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SAC
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Posted: 28 Apr 2013, 13:58 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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As noted I'm using the OGFX-base set for my OpenTTD introduction, and also have the OSFX-file for sound installed. However, I'm not to keen about that sound file and was wondering if anyone know if I can use the TTDP-sound file instead - and if so; which file do I need to copy into my OpenTTD-folder? Edit to add/// Never mind, I found out it was the sample.cat I needed to copy over...  Odd thing though which I noticed with both the original sound and the OSFX one, there's no vehicle sound when leaving a bus/truck stop... Is this intentional?
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OzTrans
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Posted: 28 Apr 2013, 16:32 |
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Joined: 12 Mar 2012, 02:39 Posts: 469
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SAC wrote: Odd thing though which I noticed with both the original sound and the OSFX one, there's no vehicle sound when leaving a bus/truck stop... Is this intentional? Must be the case, I haven't got any sound either when leaving a bus stop, but there is sound with bus stations.
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SAC
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Posted: 28 Apr 2013, 19:14 |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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SAC
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Posted: 16 Oct 2013, 09:37 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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Referring to this topic I'm wondering if it's any idea to continue to use OTTD, seeing as Supercheese is busy with studies? His patch which includes Custom Bridge Heads is the only reason as to why I decided to move over, but with him busy with other stuff, I wonder should I return to TTDP again?
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wallyweb
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Posted: 16 Oct 2013, 15:50 |
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Master Mentor |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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I am in the process of taking up the reins until Supercheese has more time to devote to the effort. He and cirdan, as well as some devs, have been kind enough to assist me in setting up a proper environment wherein to provide continuing access to binaries for your New Map Features patched OTTD game playing pleasure. Stay tuned. We are geting closer to seeing some results. 
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SAC
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Posted: 17 Oct 2013, 10:58 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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wallyweb
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Posted: 17 Oct 2013, 11:12 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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SAC
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Posted: 17 Oct 2013, 14:27 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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Any information about what it consists of, and what if I start designing a new scenario with this applied, how will it effect coming updates of this patch?
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wallyweb
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Posted: 17 Oct 2013, 16:03 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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SAC wrote: Any information about what it consists of, and what if I start designing a new scenario with this applied, how will it effect coming updates of this patch? Here is cirdan's post on that very question.  Apparently enhanced tunnels are still in the queu to be added later.
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SAC
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Posted: 18 Oct 2013, 09:57 |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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wallyweb
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Posted: 18 Oct 2013, 13:04 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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SAC wrote: Ah, missed that one! Thanks!  Just one more question though; What's the difference between this and this? this is the patch code for the patch and this is the result of that patch code being ground, chopped, stirred, and stuffed into the source code and compiled.  Hmm ... Something has changed ... I must recompile. 
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SAC
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Posted: 22 Nov 2015, 14:47 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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Since I'm back on "the track" again I figured I should continue to use the thread I actually created for my move to OpenTTD... Rather then creating a new for the same purpose I mean... So, have a couple of questions as I'm creating my new OpenTTD Innovatia scenario; 1. I can't seem to find out how to build road waypoints, or is that a feature of TTDPatch only? 2. In TTDPatch I'm able to build canals and also place water from the same menu, but this isn't the case with OpenTTD?
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wallyweb
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Posted: 22 Nov 2015, 17:23 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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SAC wrote: 1. I can't seem to find out how to build road waypoints, or is that a feature of TTDPatch only? TTDP only. Quote: 2. In TTDPatch I'm able to build canals and also place water from the same menu, but this isn't the case with OpenTTD? In OTTD river building is Scenario only. 
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SAC
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Posted: 22 Nov 2015, 18:59 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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Hmm... it's not easy to abandon TTDP and go for OTTD that's for sure... It seems the only way to simulate TTDP's road waypoints is to use stops in OTTD as non-stop stops... it'll work I guess... As for water - or rivers to be more precise - I'll simply have to make my game into a scenario everytime I want to add a river... Oh well... 
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ISA
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Posted: 23 Nov 2015, 03:10 |
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Joined: 21 Jun 2012, 20:22 Posts: 61
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SAC wrote: or rivers to be more precise - I'll simply have to make my game into a scenario everytime I want to add a river... Oh well...  JGR patchpack, there is option to add rivers in game from ship build menu. I have use it a lot and there haven't been any problems. Also if going for the latest version (updating the patch) ... at least so far! 
