#JP+ Group Development Zone

1 messages · Page 2 of 1

crisp stone
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Still a development after all ahahah

nova bay
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Currently using a lot of 52 series, because in 1950s the steamers in Japan Set were ridiculously costly, and there are not decent diesel models, I had to electrify so much

crisp stone
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Thats a long 52 series heheheh

nova bay
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IIRC, it is as long as some commuter EMUs in Tokyo, 14-cars

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Can I make a PR for these tweaks?

crisp stone
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reducing the decay -5?

nova bay
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I noticed you added "correct" cargo aging algorithms for new trains

crisp stone
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Yep im happy with a PR 🙂

nova bay
crisp stone
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sure

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ill probably do a parameter for decay factor, so probably better to leave it alone heh

nova bay
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There is already a parameter

crisp stone
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sorry, for reliablity decay

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so confusing xd

nova bay
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Also, why is 52 series with a "limited express" usage but a capacity of 65 per car?

crisp stone
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human error

crude phoenix
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Capacity is right, description is wrong

nova bay
#

I think there are not many Tokkyus at that time

bleak karma
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What?

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Plenty of mainline expresses in the 1950s

nova bay
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Sorry

bleak karma
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Although I guess it wasn't the 1961 timetable change that would define the express trains we know today

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My bad

nova bay
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What I have read is "many couldn't afford limited express fee, they preferred to use Kyukou (normal Express) service, before L-Tokkyu was a thing"

nova bay
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@crisp stone PR was created 🙂

crisp stone
#

Nice one, danke 😄

tidal perch
#

Could be optimized?

shrewd wren
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If you tell me how, I would consider optimising

tidal perch
#

First off is to replace those

spriteset(some_spriteset){some_template(offset)} // dummy
alternative_sprites(...) // actual sprites

with

spriteset(some_spriteset, ZOOM_LEVEL_NORMAL, BIT_DEPTH_32BPP) {} // simplified

I think

tidal perch
#

I got this from cont_koki50000.pnml

switch(FEAT_TRAINS, SELF, switch_koki_50000_base_loadstack, [
    STORE_TEMP((getbits(extra_callback_info1, 8, 8) < 7 ? CB_FLAG_MORE_SPRITES : 0) | PALETTE_USE_DEFAULT, 0x100),
    getbits(extra_callback_info1, 8, 8)
    ]) {
    0:  random_koki_50000_brown;
    1:  switch_conts_cargo_load_end;
    2:    switch_conts_cargo_load_middle;
    3:    switch_conts_cargo_load_middle;
    4:    switch_conts_cargo_load_end;
    5:  spriteset_koki_50000_handrail;
    6:  switch_taillights_8;
}
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But I don't find a single LOAD_TEMP in the nml file

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And I don't know why there is a STORE_TEMP here... I guess they don't have to appear simultaneously

tidal perch
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Maybe STORE_TEMP controls the amount of sprites to show, and the latter getbits(...) controls which sprite to show?

native warren
tidal perch
#

and ... | PALETTE_USE_DEFAULT... iirc PALETTE_USE_DEFAULT equals to 0, so it's fine to omit it.

crisp stone
tidal perch
nova bay
#

Just a fix - there is one line of redundant code in JP+ MU. Basically it has two lines of "cargo_age_period: 185;" Deleting one of the two lines won't cause anything.

tidal perch
tidal perch
#

(Wrong logo, of course)

tidal perch
nova bay
# tidal perch 😄

Before this translation, I always read "Eidan" as "Aidan", just like what Germans will do

shrewd wren
#

2x logos work only if interface size is >= 2x. For smaller sizes it just causes asymmetry and other unwanted pixel shifts

tidal perch
#

That way you could use

spriteset(some_sprite)...
alternative _sprites(some_sprites, ZOOM_LEVEL_IN_2X,...)

so that no matter the pixel size all graphics are still custom created instead of being zoomed by some unknown function.

shrewd wren
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Still looks like this

alternative_sprites (logo_tokyo_metro, ZOOM_LEVEL_IN_2X, BIT_DEPTH_32BPP,"gfx/logos/tokyo_metro.png") { tmpl_logos(0, 0) }```
tidal perch
shrewd wren
tidal perch
shrewd wren
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that's exactly what I did, and got this result

tidal perch
#

hmm

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you sure you're using a no extrazoom template?

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oh you have to also adjust the offset

shrewd wren
# tidal perch you sure you're using a no extrazoom template?
    [x, y, 32, 32, -95, -20]
}
template tmpl_logos(x,y) {
    [x, y, 12, 12, -60, -10]
}
spriteset (logo_tokyo_metro, ZOOM_LEVEL_IN_2X, BIT_DEPTH_32BPP,"gfx/logos/tokyo_metro.png") { tmpl_logos_ez(0, 0) }
alternative_sprites (logo_tokyo_metro, ZOOM_LEVEL_NORMAL, BIT_DEPTH_32BPP,"gfx/logos/tokyo_metro.png") { tmpl_logos(0, 0) }```
tidal perch
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I think it's mostly because of the offset, so you'll have to adjust it via the sprites something (i forget its English name) menu
If that doesn't work maybe try to swap "alternative_sprites" and "spriteset?"

shrewd wren
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It's already cropped in the sprite aligner
And I've tried both changing templates and 2x/NORMAL

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It's always cropped or too large.
But in both situations everything works perfectly when interface size is set to 2x

tidal perch
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@shrewd wren Turns out that it's just because of the offset.

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All you'll have to do is to adjust the offset 😛

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the y offset is -12, if that helps

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The fact here is that all alternative sprites must also fit the purchase bar, or else it will expand, no matter the current sprite using.
It's reading some ghost sprites I think

shrewd wren
tidal perch
#
/*
* HOW DOES A GRAPHIC STACK WORK
Sprite stacking was supported since openttd 1.7, and further expanded in openttd 13.
After v13 the game allows stacking up to 8 sprites.

The stack uses a switch statement to determine which sprite to draw.

A typical stack looks like this:

switch(FEAT_TRAINS, SELF, name, [                                   //* The switch statement
    STORE_TEMP(CB_FLAG_MORE_SPRITES | PALETTE_USE_DEFAULT, 0x100),  //* STORE_TEMP, where it marks to draw multiple sprites
    getbits(extra_callback_info1, 8, 8)                             //* indicates the sprite sequence
    ]) {
    0: s0;                      //* sprite 0
    1: s1;                      //* sprite 1
    2: s2;                      //* sprite 2
    more sprites...
}

the condition is STORE_TEMP(CB_FLAG_MORE_SPRITES | PALETTE_USE_DEFAULT, 0x100), where
0x100 is a special register that tells the game to draw multiple sprites,
and the part before the comma tells what palette to use, and if the sprites should be stacked.
More specifically, CB_FLAG_MORE_SPRITES tells the game to draw multiple sprites, and
PALETTE_USE_DEFAULT tells the game to use the default palette.

The last item of the array is getbits(extra_callback_info1, 8, 8), in which, the last item's
value is used to determine which sprite to draw. It ranges from 0 to 7, and the game will draw
the sprite that corresponds to the value. So, 0 will draw s0, 1 will draw s1, and so on.

s0, s1, s2, etc. could be spritesets, spritegroups, or switches.

Spritestacks could be used in many places, such as to show logos in the purchase menu, to reduce
producing same elements in similar graphics, and so on.

