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PostPosted: 30 Apr 2012, 01:18 
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boohey wrote:
do i refer to that?

No, I was quoting AndersI who posted above you... ;)


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PostPosted: 30 Apr 2012, 01:27 
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PaulC wrote:
boohey wrote:
do i refer to that?

No, I was quoting AndersI who posted above you... ;)


oops silly me haha


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PostPosted: 12 Oct 2012, 20:53 
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Given the animosity against 32bpp it looks like I am the face of the enemy round here (if you didn't know I have basically finished a 32bpp base graphics set). :)

My main motivation for not playing TTDPatch is its lack of progressiveness. Whether it is through design or through the limitations of the TTDPatch architecture OpenTTD has gained more big features which help me play and enjoy the game; GUI size flexibility, extra zoom levels, improved AI, easier access to grfs and scenarios. The underlying game is obviously basically identical, but these features make it easier to enjoy the gameplay in OpenTTD. I was a long-time TTD player then TTDPatch player, only switching to OpenTTD around 5.X.

The grfs I have designed were generally on the cutting edge of technical capabilities which I think reflects my love of the progressiveness. Trams became available in OpenTTD, I made a tram set. 2CC became available, I made a 2CC road vehicle set. Articulated road vehicles became available, I made articulated road vehicle sets. 32bpp grfs became available, I made a 32bpp base set. Other grfs I have designed have motivated changes in OpenTTD itself. I made a big chunk of OpenGFX, base set loading capabilities were added to OpenTTD. I made a large GUI grf, flexible widget sizes to accommodate these graphics were added to OpenTTD. This level of development 'excitement' doesn't seem to happen with the patch, though I haven't followed its development so closely.


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PostPosted: 12 Oct 2012, 21:24 
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zephyris wrote:
This level of development 'excitement' doesn't seem to happen with the patch, though I haven't followed its development so closely.
There are a couple of reasons for this. TTDPatch's close reliance upon TTDX limits it to what is possible within TTDX. The last new TTDPatch development was newobjects which was paralleled with OTTD. Sometime after that, access to a compile farm was lost as was the services of our last developer.

There is not so much an animosity towards OTTD as there is a nostalgic love of the simplicity of TTDX.

My coding focuses on universal support, which precludes 32bpp graphics.
My game play tends towards scenario creativity where I rely heavily upon the availability of custom bridgeheads and enhanced tunnels. If those were available to OTTD, I would probably jump in a flash, if only to create that super large map scenario, all the while availing myself of some of those epic zephyris GRFs. ;)

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PostPosted: 13 Oct 2012, 10:43 
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wallyweb wrote:
... access to a compile farm was lost as was the services of our last developer.
Ah, I didn't realise this happened :(

wallyweb wrote:
custom bridgeheads and enhanced tunnels
These would be nice to have in OpenTTD!

*edit* fix formatting


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PostPosted: 13 Oct 2012, 13:28 
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zephyris wrote:
wallyweb wrote:
custom bridgeheads and enhanced tunnels
These would be nice to have in OpenTTD!
There are three tt-forums threads that I am aware of. It would seem that each discussed separate patches that included these features:
Custom Bridgeheads - Last post: Sun Dec 12, 2010 11:24 pm
rewrite tunnel bridge enter proc - Last post: Sun May 27, 2012 3:54 pm
New map features - Last post: Wed Jun 27, 2012 5:05 pm
As far as I know none of these made it into trunk. I know that as patches they can be compiled into a nightly but this has to be repeated with each new nightly, something that is beyond the talents or patience of most players, although Quast65 did contribute a nice tutorial here.

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PostPosted: 01 Nov 2012, 21:41 
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wallyweb wrote:
Sometime after that, access to a compile farm was lost as was the services of our last developer.
For anyone reading this: the reason that there is no compile farm anymore is because there is no development, not the other way around. Any developer should be capable of compiling himself, otherwise there is no way to develop.

As to the topic at hand: I learned about the game only 5 years ago or so. Got hooked on some multiplayer OpenTTD games (cooperative play on openttdcoop servers). I've tried TTDPatch a few times at first, but never could get used the the limitations of the GUI (compared to OpenTTD). When learning about NewGRFs I tried it again a few times, but since TTDPatch crashed every time there was a small mistake in my code (of which there were a lot), it was highly annoying to even test.


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PostPosted: 18 Mar 2013, 14:01 
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...should probably sneak in and let everyone know that I've crossed over... :oops:

:mrgreen:

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PostPosted: 18 Mar 2013, 15:42 
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SAC wrote:
...should probably sneak in and let everyone know that I've crossed over... :oops:
:o NOOooooooooo! :twisted:
:lol:

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PostPosted: 18 Mar 2013, 22:11 
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Yeeeeeeesss.... :mrgreen:

Although a patch but I'm eager to start using a larger map...

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PostPosted: 19 Mar 2013, 07:20 
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Yeeeeees!!!


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PostPosted: 19 Mar 2013, 09:02 
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Deserter ... we shall carry on regardless with the real game ...


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PostPosted: 19 Mar 2013, 09:41 
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:twisted:

I have a good reason, my TTDP game doesn't run as smoothly as it used to do, which I assume has to do with using lots of custom files - and the game itself wasn't really made for that many additions... :P

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PostPosted: 19 Mar 2013, 12:40 
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Are enhanced tunnels supported?

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PostPosted: 19 Mar 2013, 12:58 
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Have no idea but I don't actually use them in TTDP so I'm pretty sure I can manage without them in OpenTTD too... My main concern has always been CBH as my cities are heavily dependant upon them, and since this patchpack provides them I feel I'm ready to break some legs... :mrgreen:

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