Zimmlocks creations develoment thread

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Dave
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Post by Dave »

White Rabbit wrote:An incredibly detailed set... Here's my favourite construction stage so far. :D
You've managed to pick out the one with the "glitch"!

Because the lorry overhangs the edge of the sprite, it clashes with the lamp overlay.

:D Not that it's all that noticeable norally, and who cares... This set is far too good.
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Post by DaleStan »

Since we're waiting for 3.01 anyway, it might be a good idea to either:
1) Make a formal request that the airport sprites in openttd.grf be changable via newgrf, and then draw and code new sprites, or
2) Make the airport-sprite changes default-off in OpenTTD.

The second should be a simple matter of adding the following sprites immediately before sprite 48:

Code: Select all

-1 * 0   09 9D 04 \7= \d0 01
-1 * 9   0D 03 80 FF 00 01 00 00 00
and then changing the documentation to match.
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Post by SuperSi »

From the screenshots this set looks amazing, but I have a question. Does this work properly in OTTD? And if so, what must I get to be able to use it?
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Post by Slace »

SuperSi wrote:From the screenshots this set looks amazing, but I have a question. Does this work properly in OTTD? And if so, what must I get to be able to use it?
check OTTD dev, there's a patch being worked on for the NewTowns, currently its partly compatable.

--------
I've been trying to run TTRS3 on the current nightly (2.6 alpha build 1243) and I get the error in the screen shot (attached my config's too).

And idea's what's causing the problem?

PS: I'm running TTD on linux using Wine, could that be it?
Attachments
ttdpatch.cfg
(4.71 KiB) Downloaded 69 times
newgrfw.cfg
(424 Bytes) Downloaded 81 times
ttrs3_error.png
(258.61 KiB) Downloaded 172 times
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Post by peter1138 »

DaleStan wrote:1) Make a formal request that the airport sprites in openttd.grf be changable via newgrf, and then draw and code new sprites
This wouldn't really help in this case. Most of the problem is the different positions of the existing sprites.

I'd rather have "proper" new airport support :)
He's like, some kind of OpenTTD developer.
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Post by Csaboka »

Slace wrote:I've been trying to run TTRS3 on the current nightly (2.6 alpha build 1243) and I get the error in the screen shot (attached my config's too).

And idea's what's causing the problem?
You should turn experimentalfeatures.mandatorygrm off. It seems the mandatory GRM switch insists that industry IDs should be reserved via GRM as well. I don't really get why it does this, since industries should work correctly without GRM... I'll ask Josef about this I think.
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Post by bobo »

Noticed something else: the bridges don't have the appropruiate roads at all. Just wondering if that is intensional or not?
Ah forget it. I'll come back now.
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Post by Csaboka »

You should have read the readme before asking this question. The readme would have told you that Zimmlock drew a replacement for the "girder steel" bridge only, and you should use that bridge for roads when possible. Or, if you don't like it this way, you can turn off the road replacement and play with whatever roadset you prefer.
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Post by bobo »

Yeah, I unfortunatly happened to have RTFM after I posted.
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OH NOES its an IRC quote!
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<DaveWorley> D:
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Post by Sir Bob »

At the moment if the roads are above the snowline they change back to normal TTD roads. Is that able to be fixed.

Thanks,

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Post by Csaboka »

This is a temperate set, so it doesn't include anything snowy. That said, Zimmlock has already drawn the snowy versions of the roads, and they will be included in 3.01.
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Post by suomesken »

Slace: let's download new TTD patch http://ttd.tycoonez.com/?id=147
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Post by Slace »

Csaboka wrote:
Slace wrote:I've been trying to run TTRS3 on the current nightly (2.6 alpha build 1243) and I get the error in the screen shot (attached my config's too).

And idea's what's causing the problem?
You should turn experimentalfeatures.mandatorygrm off. It seems the mandatory GRM switch insists that industry IDs should be reserved via GRM as well. I don't really get why it does this, since industries should work correctly without GRM... I'll ask Josef about this I think.
Score! working sweet now :D. Finally TTDPatch is running on my linux machine in all its glory
suomesken wrote:Slace: let's download new TTD patch http://ttd.tycoonez.com/?id=147
WTF?
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Post by BrainBuRneR »

Hellow, after seeing the all the nice screenies i wanted to use TTRS3 also.. so installed nightly 2.6a b1249 but now ik get this GRF conflict ( resource -8 at sprite 2,880) can somebody please tell me what's wrong and what to do about it?
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ttdpatch.cfg
(38.51 KiB) Downloaded 48 times
newgrfw.cfg
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GRF conflict.png
(1.18 MiB) Downloaded 128 times
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Post by Patchman »

This means your savegame was created with another town set active, which has reserved all the available "slots" for houses.

It should work fine when you start a new game.
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Post by BrainBuRneR »

Thank you :D its working fine now ( new map)

Only have to figure out why my oilrefinery produces fuel inst. of goods..
or is that standard with nightly 1249?
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Post by Dave »

BrainBuRneR wrote:Thank you :D its working fine now ( new map)

Only have to figure out why my oilrefinery produces fuel inst. of goods..
or is that standard with nightly 1249?
It doth depend on the industry set you're using.

If you're using the UKRS, oil refineries produce Goods and Fuel Oil. I think there are some other instances, like with the ECS.
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Post by suomesken »

Slace wrote:WTF?
I'm sorry i'm not very good in English :oops: . What is WTF?
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Post by Griff »

Well..it means 'what the f*ck'
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Post by Wolf01 »

http://www.urbandictionary.com/ see here also for IIRC, IMHO etc :P
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