The condition, which is STORE_TEMP(...,0x100), could be modified to meet the needs of the stack.
For example, if you want a parameter to control the stack, you could modify it like this:
STORE_TEMP((param_show_logo == 1 ? (CB_FLAG_MORE_SPRITES | PALETTE_USE_DEFAULT) : PALETTE_USE_DEFAULT), 0x100)

*/
tidal perch
#

@crude phoenix
But as Yozora said the logos look awful under a lower resolution. Nonetheless that could be fixed afterwards

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I used some gcc #defines here (just too powerful!), so if you were to directly merge my branch it will break your workflow.

crude phoenix
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ooh interesting

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it would be good to have the logos on the same side as the other JP+ sets

tidal perch
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yeah

crude phoenix
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I have them on the wrong side because of historical templating reasons, but those are easy to cut off

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I'm really a fan of the angular JNR logo, I prefer it over the wheel even if it's less "official"

tidal perch
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🤔

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The original angular logo barely fits, but considering most trains atm are shorter maybe this could be applied.

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well, EH10

tidal perch
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The vehicle sprites will overlap the logo. Does that sound right to you?

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btw I have to stretch the logo a bit

crude phoenix
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That doesn't bother me, it already happens

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I just wonder what it'll look like in JP+ MU

tidal perch
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😄 Implemented the purchaser logo parameter in the wrong way

tidal perch
#

@shrewd wren

shrewd wren
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You work too fast, I wanted to do this myself, but oh well, thank you

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It's inverted now, but it's a matter of 0/1 to make it work as intended

tidal perch
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🤯

crude phoenix
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This will make @wild geode happy

wild geode
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Yeah but the white space is still left 😛

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Nah but seriously nice work WenSim

tidal perch
tidal perch
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well...

crude phoenix
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can't you move the engine over? There's a big gap to the right of it

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Oh yeah I was going to add a parameter to disable the fake prototype variants

tidal perch
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I think it looks better if everything is aligned; nonetheless if you really want the engine to be moved over... I could try to do that, but definately it would cost a lot of time

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btw the gap between the vehicle and the edge of the menu now shrinks when logos are disabled

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Still... that could be manually adjusted; it just takes time to do so.

crude phoenix
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Oh, I thought it would be a quick thing to shift the purchase sprite template, but never mind then 🙂

tidal perch
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because of historical reasons? The purchase sprites are aligned on the right side, and I would need to change them from right aligned to left aligned if I were to shrink the gap size

crude phoenix
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Ah, makes sense

tidal perch
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@crude phoenix Thanks to automation, I'm now finished all logo reimplementation. It's just that they are not quite accurate, often refers to the wrong company, and may need somebody to help fixing.

Never heard of Seibu running a metal transporting business

crude phoenix
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Very nice

tidal perch
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I wrote a python script for that 😄

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I'll push it right now

nova bay
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H100 Decmo When? 🙂
Not to force anything, but just curious. Too few trains for Hokkaido!

crude phoenix
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I know there are a few Hokkaido trains in the works, not sure about that one specifically though

nova bay
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So I am now drawing an H100 Myself 🙂 Not from scratch, but from the "similar" KiHa 41 sprite

crude phoenix
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Maybe the KiHa E120 would be a better starting point

crisp stone
nova bay
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Oh? Why is it legacy, though? I guess this is because of some perfectionism

crisp stone
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But the english.lng came from there, thats all that is similar lol

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Which is why the english.lng is old and awful and buggy and needs fixing and updating to look like other JP+ sets but its not high on the agenda when I spend all day looking at formations for JNR trains 😆

nova bay
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Yes, sprite style difference could be found

crisp stone
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Many years ago

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I will, when I finish with the backlog of complex JNR trains with their 1000 formations and cab and middle and whatsits, get round to re-doing them into JP+

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One day

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.-

crude phoenix
crisp stone
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Back when we had to run on a tredmill to power our internet!

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Oh wait, me and you still do

nova bay
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I think... OpenTTD has grown a lot since... covid, so many new things didn't become reality until 2020s, and the growth rate seems to be increasing... Well, contradicts economy in real life 🙂
And new miracles still happen every day, even if it is such an old game

crisp stone
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Indeed!

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But Covid did mean more time to develop. 😦

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I do miss that!

nova bay
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Drawing pixels for... the infinity-th try. It is only these pixels high, hard to show all features

crisp stone
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Take your time

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H100 is a funny one, strange angles and very shiny

nova bay
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Seems Discord blurs pixel work...

bleak glade
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you can still save the image and open it in something like paint dot net and it will not be blurry

crude phoenix
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That's only the preview, if you copy or download the image it will work

nova bay
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Oh

bleak glade
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some things that preview the image will compress it tho and make it blurry

nova bay
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To ensure, I zipped it (resend: fix incorrect colour between windows)

nova bay
crisp stone
languid prism
#

I just sent a pull request for the 737 series and H100 series, but I only just noticed this forum. What a coincidence 😲 The grafix by John Franklin are also very precise, so I leave it up to you which one to use.
https://github.com/Tintinfan/JPplusMU/pull/149

GitHub

I have created a graphic for the JR Hokkaido 737/H100 series and implemented the code.
You may use just the graphic or the code alone, depending on your convenience.
I hope it will be helpful to you.

crude phoenix
languid prism
tidal perch
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Engines & wagons with complete reimplemented company logos

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the balance of logos is now adjusted
Maybe I should also adjust the colours? The JRF logo seems quite dark, and maybe it could be lighter or I could sharpen its edges?

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(won't be a problem when using New CC, though)

crisp stone
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JRF logo seems alright, that JNR logo is realllllyyy huge 😆

crisp stone
tidal perch
tidal perch
shrewd wren
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It's been a while since I've actually drawn something...
Sotetsu 10000 series

neon light
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shame they look like 11000s now

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(this is an 11000, that ^^^ is a 10000)

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not completely identical but near enough to use the same sprite

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theyve also done the same to the 8000s

shrewd wren
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1 step forward, 2 steps back

neon light
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oh, and the 9000s

shrewd wren
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The bottom headlights were indeed much better on the 10000, I like them, added 00s coolish look

neon light
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yea i agree

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much prefer bottom headlights

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but for more of an 80s/90s vibe

shrewd wren
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Keisei ae100 🙃

neon light
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my beloved

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flip up headlights

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on a train

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so cool

shrewd wren
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They don't make cars trains like this anymore

neon light
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they really should

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is the ae100 in this set yet?

crude phoenix
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AE100 is in TIAS and everything in TIAS is in JP+ Private now😉

neon light
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ah lovely

tidal perch
# tidal perch What about this? 😄

@crude phoenix I'm almost done reimplementing the logos now, though some parts may be quite sketchy. Would you consider merging the pr I opened after I mark it as ready to review?

nova bay
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4 pairs of doors? 😲 Such high amount of doors is hardly to be seen here even in metro system.

tidal perch
crude phoenix
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They even tried carriages with 6 doors per side once

crude phoenix
digital river
crude phoenix
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Hong Kong MTR has 5 pairs of doors too

crisp stone
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Good old Saha204

ember heron
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Five doors

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Wow

neon light
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thats 6 doors

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not 5

neon light
tidal perch
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MaGlEv?

neon light
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no thats 2 doors per side, and it isnt owned by the metro

tidal perch
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Yeah i know that

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I remember the price is something like 50 rmb

neon light
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if i had the patience i would draw all of the shanghai metro stock

tidal perch
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Any opinions on JP+ Stations?

