these ones are already included. I took from your sets whatever was possible Thanks <3GarryG wrote: ↑02 Nov 2023 22:19Shall See what I can send you.
These images are of the bus interchange where I change buses. I get a bus from home to here then another bus from here to a railway station. The yellow bus you can see in one of the images is my bus waiting till time to start the run to take me home.
The shelter is designed so when it rains the seats still get wet.
Glendale 019.JPG
Glendale 024.JPG
I did make a version of this terminal for the Car Park Objects.
Here some templates of it.
Glendale.png
Cheers pal
Road Stops & Waypoints 4 (OUT NOW)
Moderator: Graphics Moderators
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
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Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Can I make a suggestion? Would be nice to see the stops from OpenGFX Mars, maybe even the skybridges as waypoints. Anyway, thanks for this, its really cool.
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
I prepare an update Send me graphics pls, have no idea what you mean
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Forgot the skybridges for waypoints:
https://github.com/reldred/OpenGFX-Mars ... nel_32.png
https://github.com/reldred/OpenGFX-Mars ... el2_32.png
Also, apparently you'll need OpenTTD 1.9.3 to use OpenGFX Mars properly; It's been a while since I got bored of the GRF and roadtypes (1.10+) apparently screw with the graphics. If anyone can help us out with a copy of it, please do?
- Emperor Jake
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Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Since vanilla supports roadstops now, it shouldn't be too hard to make this set no longer JGRPP-exclusive
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
With this graphic - there's only warning, no restriction. But it was coded with JGR's NML program.Emperor Jake wrote: ↑11 Jan 2024 03:28 Since vanilla supports roadstops now, it shouldn't be too hard to make this set no longer JGRPP-exclusive
Are There The Same properties And values in vanilla version?
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
We just need to swap you back to mainline OpenTTD version of NML, it will compile the same NML code and produce a GRF that works in both JGRPP and OpenTTD. Waypoints just get ignored in OpenTTD, as there's no way to build them yet in regular OpenTTD.fridaemon wrote: ↑11 Jan 2024 06:50With this graphic - there's only warning, no restriction. But it was coded with JGR's NML program.Emperor Jake wrote: ↑11 Jan 2024 03:28 Since vanilla supports roadstops now, it shouldn't be too hard to make this set no longer JGRPP-exclusive
Are There The Same properties And values in vanilla version?
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Sooo... Will I have to remove all waypoints before coding or not?
finally finished. Now I have to do snow version of this bus terminal and code it as bus station + object items + waypoint
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Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Nope! I'm told by the wizards that it will 'Just Work'.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Late christmas present or early feature release
Also "road waypoint"???
- Emperor Jake
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Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
Vanilla's supported roadstops for months now, it's just that hardly anyone has bothered to make GRFs for it yet.
And road waypoints remain a JGRPP exlusive feature.
And road waypoints remain a JGRPP exlusive feature.
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
I didn't know And anyone could wrote And ask 4 that.Emperor Jake wrote: ↑14 Jan 2024 01:02 Vanilla's supported roadstops for months now, it's just that hardly anyone has bothered to make GRFs for it yet. .
Re: Road Stops & Waypoints 3.2 (Extension for JGRPP) April 16th, 2023
My mistake. I accidentally downloaded the content store version that hasn't been updated. It's good, would be nice to have versions of the bus and truck terminii (not the drive-thru/on-road stops) with the skybridges (perpendicular to the entry road is all that would be needed) but I'll take what I can get. Thank you!
Re: Road Stops & Waypoints 4 (beta)
I fight with my life and the time of course So I'm gonna release pre-release of the 4th update of Roads Stops etc.
As Emperor Jake mentioned before that I do exclusivity for JGR's version, I checked it in vanilla's version and it works only in version 14 (beta). It supports more than 256 IDs so If you wanna try it you have to play with it. Roadstops R not workin'. Official release will come soon with some SNOW versions, Give me time please.
Big THANKS to Aegir. She edited my NML code to convert it for both versions.
As Emperor Jake mentioned before that I do exclusivity for JGR's version, I checked it in vanilla's version and it works only in version 14 (beta). It supports more than 256 IDs so If you wanna try it you have to play with it. Roadstops R not workin'. Official release will come soon with some SNOW versions, Give me time please.
Big THANKS to Aegir. She edited my NML code to convert it for both versions.
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- roadstopsandwaypoints4beta.grf
- 4 TEST
- (12.43 MiB) Downloaded 112 times
Re: Road Stops & Waypoints 4 (beta)
Finally I finished coding of bus station bellow.
I'm gonna add this station to beta version 4 and release it in two versions - for JGR and VANILLA version. V version will be released separately on tt-forums. As I requested for adding parameter to NML program and I was ignored, I really don't want to have these ugly station ghosts in purchase menu. I spent lot of time with that before.
I'm done with this set for a few weeks or months, I'm moving on to objects and a building set. Snow versions will come a little later.
I decided not to code ramp as waypoint. It didn't look good, so you can imagine the enter to parking house is from back side.
I'm gonna add this station to beta version 4 and release it in two versions - for JGR and VANILLA version. V version will be released separately on tt-forums. As I requested for adding parameter to NML program and I was ignored, I really don't want to have these ugly station ghosts in purchase menu. I spent lot of time with that before.
I'm done with this set for a few weeks or months, I'm moving on to objects and a building set. Snow versions will come a little later.
Re: Road Stops & Waypoints 4 (OUT NOW)
An Update
Road Stops & Waypoints 4
I wanted to do snow versions of some stations, but sorry, I need to have break from this set for a while. Before the summer it will come. If you'll find any issue Let me know, it will be solved with this update.
Enjoy the update
==========================
SOME POSSIBLE ISSUES:
You can't see this update in your game:
Road Stops & Waypoints 4
- Added tunnels waypoints, you can cover original OPENTTD or Ufiby's tunnels with them.
One thing you can do is to choose which landscape style you want.
- I created bus terminal inspired by Newcastle Bus Interchange GarryG posted before. Additional object pieces were added to road stops menu. They can be expanded with your ideas.
- Many Ufiby's depots were coded as stations.
- Some FIRS and GarryG¨s pieces were coded as stations too.
- I did few mail box, more colour variants will come later. I was inspired with PPL, Alza and ZASILKOVNA in Czech Republic.
- I drew two new passenger stations.
I wanted to do snow versions of some stations, but sorry, I need to have break from this set for a while. Before the summer it will come. If you'll find any issue Let me know, it will be solved with this update.
Enjoy the update
==========================
SOME POSSIBLE ISSUES:
You can't see this update in your game:
- Delete previous newgrf file from your folder. It has the same ID and version.
- If you play with Vanilla, be sure you play with version 14 UP. This file has more than 256 IDs and previous versions can't work with that.
- If you tried beta verision in Vanilla version, you have to add this graphic as new one. It's under another ID.
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- roadstopsandnowaypoints.grf
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- Road Stops & Waypoints (JGRPP)
- (12.67 MiB) Downloaded 140 times
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- roadstops_JGR.zip
- Road Stops & Waypoints (JGRPP) (SOURCE CODE)
- (7.4 MiB) Downloaded 100 times
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Re: Road Stops & Waypoints 4 (OUT NOW)
What if I already have a game that contains a beta version?
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