 Apr 2023 18:32
by fridaemon
HI to all,
uginbgood wrote: 09 Apr 2023 21:43 Also, you can use airport facilities from Auz Industry Objects.I guess GarryG wouldn't mind using them?
It can be possible ...
uginbgood wrote: 09 Apr 2023 21:32 I think Japan modular style stops should be available not only as passenger, but also as freight (e.g. mail)
I saw on few screenshots that you're right. Many players (including me) used them as freight stops. Mail stations are missing... Have to think how to do it. For now I think about two options:
  • add them to the same set with new category, for example Universal Stations or Passenger road stops, or something. It will take much more IDs, but with JGR's version It's not problem. But it will be much more work for me.
  • create (new) duplicate set with another ID which can be with actual set in one game. It will be one lorry category where will be these stations. Not sure If I want to have 2 different sets.
Argus wrote: 12 Apr 2023 14:09 The roofed stops and warehouses are apparently very luxuriously heated, the snow does not stick to the roofs :)
However, even the basic stops do not have a snowy version, is it even technically possible to do this?
Yes, it's possible ... One BIG problem is that all templates I used didn't count with snow variants and I knew that one day it will catch up with me. I didn't try to create snow tempalte, but as I saw OzTrans stations work. And as Aegir mentioned mostly there are no snow spirits. GarryG's AuzStations and my warehouses have them and few others too. I'll try to bring them to you under Christmas Tree.

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 12 Apr 2023 20:07
by Argus
When I create a large bus station or a large warehouse stop, it's already eye-popping :)

Re: Road Stops & Waypoints 3.1 (Extension for JGRPP)

Posted: 16 Apr 2023 10:42
by fridaemon
An Update
Road Stops & Waypoints 3.2
  1. added parameter which let you choose, if you want passengers road stops in lorry station menu or not. It will be your choice.
    menu2.png
    menu2.png (18.43 KiB) Viewed 18078 times
    This setting won't break your saved games.
  2. uginbgood wrote: 09 Apr 2023 21:43 Also, you can use airport facilities from Auz Industry Objects.I guess GarryG wouldn't mind using them?
    added GarryG's airport pieces too.
    airport.png
    airport.png (28.39 KiB) Viewed 18087 times
  3. fixed some bugs