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Maybe I should resume now

crisp stone
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However I have been very slow, because I spend 3 days on the formations of a single JNR emu then I'm busy again 😭

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Then also to provide different building styles and stuff that some other people have drawn over the last few years for elevated stations; then some fake metro building stuff off JP+Buildings

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lots todo to make JP+Stations

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Auto-Build platforms, Fences and single-tile place everything for maximum customisation should be done too

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Thought be damned I have no idea on autobuild platforms

tidal perch
crisp stone
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This is a problem of JNR has 14 different was to create a 6,8,10 car express train

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What are all 14 ways and how does that work 😛

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Heads in the middle, pantographs here and there, green cars or not

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Very annoying

crisp stone
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Aaaand that sortof thing is how I wanted to do stations as layers to make it easier for people to draw bits and add it in

tidal perch
# crisp stone Aaaand that sortof thing is how I wanted to do stations as layers to make it eas...

I kinda wanted to make everything "smarter," so that players won't put a lot of effort to build a nice station. You can see what I've done in WINS and in CNS.

One thing I am definitely going to add in WINS ||JP+ WINS|| is smarter fake underground stations. Maybe elevated stations, too.

Maybe I should wrap up the things I didn't finish last year first.
#981523481122471957 message

Kinda lack of ideas, to be honest.

nova bay
amber totem
tidal perch
shrewd wren
#

Made some changes to the train desc menu, now electric system gets its own property with much more details like Hz and voltage.
And also, metro trains received loading speed property

tidal perch
#

HELPER NEEDED

Thanks to YAGL, I can now decompile JP3 Tracks and modify it, including adding translations. Japanese would be the right language to add, and I would need a translator. I tend to make everything as easy as possible (splitting the files, merging Actions, writing comments, etc.) so it won't be too hard to add an extra language.

Repo:
https://github.com/WenSimEHRP/JPTracks-ReMod

GitHub

Contribute to WenSimEHRP/JPTracks-ReMod development by creating an account on GitHub.

wild geode
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could you pick a different suffix please, reMOD is what I specifically call my forks/modifications

tidal perch
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🙃 I'll go for weMOD then

wild geode
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that's fine 🙂

shrewd wren
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Sotetsu 9000 series

crude phoenix
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That is so tetsu

neon light
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You aren’t wrong

crisp stone
signal estuary
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#1206389475639435264 message

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Although it is not directly related to the JP+ series, I am releasing some of the Japanese aviation part of AWAS that I am developing on the JP+ channel.

nova bay
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https://ja.wikipedia.org/wiki/国鉄50系客車#「ノロッコ号」向け改造
50 series variant? 🙂
70 passengers, 95 km/h, cargo_age_period 600

50系客車(50けいきゃくしゃ)は、日本国有鉄道(国鉄)が主に地方都市圏の通勤・通学時間帯の普通列車に使用する目的で1977年(昭和52年)より設計・製造された一般形客車の系列である(区分の経緯については#車両区分を参照)。
本州以南用の50形と、北海道用の51形があるが、基本的な設計コンセプトは同一であるため本項ではこの両形式、さらに同一の車体構造を有する荷物車マニ50形と郵便・荷物合造車スユニ50形についても併せて解説を行う。

tidal perch
raven folio
tidal perch
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ahem, modified version of JP3 Tracks actually

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and the set's tracks come with custom tunnels

raven folio
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They have wide ballast. I like that

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Ever thought of extra zoom versions?

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I would really love that

crude phoenix
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JP+ will never be extra zoom

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but then this track set isn't technically part of JP+

tidal perch
# raven folio Ever thought of extra zoom versions?

This is technically doable, but it would be hard as this is not NML (neither NFO! but still hard)
I would have to change the GRF container version (if I am correct) and other stuff like adding extra flags to indicate "this is a 32bpp image" and "this is also a EZ sprite" etc.
So I may not do it, at least for now.

raven folio
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understandable

wild geode
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plus, someone has to draw the damn things

tidal perch
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@amber totem IIRC there is a Shinkansen Tracks override option in JP+Shinkansen. Would you like it to be inplemented in jptracks wemod?

amber totem
#

Probably would help to first explain the 'story' a bit of why that's even there. I added the parameter to turn off the JapanSet Shinkansen, but when you remove them all, it deactivates the High Speed tracks from JapanSet, so I had to bring them into my set to have access to the tracks

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Intention isn't to bundle tracks with the Shinkansen, adding them was was just a response to "Where have the tracks gone?"

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Ideally wemod would have the Shinkansen tracks and they are there regardless of what is going on with the hide JapanSet Shinkansen parmeter

tidal perch
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finally, some new tracks
I now understand why people would choose NML rather than NFO - what are those magic hexidecimal numbers for? 😄

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And JPTracks has... efficient use of ids, meaning that id often gets overridden and this makes reusing hard

crude phoenix
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JapanSet Tracks is from the era when there were only 16 railtypes, not 64

tidal perch
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Speaking of limitations, 2^32 railtypes when? 🤯

wild geode
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To be honest you might have an easier time if you take an existing GPL’d NML rail set as the base and rework that into a proper standalone set rather than try and hack a modification of the 10+ year old JP Tracks,

tidal perch
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That's cheating 🙂

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I use this experience to write a manual that I guess nobody will ever read

eh

tidal perch
tidal perch
tidal perch
tidal perch
amber totem
tidal perch
#

wide ballast, better fences, extra tracks, and translations

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And I aim to also keep the original JP3 Tracks experience, so the extra tracks can be disabled

crisp stone
#

Back in the day, we decided on something like this (the most important being AC, DC, Third Rail and LinMo)....well, interesting to compare to what you've got planned in Wenmod


Narrow 80Kmph (Non-Electric)
Narrow Urban 130Kmph (Non-Electric)
Narrow 130Kmph (Non-Electric)
Narrow 160Kmph (Non-Electric)

Narrow Urban 130Kmph (DC Electric)
Narrow 130Kmph (DC Electric)
Narrow 160Kmph (DC Electric)

Narrow Urban 130Kmph (AC Electric)
Narrow 130Kmph (AC Electric)
Narrow 160Kmph (AC Electric)

Standard 80Kmph (Non-Electric)
Standard Urban 130Kmph (Non-Electric)
Standard 130Kmph (Non-Electric)
Standard 160Kmph (Non-Electric)

Standard Urban 130Kmph (AC Electric)
Standard 130Kmph (AC Electric)
Standard 160Kmph (AC Electric)

Standard Urban 130Kmph (DC Electric)
Standard 130Kmph (DC Electric)
Standard 160Kmph (DC Electric)

Standard Urban 130Kmph (Third-Rail)
Standard 130Kmph (Third-Rail)
Standard Urban 130Kmph (LinMo)
Standard 130Kmph (LinMo)

Standard High-Speed 260Kmph (Electric)
Standard Modern High-Speed (Electric)

Dual-Gauge 130Kmph (Non-Electric)
Dual-Gauge 130Kmph (AC Electric)
Dual-Gauge 130Kmph (DC Electric)
Dual-Gauge 250Kmph (Electric)

Maglev Tracks

All Gauge All Tracktype All Electrication Underground Fake Tracks

Industrial Trackset + Nontrack Tiles

tidal perch
#

I'm not going to do AC/DC specifications, better leave that to JP+ Tracks.
Only dual gauge tracks, some additional shinkansen tracks, and trackless railtypes are going to be added.

crisp stone
weary roost
bleak glade
#

It seems currently the shinjuku line trains which run on scotch gauge are coded to run on standard gauge. But the Japanese Train Unnoffical Addon Set which has some Keio trains which are also scotch gauge are coded to run on narrow gauge.

