NewGrfs' test topic
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- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
does tropic set work?
And a bonus question - Is there a list of which newgrf features _are_ supported by OTTD atm?
And a bonus question - Is there a list of which newgrf features _are_ supported by OTTD atm?
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Tropic set should; most 2.0r1 graphics work in OTTD.
And we'd all like a list of what OTTD supports, but it seems that Hackykid would rather make OTTD support more than document what he's already done (not that I fault him for that preference.)
And we'd all like a list of what OTTD supports, but it seems that Hackykid would rather make OTTD support more than document what he's already done (not that I fault him for that preference.)
Last edited by DaleStan on 01 Jul 2005 03:42, edited 1 time in total.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
Any tests with the new articulated engine support (specifically interested in Artic or US Sets)?
Edit: Nevermind, just went and tested it myself with the current Nightly. Locomotives appear correctly, articulation and all, and freight cars can have cargo refitted with no (apparent) bugs.
Edit: Nevermind, just went and tested it myself with the current Nightly. Locomotives appear correctly, articulation and all, and freight cars can have cargo refitted with no (apparent) bugs.
If at first you don't succeed, get a bigger locomotive and try again.
Those bridges are pretty well supported. I think they were made by Purno.
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- Flondingwood Transport, 23rd May 2030.png (49.3 KiB) Viewed 9401 times
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
- Jim Starluck
- Traffic Manager
- Posts: 135
- Joined: 26 Jun 2005 20:12
- Location: Cincinnati, OH
- Contact:
The only bugs I've found thus far are in the Iron Ore Hopper and the Gondola, which occur because the Arctic set has code to include the Iron Ore Mine, Steel Mill, and Factory in the Arctic terrain, which apparently OTTD does not presently support (would be nice if it did...).Killer 11 wrote:I have tested arctic renewal set and it had numerous bugs with vagons.
If at first you don't succeed, get a bigger locomotive and try again.
You can check the link in my sig and add the changes there.
- the planeset is not fully supported (not without additional patches)
- there is a planeset for OTTD which is supported but it is an old version
- cargoserw.grf (or cargoseTw.grf) - i think it works (i am playing with it).
Can you give me a link for newwatw_612.grf. I have't seen it anywhere.
- the planeset is not fully supported (not without additional patches)
- there is a planeset for OTTD which is supported but it is an old version
- cargoserw.grf (or cargoseTw.grf) - i think it works (i am playing with it).
Can you give me a link for newwatw_612.grf. I have't seen it anywhere.
Last edited by gkirilov on 30 Apr 2006 18:53, edited 2 times in total.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
example with parameters 2 AND 1 for combroadw.grf:Wolf01 wrote:i'm continuing my testing work (see first post)
i read somewhere that is possible to set some parameters to grf, what and how?
Code: Select all
[newgrf]
combroadw.grf = 2,1
TrueLight: "Did you bother to read any of the replies, or you just pressed 'Reply' and started typing?"
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
Code: Select all
[newgrf]
combroadw.grf = 2 1
Edit: It works the same as DV's method. He coded support of spaces " " instead of "," for simplificy and TTDPlayers' comfort
Newgrfs I do use:
Code: Select all
[newgrf]
addlivw.grf
arcticsetw.grf
combroadw.grf = 2 1
#dbsetxlw.grf
fencew.grf
newshipsw.grf
tempsetpw.grf
tropicstw.grf
i'm using old grf files, so my tests may not be very accurate, especially mars and planeset ones, other files i think that are almost updated, i dlded them from grfcrawler site and their official sites
thanks meush and darkvater for the help, but i have to re-dl all grf because i don't have readme files
i think that is not a bat idea to write in the same place all possible parameters for all grf, maybe i try to update the list on the first post
EDIT:
here is a paragraph from the dbsetxl help page:
here you have to sum param numbers if you want to put more of them, in OTTD is different, so i can put "dbsetxlw.grf 1 2 4 8" to have all or i have to put "dbsetxlw.grf 15"?
thanks meush and darkvater for the help, but i have to re-dl all grf because i don't have readme files
i think that is not a bat idea to write in the same place all possible parameters for all grf, maybe i try to update the list on the first post
mmm... can you tell me if you are using a mod to the original graphics or the grf set? and if you are using the second one where you get it?Loop wrote:Uhm, I'm using the toyland2mars grf, and it looks good Didn't see any errors...
