NewGRF TODO

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[[Category:Development]]
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{{delete|Article obsolete, development is not tracked in the wiki, this is article is both inaccurate and misleading about how development is managed.|[[User:andythenorth|andythenorth]] ([[User talk:andythenorth|talk]]) 16:45, 3 September 2017 (UTC)}}
  
This is what has to be done. There's also a Page telling you what has been done: [[Newgrf Features]]
 
  
<em>Note that this page is <strong>obsolete</strong>! It refers to a branch of
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{{Other_languages
NewGRF development which was already merged to the mainline trunk and grossly
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|en=NewGRF TODO
enhanced, so many more things work now.</em>
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|es=Para hacer (NewGRF)
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|fr=À faire NewGRF
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|ru=Попробовать сделать NewGRF
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|language_page=en
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}}
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This is what has to be done. There's also a Page telling you what has been done: [[NewGRF Features]]
  
== Variational Cargo Lists (<strong style="color: blue;">in progress</strong>, <strong style="color: red;">testing needed</strong>) ==
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{| border="2" width="auto" cellspacing="4" cellpadding="3" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #AAAAAA;"
A variational cargo list is set of several "Sprite SuperSets" and some info on when to use which sprite set. Currently only the default set is used which may result in weird graphics with grf's whose authors didn't prepare for this case..
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|- style="background:#efefef;"
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! Category !! Support
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|-
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| New Stations || Randomizing triggers
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|-
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| New Sounds || Sound priority
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|-
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| New Ports || See [[NewGRF (Air)Ports]] : Airport, Seaport..  
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|}
  
The parameter that decides which set is displayed can either be a trigger (a different, random set is used) or can be compared against an internal variable. This, of course, is a lot of work..
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{{Navbox NewGRF}}
  
=== Progress ===
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[[Category:Development]]
I have replaced much of the old code, because it was missing an abtraction layer, that is necessary to implement some of the more advanced features. It's able to load DBSetXL by now, but still very buggy. Apparently now all vehicle properties are loaded correctly, but I'm not even sure this is related. It looks as if "variational but deterministic CargoID-lists" are easier to implement than "random CargoID-lists with triggers" which I didn't expect. So I might be able to implement that soonish. Anyone looking for his/her daily fix of the bleeding edge can download the very newest patch from [http://verplant.org/openttd/ the openttd-directory on my webserver]
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[[Category:NewGRF]]
 
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==== Known bugs ====
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These are some bugs that exist with DBSetXL. Other GRFsets may have similar problems:
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*Building the "ICE 3", "ET-87", "ET-11" or "BR 420" eventually crashes the game (It looks as if they were not entirely done yet. I'll contact the author.)
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*The "BR 181", "BR 120" and "BR 112" can only be built in monorail-depots, but they can only drive on normal rail. Also, they can only drive into "normal" depots.
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*The "ICE 1", "BR 101", "BR 182", "DE-AC33C", "BR 152", "BR 116" and "BR 111" can only be built in the MagLev depot, but can only drive on normal rail. The "Transrapid 09", which is an actual MagLev train, works fine though.
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*The "self discharging hopper" has the wrong image displayed.
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*The wagons "Goods van (sliding wall)" and "Goods van (slide tarpaulin)" work in the "New Rail Vehicle" dialog, but have the wrong look later on.
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*Refitting wagons doesn't work yet.
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=== I need your help ===
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I have to admit that I have never in my live played the original TTD. And, I don't have windows. Therefore I'm having a hard time verifying that my changes have the desired effect. Since, for now, I'm concerned about graphics stuff I've made a couple of screenshots with DBSetXL. Could anyone tell me (by editing the list below) if the displayed sprites are the right ones? Some of the goods-transportation-wagons look weird, but I don't know how they are referenced yet.. (The CargoSets get defined, but they are not referenced by a mapping, before the file ends. Weird..) Thank you very much :) The screenshots are at [http://verplant.org/openttd/dbsetxl-screenshots/ verplant.org/openttd/dbsetxl-screenshots/].
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*Iron Ore (unknown)
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*Wood (unknown)
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*Steel (unknown)
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*Grain (unknown)
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*Livestock (unknown)
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*...
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IN the vehicle preview:*Refrigerator Wagon - Looks like the old grain hopper(empty)
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                      *Flat Bed wagon(heavy load) - Looks like the old grain hopper(full)
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                      *Mail Van - The old water tanker/carrage
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                      *Passenger Coack - Old Iron Ore Hopper
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Other than that the graphics look fine
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Another thing you could do is download the latest patch from [http://verplant.org/openttd/ verplant.org/openttd/] and post which vehicles are not working, have bugs, wrong sprites, whatever. If previously reported vehicles work with a later version please tell the world, too. And please don't forget to say what version (which date's patch) you were using, and which GRFset you're talking about. Thank you :)
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== New Sprites for vehicles, stations, ships, etc ==
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Currently only trains are working to some reasonable extend. However, most methods apply to other vehicles and stations as well. They should be supported at some point, however I will do the other points first.
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Revision as of 16:45, 3 September 2017

Deletion.png
This article has been requested for deletion.

Reason: Article obsolete, development is not tracked in the wiki, this is article is both inaccurate and misleading about how development is managed.

Requester: andythenorth (talk) 16:45, 3 September 2017 (UTC)



This is what has to be done. There's also a Page telling you what has been done: NewGRF Features

Category Support
New Stations Randomizing triggers
New Sounds Sound priority
New Ports See NewGRF (Air)Ports : Airport, Seaport..


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