crude phoenix
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I think we decided that Scotch gauge isn't visually distinguishable from standard gauge at OTTD scale so it would be lumped together

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this also saves a lot of railtype IDs that can be used for decorative types

bleak glade
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yeah, for only 2 lines, that only run through each other, it isnt worth it. And i do agree that standard gauge is the better choice for scotch gauge than cape gauge as its closer in size and makes more sense gameplay wise too

shrewd wren
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Personally I would reconsider standard gauge non electric tracks, or shall I say amount of those, as I'm not heard of any 1435 non electrified lines

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And keio sooner or later will be incorporated in jp+private

tidal perch
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from a personal perspective adding extra gauge means more chaos.
Two is fine, three is too much, especially in the case where there isn't much visual difference.

crisp stone
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Well, I also supported 3 in the end, but I’m pretty sure that a nice little parameter can solve that…it’d be a shame not to have Keio on its own gauge in a multiplayer game after all; incompatible with everything

bleak glade
crude phoenix
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They'll disable themselves if no trains are available

nova bay
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And 762mm... Lots of takushoku railways and kan'i railways in Hokkaido, but...

tidal perch
#

urgh, narrow and standard is already enough for me

tidal perch
crude phoenix
#

oof, old JapanSet graphics

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why use JP+ Shinkansen but not JP+ Engines?

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but it's nice to see new and improved dual gauge tracks

bleak karma
#

Something irks me about JapanSet dual gauge graphics, probably the rails being too fat (most oftenly a dual gauge system would consist of 3 rails not 4)

tidal perch
royal nimbus
#

Imo / \ should be three rail as that still allows the trains to be on top of the rails which I don't believe is possible in the | and - views

crude phoenix
tidal perch
#

One thing noticed is that -
Because weMOD didn't touch any important code of the original JP3 Tracks, I can now add it to the bottom of the GRF list of an existing game without breaking anything. Additionally, I also get access to the extra tracks.

wild geode
#

Nice side effect

frozen prawn
#

Ello

#

I have ideas about JP+ trams

#

so

#

I think this normal scale trains thing can be added on trams
Enoden

#

Keihan Keishin Line systems

#

Including

#

Keihan 800 series

crisp stone
#

I think these are better off as trains tbh

#

And that there is a tracktype

#

"rail on road"

frozen prawn
#

👀

crisp stone
#

Cause it is rather segregated even if its on the road

frozen prawn
shrewd wren
#

Isn't Keihan Keishin continues to Kyoto Tozai line? that's rails not trams for sure

crisp stone
#

it'd be visual enjoyment

frozen prawn
shrewd wren
#

I would consider Enoden as trams but only if there were diagonal trams/roads

frozen prawn
crisp stone
crisp stone
#

What is the meaning of life?

crisp stone
crude phoenix
#

Street running could be done something like this, but better looking

frozen prawn
#

Oh how about this
Since you have suspension monorail
What if you let monorail also use as tram scale

crisp stone
crude phoenix
crisp stone
#

But I think it should be attempted

shrewd wren
#

We still need to decide the fate of rubber-tyred systems 🙃

crude phoenix
#

I wanted to do those as a tramtype as well

frozen prawn
shrewd wren
#

Sapporo is patiently waiting in my list and feeling lonely without a touch

frozen prawn
#

U see seee

bleak karma
#

#developer-updates message

frozen prawn
#

bro put London underground on both scale

shrewd wren
frozen prawn
#

Yeah
I means

#

If you want to build an dual rail underground rail

#

the best opinion is tram line

#

Or else you will meet hardcore at big city

shrewd wren
#

well with an option to disable penalties it'll be just 6 tiles including tunnels,
but for a more compact systems, especially RT, monorails and other movers that often located above the roads, tram sounds like the solution, at least for me

#

So to finallize, enoden/keihan as well as tracked metros will remain as trains (sorry)
People movers are considered as trams for now

crude phoenix
#

It's not possible for tramtypes to be elevated above roads though

#

suspended monorail is an exception because the track is the catenary and it gets drawn above the train

nova bay
#

So straddle type monorail can only be implemented as trains. hmm.

crude phoenix
#

It could be implemented as a tramtype, but not above roads

#

that's why we need a flag to disallow a tramtype from being built on roads

shrewd wren
#

Wouldn't be making monorails as elevated a solid solution?
I can only see only an offset problem here

#

For the systems I'm aware of, they are mostly elevated and overground

crude phoenix
#

As a tramtype? It would still need the flag as it wouldn't work above roads

#

and crossing roads becomes problematic

shrewd wren
#

But why disabling above roads tho?

crude phoenix
#

because any road vehicles would drive on top of the monorail tracks

shrewd wren
#

Ahh that's the problem, right, what about making tracks as catenary here as well?

#

Oh trains will be overlapped

crude phoenix
#

That only works for suspended monorail because the track is above the train

shrewd wren
#

right ye, well quite a shitty situation I have to say

crude phoenix
#

Yeah that's why I wanted to make them ground level, and leave it up to the player to put them on bridges

#

there could also be a fake foundation that makes it look elevated when it's not, maybe as a waypoint

tidal perch
frozen prawn
#

That is Enoden

#

?

shrewd wren
#

Sotetsu 7000/New 7000 series

tidal perch
shrewd wren
#

Yup, due to sprite stacking shenanigans
Would like to have a greenscreen track

tidal perch
#

there is a trick I haven't mentioned yet

#

I have a greenscreen 1.1 version that is not yet on Bananas
But I forgot the difference between 1.0 and 1.1

#

nvm seems like that feature is also present in 1.0

#

there are greenscreen stations

shrewd wren
#

Oh it's in the stations, got it. Thank you

tidal perch
#

no problem 🙂

tidal perch
tidal perch
shrewd wren
#

I'll completely cut everything apart from the trains on a releaser, so it won't be a problem

nova bay
#

There is a new set "Hokkaido Trainset" available on bananas

#

hmm... I will say a good try, but mismatch JP+ style

tidal perch
#

purchase icon offset not quite right eh

royal nimbus
#

Something tells me they'll be too narrow in the depot aswell

shrewd wren
#

Sotetsu 6000 and New 6000 series

haughty monolith
tidal perch
#

Does this look good to you guys?

wild geode
#

Not sure on the utility of multiple pavement styles but it looks terrific

#

Fences are great on the stations and the tracks

late snow
#

the yellow

#

uh idk about the yellow

crude phoenix
#

The dark asphalt looks good, the yellow not so much

late snow
#

If you wish to simulate dirt platforms, i suggest copying something like auz or that one set which i forgot the name off

wild geode
#

I don't think it's supposed to be dirt

royal nimbus
#

It would be nice if the overpass didn't cover the whole platform for Islands

tidal perch
tidal perch
shrewd wren
#

I hope there will be an option for station fences only

#

I mean the ones on the platforms themselves

tidal perch
#

but the purchase menu looks horrible

rain ingot
#

What are the huts supposed to be?

tidal perch
#

station facilities e.g. restrooms

rain ingot
#

Can you provide a photo?