EDIT:
here is a paragraph from the dbsetxl help page:
this show how the behaviour of the grf changes using parametersSupplying parameters to the DB set XL
The DB set XL uses some default settings, e.g. for using new railway gates or usage of random liveries. However, you can pass parameters to control some of its features. Simply add up the numbers given below and pass the result as a parameter to the DB Set XL:
1 - disable railway gates
The new railway gates of the DB set XL replace the original crossings. There are two types of gates:
* rural - these are so called "half-gates" outside city centers including traffic cross signs.
* city - these are full gates in city centers including the usual warning lights.
Depending on the chosen road traffic side, gates will be right- or left-handed, i.e. in the case of half-gates they will be closing on the correct side of the road.
2 - set random livery for tankers
When buying new tankers for crude oil, their livery will be random but uniform for a consist. You can change this to random liveries for every single tanker of a consist by supplying this parameter. Notice however, that tankers for liquid goods will always have time-dependant liveries, i.e. never get randomized.
4 - set random load for stake wagons
In the XL version the stake wagon is able to show eight different steel products. The default sets one of these eight products for the whole consist each time the train is loaded. However, you can change this to a totally random behaviour so that each stake wagon in a consist will show a different product.
8 - disable german-style semaphores
Keep in mind that german-style semaphores are shown only if the switch "signalsontrafficside" has been set to "on" in the file ttdpatch.cfg and the "right" side has been chosen as road traffic side.
Examples
* "newgrf/dbsetxl[w].grf" - enables new railway gates by default, also sets random liveries of the tankers and random load of the stake wagon to default,
* "newgrf/dbsetxl[w].grf 1" - disables railway gates,
* "newgrf/dbsetxl[w].grf 2" - sets random liveries for tankers,
* "newgrf/dbsetxl[w].grf 3" - disables railway gates and sets random liveries for tankers,
* "newnewgrf/dbsetxl[w].grf 6" - sets random liveries for tankers and random load for steel.
* "newnewgrf/dbsetxl[w].grf 11" - disables railway gates and german-style semaphores and sets random liveries for tankers.
here you have to sum param numbers if you want to put more of them, in OTTD is different, so i can put "dbsetxlw.grf 1 2 4 8" to have all or i have to put "dbsetxlw.grf 15"?
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Has anyone tested the US Set with the latest mini IN? It works pretty well...all the trains, wagons and liveries are fully functional (even the climate restrictions are working), with the exception of the GS-4, which is in a permanent black freight colour and refuses to show its Daylight livery. Two minor problems are that the really big locomotives (especially the late Y6b) can't fit into depots properly, so bits of them will stick out of the walls when they enter depots, and the B units of the F7 and E8 won't show up. You will also not be able to play in custom scenarios (the vehicle lists get all messed up) without saving that scenario with the US Set loaded.
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- Oh yeah, and some locomotives don't have steam coming out of the right places...
- usset1.PNG (84.09 KiB) Viewed 8380 times
You could try typing 'resetengines' in the console.White Rabbit wrote:You will also not be able to play in custom scenarios (the vehicle lists get all messed up) without saving that scenario with the US Set loaded.
Not in OpenTTD but in the tropicset in general. It only replaces engines.MeusH wrote:I took a look at Uzurpator's signature and saw that there are no new wagons in OpenTTD, tropicset. Locomotives do work, however. Beautiful.
TrueLight: "Did you bother to read any of the replies, or you just pressed 'Reply' and started typing?"
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
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