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aaa.png [ 10.57 KiB | Viewed 12377 times ]
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SAC
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Posted: 23 Nov 2015, 10:36 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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I believe at least one feature from JGR's Patch Pack is included in Cirdan's New Map Features - which is the one I'm using, in fact the sole reason I'm even focusing on OpenTTD today - so I don't think it's such a good idea to try to combine those two... especially not for something as trivial as rivers... Besides, if I recall Cirdan found some issues with JGR's code, another reason to not include it and at least not at this point... but thanks for pointing it out though ISA...  On another note, it seems I' only able to have 58 newgrf's loaded, is that the maximum size allowed for OpenTTD?
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wallyweb
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Posted: 23 Nov 2015, 14:30 |
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Master Mentor |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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ISA wrote: ... SAC wrote: ... My turn. JGR's Patch Pack ===========JGR had authored some stand-alone patches. Meanwhile, he also used other patches for his own use in his own games, occasionally modifying some of those other patches to work better in his environment. JGR then released (and now maintains) his patched version of OTTD as a pack. At all times, it is not a fork. It is a selection of patches applied to OTTD. Cirdan's New Map Features =================Cirdan had authored some stand-alone patches. He found that he had some issues with OTTD. He started to revise/adapt/fix OTTD code, but NOT as a patch. In the process, some original OTTD features were found to be redundant or in need of being rewritten to his own specifications. (This could be called cherry-picking). Cirdan then released (and now maintains) his reworked version of OTTD. At all times, it IS a fork. It is an UN-patched game that happens to be SIMILAR to OTTD. wallyweb sticks his nose in =================One of JGR's patches was " Routing Restrictions - port from TTDPatch". Routing Restrictions is a feature that JGR had contributed to TTDP and that I found to be very useful, but it had no equal in OTTD. As soon as I became aware of JGR's OTTD patch release (not the pack), I tried to apply it to Cirdan's fork. It failed. There were too many differences between OTTD and Cirdan's fork. JGR rode to the rescue. He adapted his patch to Cirdan's fork and released it (and maintains it) as tracerestrict-cirdan, a fork off Cirdan's fork off OTTD. (Confused yet?) Current Situation ===========JGR has a very fine patch pack, but it has no relationship to Cirdan's New Map Features. Cirdan's New Map Features is a stand-alone fork off of OTTD that includes some TTDP features not available in OTTD, such as custom bridgeheads, that SAC finds essential to her Innovatia maps. JGR's tracerestrict-cirdan is a stand-alone fork off of New Map Features and it has no relationship to JGR's Patch Pack. DISCLAIMER ======= I may stand to be corrected in some of the above, but the essence is there.
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SAC
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Posted: 23 Nov 2015, 15:54 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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Most informative - as per usual Wally... Now, to add some other questions; 1. It seems I'm only able to add 58 newgrf's to my OpenTTD game, is that the maximum? TTDPatch can handle a lot more... 2. Do I need to keep the file "openttd.grf" in both my documents base set folder and the c://OpenTTD base set folder, or is it enough with the latter?
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wallyweb
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Posted: 23 Nov 2015, 21:51 |
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Master Mentor |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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SAC wrote: 1. It seems I'm only able to add 58 newgrf's to my OpenTTD game, is that the maximum? TTDPatch can handle a lot more... That seems to be a very odd value for a limit of any kind in any program. Can you post a screenshot of any related messages? Quote: 2. Do I need to keep the file "openttd.grf" in both my documents base set folder and the c://OpenTTD base set folder, or is it enough with the latter? 1. Keep it in your c://OpenTTD base set folder. 2. Move it from your my documents base set folder to another C:/ drive folder that is NOT under OpenTTD. 3. Test your OpenTTD game to make sure it an still find the file.
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SAC
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Posted: 24 Nov 2015, 01:38 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3034 Location: Sweden
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This is what comes up; Attachment:
Image781.png [ 78.36 KiB | Viewed 12364 times ]
I've attached the openttd.cfg file as well, should it be of any help... As for the openttd.grf, it turns out it's enough to keep it in the C://OpenTTD folder...  Thanks...
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openttd.cfg [17.81 KiB]
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