#

Of this irl

tidal perch
#

I don't have a reference

rain ingot
#

Ah

tidal perch
#

something like this I think

rain ingot
#

It feel very short compared to the overpass

tidal perch
#

the hut you mean?

rain ingot
#

Yes

royal nimbus
#

No, if it behaved like the Dutch one and was centered so that you could walk around it

shrewd wren
#

Sotetsu 5000 (II), 5100 and 5000 series

digital river
bleak glade
#

ironically the 7000 from last week as close to irl as could be imo, and on the left is the 5000 (II) and 7000 on the right, nearly identical front

shrewd wren
bleak glade
#

yeah that makes sense, looks great!

shrewd wren
#

Thank you!

tidal perch
shrewd wren
tidal perch
#

candidates

shrewd wren
#

That's what I've meant by only platform fences. As for the style I like the black one

#

second from the bottom is also good for urban style sound proofed stations

wild geode
#

I like the middle two

#

Maybe by construction year?

tidal perch
#

no, awful

#

i'd rather have it controlled by a station random bit

shrewd wren
#

Does random bit work for the whole station or for every placed tile?

tidal perch
#

ah, there are two for stations, one for the tile and one for the whole station

shrewd wren
#

Hmm this could work then

bleak glade
#

another vote for the middle 2 👍

tidal perch
#

I think I may do a parameter to allow switching between fence styles

wild geode
#

Unless you can find a way to roughly guesstimate what is a more ‘rural’ station and what is more modern ‘urban’ station and choose accordingly.

#

Maybe for a Shinkansen station or something

bleak karma
#

Left feels more like a rural station with wooden fences, second one feels properly urban, the third one has also some rural feel to it, and the right most? I have no idea what it is but it stands out too much

#

Try using fences from Auz set, they might fit better

wild geode
#

If the last one is CC instead then it could look quite nice depending what colour scheme you go for.

#

2nd one as it stands would work quite well with the Korean track set, that has some really nice sound barriers with their tracks.

bleak karma
#

Here are some overpass stations that I attempted to draw

tidal perch
#

let' me wrap up the code and make an initial release first, then we talk about overpass stations

tidal perch
#

implemented, except not quite working

#

ok working now

shrewd wren
#

JP+ PC お知らせ info
Sotetsu update released #developer-updates message

rain ingot
#

Very nice

tidal perch
shrewd wren
tidal perch
tidal perch
#

time to read some NFO

nova bay
#

pure white sprite?

tidal perch
#

yes absolutely

tidal perch
#

cargo? 😛

#

Still have to do some randomization. Maybe recolouring based on current date and tile random bit?

wild geode
#

ayyyyye you got it 😃

#

Personally, I like it when pax stations only show passengers, and cargo tiles only show cargo, not sure how youd handle that though

tidal perch
#

I don't
I'll add a new cargo dedicated platform type

crude phoenix
#

I don't think containerised cargo on a high passenger platform makes sense

#

Old style piece goods/break bulk would be great though

#

especially since old JP stations used to have these goods sheds

wild geode
#

God we need those sheds back

#

those were great

#

been a big fan of your chips fork that has them

tidal perch
rain ingot
tidal perch
#

And, urgh, Japanese railway containers are in general smaller than standard containers

rain ingot
#

They don't really match with the container we see on the train right there in the screenshot

crude phoenix
#

There aren't any containers on the train, that's the brake van

#

Oh nvm I just saw the one container behind the loco

rain ingot
#

Ye

crude phoenix
#

But yeah I did 99 different container variations, ranging from extremely rare to extremely common

#

the dark red one on the train is the most common kind, but the pink one with the blue swoosh was actually a unigue prototoype and is designed to show up rather rarely on JP+ container wagons

wild geode
#

one JP+ stations to rule them all?

crude phoenix
#

Yeah the plan is to roll JP+ Cargo Stations into the main JP+ stations, when that gets made eventually possibly

rain ingot
#

Isn't there a limit to the total amount of station tiles?

crude phoenix
#

Oh yeah, it would probably still have to be separate GRFs

#

but it would be on the same modular codebase

wild geode
#

I thought those limits got raised recently?

#

same as objects

crude phoenix
#

the current JP+ Cargo Stations is based on CHIPS which is in NFO so what I can do with it is very limited

wild geode
#

Well I think WenSim is on the money with what hes working on

#

Those auto fences, auto platform material changing, etc

tidal perch
tidal perch
tidal perch
#

And I just thought of an edge case that could break the whole id system...

rain ingot
#

Ah

#

Yes I'm an old boomer

#

It was 255 last I worked on stations

frozen prawn
#

Brother hear me out

#

You guys really should consider put station building manually

#

or else this

#

Try as AUZ

#

put the building depend on which direction of the block you click

rain ingot
#

That's not possible

frozen prawn
#

So AUZ is like

#

he have a large database of different direction

rain ingot
#

That just picks one at random

#

I'd prefer not having to do the random scrolling too much

late snow
#

Auz is a mess

crude phoenix
#

Random objects are annoying, no more of them please

late snow
#

Great art, terrible sorting

crude phoenix
#

Station platforms need both sides because sometimes you want to do island platforms, sometimes normal ones

frozen prawn
#

Indeed

shrewd wren
#

Oh there will never be enough words in the world to describe how much I hate random placement

tidal perch
tidal perch
#

ok I think I get it now
how the cargo waiting works

#

each station tile randomly choose a sprite group when new cargo arrives

frozen prawn
#

Please explan this

#

Why a Mini shinansen is more expensive then a Normal shinkansen

#

Now I know My train is a block longer

tidal perch
#

basically I copied this from ISR 😛

wild geode
#

People! And fences!

#

Even got track ends with signs

#

That really is very impressive

tidal perch
#

I mean, now platform waiting cargo has much better randomization

wild geode
#

That’s awesome

tidal perch
#

not quite original JP3 style, more like ISR

#

because I copied that bit of code from ISR

frozen prawn
#

PSD WHEN 🗣️🗣️🗣️🔥🔥🔥

tidal perch
#

what psd? you mean the sprite file?

frozen prawn
#

like Korea one

tidal perch
#

next time try not to use those strange initials please

#

Im not a professional

#

but yeah they are planned

tidal perch
#

is this better?

wild geode
#

are they the two seperate platforms? cargo and passenger?

#

The dense passengers look good

tidal perch
#

no, they are one and the cargosprite is determined by tile randombit 😛

wild geode
#

yeah not what i'd probably want

#

maybe with different sprites for mail bags or something

#

I'd usually have cargo on entirely seperate platforms, hence why a seperate tile for waiting cargo and waiting pax would be what I'd want

tidal perch
#

yeah that would make more sense

wild geode
#

but having the same platform doing both would be a bit weird

#

but, in a cargo platform, having the various waiting cargos be randomized would be absolutely awesome

#

so yeah the idea absolutely has merit

bleak karma
#

I would personally separate passenger stations from cargo stations

#

They look weird together

tidal perch
# tidal perch is this better?

that's just a demo of how I can randomize cargo sprites. Nobody would really want to put passengers and cargo on the same platform

wild geode
#

oh good 🙂

#

randomized cargo sprites good 🙂

tidal perch
#

yeah and I wrote it like this
(current_date % 16) ^ tile_random_bit
so it changes through time

wild geode
#

oooh

rain ingot
#

I would personally want the specific cargo types on platforms to be set manually

#

I don't want logs, barrels and boxes randomly mixed

wild geode
#

I dunno, I probably wouldn't build a station that would get into that problem to begin with

#

but barrels and boxes wouldnt bother me too much

rain ingot
wild geode
#

or the brown boxes and the white\blue ones you see in chips

tidal perch
rain ingot
#

Ooh

#

This is good

wild geode
#

Yeah, I wouldnt have minded mixed cargo, but yeah, thats neat

tidal perch
# tidal perch

I should do this in the station set

authentic Shandong green onion
Super tender not spicy 5kg in total
(Chinese "斤" = 500 grams)

shrewd wren
#

Drunk drawn Odakyu 5000 II, 4000 II, 3000 II, 2000 II, 1000, 8000 and 9000 Types

neon light
#

all seibu

#

is all tobu in the pack

shrewd wren
neon light
#

ah nice

tidal perch
#

it's working, except it's not working

#

I'm going to write another spritelayout for platform buffers

wild geode
#

oooooh

stone crescent
tidal perch
#

ahem what do you mean?

crisp stone
tidal perch
#

hmm I think I already done that

tidal perch
#

ok it's even buggier now. 😠

#

I put a nice little cheat here

tidal perch
#

oh just forgot I need to hack another procedure

stone crescent
tidal perch
#

nah, that sprite is copied from Japanese stations, not the Japan Set 3 one

#

I could've copy the JP3 one, but this one looks better - even if it's not that realistic

tidal perch
#

@stone crescent I also made them available as waypoints
(oh, and we have waypoint classification now, hurray!)

stone crescent
tidal perch
# tidal perch ok it's even buggier now. 😠

I just thought of another way of implementing this thing.
My original plan is to separate two platforms (front and back). But because this is a barrier tile no trains will actually use it.
Regular platform tiles in WINS reads nearby tile information and processes 4 bits, 2 for each platform. I could simply grab the 4 bit information and assign a unique pre-combined sprite for each value - meaning 16 sprites in total.
Snowsprites and cargosprites are also needed - they can be reused, just that I would have to set bounding boxes for them.
This is the current best solution I can think of.

#

And the spritelayout would be something like
...CUSTOM(MACRO, LOAD_TEMP(MACRO_1) << 2 | LOAD_TEMP(MACRO_2) * pos) and pos is either 1 or 2, depending on the direction

#

A normal platform would use 12 sprites. 16 if including snow. Also several recoloursprites.
The buffer tile would use 32 sprites, 64 if including snow...

#

oof

tidal perch
tidal perch
tidal perch
ember heron
#

May I steal your code? I am dumdum

tidal perch
wild geode
#

believe me I will do that later 😛

#

I am sitting on a bunch of sprites

magic ridge
#

Maybe I'll do that too someday 👀

tidal perch
#

trying to optimize my buffers... currently they are not quite compatible with shelters.

#

it has a special case so I cannot simply use the template I used on other platforms

tidal perch
wild geode
#

My only concern with that stuff it's heavily dependent on track set, but given you're doing tracks as well

#

¯_(ツ)_/¯

#

Looks nice, but

tidal perch
#

I plan to do a track detecting function tho

#

(only compatible with JPtracks)

wild geode
#

Yeah, it's definitely good to set your scope of what you'll support. Maybe find a way to hide those particular station tiles if a compatible track type isn't loaded.

#

Otherwise you'll get a lot of dumb support queries.

rain ingot
#

Why doesn't this work with SMITS?

tidal perch
#

I guess you know the answer

wild geode
#

why doesn't it work with dprk tracks remod

#

😛

tidal perch
#

It doesn't even work with vanilla tracks

wild geode
#

good, to hell with vanilla tracks

crude phoenix
#

JP+ Bridges doesn't work with vanilla tracks either, it's fine 🙂

odd verge
#

wait you mean i'm not going to be able to use your stations with iron horse

crude phoenix
#

You can disable IH's railtypes and use a different track set with it

#

or you can just use IH's railtypes and either ignore the graphical mismatch or avoid using those tiles

odd verge
#

oh phew

tidal perch
# tidal perch

Peter said negative xyz offsets are out of NML's scope (correct me if I am wrong) but the range restriction can be bypassed using an variable. This can be used to create e.g. overlapping stations and bridge stations. They will be very buggy though.

#

basically something like this, but way more automatic
#add-on-development message

tidal perch
#

that's interesting

#

heh, the platform is only valid for three tiles

#

I thought setting bounding boxes correctly would solve the problem

tidal perch
#

oh no I can't understand my own code

bleak karma
#

that happens too often

tidal perch
#

what the hell...

#

I broke everything using a temp storage...

#

heh, directly accessing station variables results sprites being hidden, weird

#

anyways, rails now detect nearby tracks, and can automatically place buffers

crude phoenix
#

Nice, I wonder how it looks when combined with industrial trackset

tidal perch
tidal perch
#

I have a bad idea

#

tile class, slope type, and rail continuation can be used for the activator of underground eyecandy rail yards

haughty monolith
#

Will the cool aspects of the WIP Japanese station expansion be included?

#

Interesting there don't seem to be any screenshots of it on the forums

#

nvm, there is, just very hidden

#

i want these like so bad

#

hah, the one on the forums is surprisingly 'complete' already, it's just not on bananas

tidal perch
wild geode
#

(Jp stations add on that is)

tidal perch
tidal perch
wild geode
#

Gotcha

haughty monolith
#

personally, this is really the only thing i am looking forward to in a(ny) new version of the japanese stations really

tidal perch
#

This one for instance

wild geode
#

Yeah go be honest I build on slopes a lot so it’s something I’d enjoy too, I do appreciate it’s easier said than done.

tidal perch
#

Short answer is that it would make automation harder, and may require a lot of effort to code.

haughty monolith
#

oh i see

wild geode
#

Yeah you’ve already got a lot on your plate with just what you’ve bitten off

#

Auto surfaces, fences, etc

haughty monolith
#

i don't like the fact the guy has been gone for a while, since i guess all that is needed is these to be put on the bananas.

#

personally i really do not care for automation. just give me a big list of tiles.

tidal perch
# haughty monolith oh i see

That is really not something initially planned. I may be able to code it and add a special flag for it, but the quality might be bad

haughty monolith
#

oh no, don't worry about it, i don´t expect this to be an automated thing (ever)

tidal perch
#

Automation is really the core of WINS

wild geode
#

It would be nice if everyone just put their stuff on GitHub but oh well, guess I’m no better in that regard, I’m sitting on a lot of unreleased stuff

haughty monolith
#

the last one seems to have the source file too

haughty monolith
#

i bonsai my stuff anyway, so picking the individual station parts is not much of a bother to me. actually, it is a preference over tiles that try to adapt.

tidal perch
#

Even automatic platform screen doors are easier to do than the stairs

haughty monolith
#

once again, i come into this with the mindset of picking every single tile of the station out of a larger pallet and not an automated format.

#

if there is an option for maybe such tiles to work in harmony, why not?

#

actually, @tidal perch how much of a bother would it be for there to be single picker tiles among the automated tiles?

#

so, you have the stairs variant as a static tile, with the others around being the adaptive kind.

tidal perch
#

Adding an extra flag and that's it

haughty monolith
#

in that case it would be nice if these were to be considered to be implemented as such, if not in an extra upload to clearly differentiate their functioning.

tidal perch
# haughty monolith so, you have the stairs variant as a static tile, with the others around being t...

I can give you an example here:
I have a station tile that includes two platforms, four fences, two buffers, and different types of waiting cargo, each has three states.
Each platform has three variations, that is 3*3,
There are four fences, that is 3^2*2^4
Two buffers, 3^2*2^6, that's already 576 variants. I'm not even including the cargo sprites and platform materials.
It's obviously unrealistic to include that many variants just for a single station tile.

haughty monolith
#

i mean the opposite

#

for a single station tile that functions like a 'normal' one to not break the rest if they are build around it

#

so that one station tile with one variation to not (totally) break other station tiles build around it

tidal perch
#

That's... Easy to do somehow

haughty monolith
#

Would be worth for these type of niche decorative aspects of stations imo. Since they definitely are not worth the sanity of all the potential variations just for a single tile.

crisp stone
crisp stone
#

But being able to place the single tiles onto automated ones would be ideal

#

It would be a shame to loose all the interesting little detail station tiles

bleak karma
#

I think picking individual tiles is fine, GaryG's Auz set does that, and is probably the most used station set at the moment

#

But I don't really mind what you end up doing :D

crisp stone
bleak karma
#

Also can I make a request to be able to use platforms with both white lines and yellow tactile paving in the same era?

crisp stone
tidal perch
bleak karma
#

You might get overwhelmed with platform variations though

#
  • concrete/tarmac/gravel
  • no lines/white lines/yellow tactile paving
  • with/without platform doors
tidal perch
#

Heh that would be 54 station tiles just as the influencers

#

Or maybr I can be evil and let the variation be decided by random bits.

#

😄

bleak karma
#

Though some are mutually exclusive, like you won't have gravel platforms with platform side doors

tidal perch
bleak glade
#

also some platform side doors are actually just lifting ropes :)

#

although those arnt too common and dont actually need to be added for the ammount of work it would take haha

plush cliff
#

apologize for the intrusion, but is there something that I am missing to make the platforms not look like this?

plush cliff
#

Oh no, i am using JGR's patch

tidal perch
plush cliff
#

JGRPP-0.56.2

tidal perch
#

Ah that explains

#

Upgrade your game version. This bug only occurs in <= 13 versions. I don't know the jgrpp equivalent though.

plush cliff
#

Ah alright

tidal perch
#

I'm at Haneda now 🙂

plush cliff
#

Ah nice, safe trip and thanks for the fix

tidal perch
#

I should've adde a version check

tidal perch
#

Given the fact that I'm travelling to China I think I may quit discord for a month or so. Bye fellas.
||I actually can buy VPN service, but eh, they have an eye on me!||

ember heron
#

Hope you meet JF

nova bay
#

We have a QQ (one of the main messengers in China) group. It is Chinese-language-only though

tidal perch
#

terrible bug again

haughty monolith
#

Hmm, why does it feel like your station menu is different to mine.

tidal perch
#

wdym?

tidal perch
haughty monolith
#

Oh, that does make sense.

tidal perch
#

@wild geode does this platform look good to you?

crude phoenix
#

I'm not reldred, but yes

tidal perch
#

what about this one

#

😄 recoloursprite magic

#
recolour_sprite {
    1  : 65 ;  2  : 65 ;  6  : 65 ;  11 : 65 ;
    12 : 66 ;  13 : 66 ;  14 : 66 ;  15 : 66 ;
    16 : 3  ;  17 : 3  ;  18 : 3  ;  19 : 3  ;
    20 : 4  ;  21 : 4  ;  22 : 4  ;  23 : 4  ;
    24 : 5  ;  25 : 5  ;  26 : 7  ;  27 : 7  ;
    28 : 8  ;  29 : 8  ;  30 : 8  ;  31 : 8  ;
    32 : 9  ;  33 : 9  ;  34 : 9  ;  35 : 10 ;
}
recolour_sprite {
    1  : 36 ;  2  : 37 ;  6  : 35 ;  11 : 38 ;
    12 : 37 ;  13 : 36 ;  14 : 38 ;  15 : 35 ;
    16 : 107;  17 : 106;  18 : 104;  19 : 0  ;
    20 : 109;  21 : 108;  22 : 106;  23 : 105;
    24 : 106;  25 : 0  ;  26 : 37 ;  27 : 36 ;
    28 : 36 ;  29 : 37 ;  30 : 38 ;  31 : 35 ;
    32 : 37 ;  33 : 35 ;  34 : 36 ;  35 : 38 ;
}
#

one last feature and no more python today

tidal perch
wild geode
#

2nd one not so much

tidal perch
#

second one is blended sprite

#

of course it would look bad

tidal perch
#

heh, I think I can still increase the efficiency of this script

tidal perch
wild geode
#

Those platforms in the middle are a lot nicer than the old brownish ones on the platform ends. Very very nice.

bleak glade
#

yeah they have a great texture to them that works well with the roof too

amber totem
#

Would be interesting to see what they look like with JPSet Urban Tracks

tidal perch
#

uh oh, ran out of indexed colours

tidal perch
#

😡 why isn't there 16bpp or 12bpp

#

Either modes there are much more indexes to play with

wild geode
wild geode
# tidal perch

this is very good, I like this. almost feels like the fence needs to look more 'rustic' with this platform though

tidal perch
#

Yeah fences looks too modern

wild geode
#

not sure if there's tricks you can do easily there

#

you're already doing a lot of advanced wizardry

#

but fence changing on the surface change would be cool if it can be done

tidal perch
#

Maybe I can make it binded with the platform type
So wooden platforms gets old and rusty fences and tile platforms gets modern fences.

wild geode
#

that would be lovely 🥰

tidal perch
#

widdle_goblin the typhoon is scary

wild geode
#

oh yeah, big one hit Philippines recently, lots of our carriers are in emergency mode atm coz all their call centres and support desks are in the phillipines

tidal perch
#

I'm in southern Zhejiang. Few days ago I thought Gaemi would directly strike my city... But it didn't, first hit Taiwan then head towards Fujian

wild geode
#

Oooh yeah, I see

nova bay
#

heavy rain here

tidal perch
wild geode
#

reminds me of my very first grf I managed to get to compile:

tidal perch
#

😄

#

who likes transparent platforms?

wild geode
#

getting there

nova bay
# wild geode

We finally found where your forum avatar comes from 😛

wild geode
#

Pfft, it’s old lore

#

It’s a crop of a screenshot I posted in the project generic stations thread about 20yrs ago

#

Anybody who cares to go looking that far back can find it easily

#

Missing sprites, etc looked different in TTDPatch back in the day

buoyant swan
#

is there any plans for a JP+ track set? japanset tracks is feeling real dated now

#

a lot of people will use japanset tracks compatible industrial tracks for a full ballast stand in

#

and not having any "urban" shinkansen tracks is always kinda meh

shrewd wren
tidal perch
#

Not quite sure but maybe JPTracks weMOD is something you would need.

tidal perch
#

and it's not a GRF of the JP+ set, more of an experimental project for learnng NFO

buoyant swan
#

I'll check it out! I can't use it for the JGR servers unless it's on nanners though

crude phoenix
#

A sneak peek into the future of JP+ Engines

tidal perch
#

woah AC engines and DC engines are separated?

#

🤷

crude phoenix
#

That was the plan all along, and it's finally happening

buoyant swan
#

so excite

crisp stone
crude phoenix
#

Needs moar Hokkaido

crisp stone
#

I do love me some Hokkaido

nova bay
#

Current is finally coming! 😄

shrewd wren
#

Why stop at currents 😉

mossy night
#

What about voltage too?

shrewd wren
#

Sounds like overkill. We have settled on leaving this for players to decide. Description of every train should have voltages, as well as frequencies

tidal perch
#

Are there any eyecandy tracks?

nova bay
#

where is dual-gauge?

nova bay
crisp stone
nova bay
#

Thanks

crude phoenix
# mossy night What about voltage too?

We already decided it's not beneficial to differentiate voltages and frequencies. It would add too many railtypes and fragment the vehicle selection too much

royal nimbus
#

I would also personally swap the colours of AC and DC to match xussr and sets

crude phoenix
#

No, in Japan DC is blue and AC is red

#

this matches the colours on the locomotives

shrewd wren
royal nimbus
crude phoenix
shrewd wren
#

Dual gauge is for a bit later

digital river
shrewd wren
#

It's 31st of August, should have been a JP+ Private update today with a nice chibi Miku drawing on the releaser, but I've got something else to share.
JP+ Tracks, alpha test version is now public!
[GitHub]
Please feel free to check this out, share your wishes, ideas or simply complain about how this is non-ttd palette set
It still needs polishing here and there, but I'll try to patch it as fast as possible to make a release on bananas

royal nimbus
#

standard gauge electrified tracks don't seem to allow wagons on them

#

except ac dc

#

nvm those are also wrong

nova bay
#

all tracks have the same price

crude phoenix
#

There's still a lot that needs to be done I'm sure

nova bay
#

Load China Set: Trains.
Standard Gauge (AC/DC) allows all electric and non-electric trains.
Standard Gauge (AC) only allows electric trains and no wagons.
Standard Gauge (DC) disallows all trains and wagons.
Maybe, this doesn't matter in Japan Set Family because there is no standard gauge non-electric trains.

shrewd wren
#

This should be compatible with any train set. I'll look into labels, they quite hard to get right

bleak glade
#

It seems that AC/DC trains can be bought on either current type in existing and new games

late snow
#

I believe jake is still editing this

wild geode
#

I don't think the AC/DC update for JP+ engines is out yet

#

there's been some commits on github

late snow
#

JP+ people are doing things

royal nimbus
#

yeah narrow guage doesn't currently use the standard labels to map so they use japanset fallbacks

crisp stone
#

It's not ready lads, Jake is still frying

bleak glade
#

ahh cool, saw the screenshot from yesterday and wasnt sure if it had been put into the initial release

#

:)

wild geode
#

it's an alpha release that isn't on bananas yet. enjoy the pretty graphics, let the cooks, cook.

late snow
#

sliced bread

tidal perch
#

The tracks look nice 🤪

crude phoenix
tidal perch
#

@crude phoenix Have you looked into the modular purchase icons yet?

crude phoenix
#

I'll take a look, I just updated my NML to support the new random flip feature

late snow
#

preview of what the urban scape would look like (thx to kale for the urbanscape)

#

what some of the rural landscape would look like

tidal perch
#

Looks more like A-Tourism or Simutrans now

crude phoenix
tidal perch
#

Not many on the code. I think all you need to do is to adjust the templates so that the icon aligns with other JP+ sets

crude phoenix
#

Just a heads up, I'm working on the acdc branch now, there's new engines being added as well

late snow
#

yep this looks nice

crude phoenix
#

Just added some new liveries to the DE10, there are over 30 refit options now

crisp stone
#

🍞

crude phoenix
#

bread train

#

something for AC lines?

crisp stone
#

It would be wouldn't it

#

it's all here

#

Jake you are going to voice chat force me into working on JP+MU

crisp stone
#

ooo gcc really is fast

late snow
nova bay
crude phoenix
late snow
#

ah

crisp stone
#

I hate it cause it is killing the KiHa 40

#

But it is good to have it in JP+MU 🙂

tidal perch
#

@shrewd wren 😎 had a great translating experience. I love how the strings are organized

shrewd wren
#

All because you've teached me how to do this 😜

crisp stone
#

I deleted 1900 lines of strings about an hour ago thanks to this

#

Very satisfying

buoyant swan
#

Im really stoked for this

crisp stone
#

Shivers up my spine

buoyant swan
#

also wtf roads are these, I just noticed

late snow
#

The conversion fucked with the power supply at wagyu or whatever its called

crisp stone
#

have you got a copy of this save

#

I would like to have it

buoyant swan
#

wagyu beef power plant

late snow
#

Road also got fucked by pressing the upgrade button

buoyant swan
#

yeah I do let me see

late snow
#

Its in ker thread

buoyant swan
#

#1127319804752166982 message

ember heron
#

great

crude phoenix
#

JP+ Engines is finally getting a snowplough!

tidal perch
#

horse

late snow
#

Godaammm

upper arrow
#

Bloody hell that looks the business

crude phoenix
#

It's going... backwards?

finite ore
crude phoenix
#

It's just a variant at the moment

finite ore
#

nodnods

#

Might borrow this functionality for some locos maybe. Also considering adding "Shunting" variants for tank engines like in Sunshine, but that adds up pretty quick when you consider liveries

digital river
nova bay
#

just found such single kiha so cute

tidal perch
nova bay
nova bay
#

debug: the operator should be JR Hokkaido

crisp stone
#

Uuupppsi

#

Not used to modular strings yet

tidal perch
shrewd wren
#

Today is the second JP+ Private Companies anniversary!
2 years ago, on this day, I've made the very first commit to the project.
Here's a small collage of releasers to rewind the history
||Progress has been slow for a while, as my life fucking me up atm||
High resolution image (Imgur)

nova bay
#

Any chance to have a +200ps variant for DD51…

crude phoenix
#

Sure why not

pure mantle
#

no I won't hide my shikoku bias

#

more seriously though, is there somewhere where I can just find a list of all the jp+ set github/links/projects?

#

it's a bit messy since they all seem to have different authors

#

besides just going to the ingame menu, that is (which doesn't include alpha/in development stuff)

pure mantle
#

😦

tidal perch
#

Tram-train is not possible, not to mention bus-train

#

So don't demand it to fully function

pure mantle
#

hence "tounge-in-cheek"

#

it's not a serious suggestion, just a silly little thing

bleak karma
#

Sure we can do it

tidal perch
#

But it will lack functionality

bleak karma
#

It will

tidal perch
pure mantle
#

well, it depends on whether you want to make it a tram (so you can have the dual mode capability sort of, with special tram tracks that are just invisible to put everywhere) or a train (so it can go on tracks)

#

these names are going to get confusing

tidal perch
#

iirc the DMV is created to utilize existing abandoned tracks.

pure mantle
#

I think it was less abandoned and more unprofitable tbh

#

iirc

bleak karma
#

The dmv isn't very profitable either

pure mantle
#

the railways in shikoku are ridiculously unprofitable

#

like not a single line on the island makes any money at all

#

the numbers are operating ratios - the dmv one is the little black section on the coast on the right hand side, and the railway going up to it costs 11.8 times the amount it makes

#

which is really quite sad

#

but yeah, personally i'd prefer it as a tram type, but you can make it however you want (if at all)

#

I'm not expecting anything :p

crude phoenix
#

I think it should be like the hi-rail truck in HEQS, basically a separate train and road vehicle version

crude phoenix
pure mantle
#

thanks

#

it's a great project, wouldn't want to miss out on anything

pure mantle
#

make sure the rail version is slightly tipped backwards though, to make it look even sillier

#

just like the real one

bleak karma
#

That might be difficult to show with little pixels

pure mantle
#

I can imagine

bleak karma
#

One day there someone might decide to develop a road vehicle set

tidal perch
crude phoenix
#

I'm not sure if it's possible to merge projects made by different people like that without remaking the repos

wild geode
#

I did an org for a bunch of work stuff.

#

But there’s other reasons an org might not be suitable. Might take some experimentation to see what works for you.

tidal perch
#

And probably give some dudes write access to the repo

#

Maybe to the organization to

wild geode
#

You can also do granular repo access to org members

#

But the org admins are God

tidal perch
crude phoenix
#

I'll take it up with the other JP+ authors

frozen prawn
#

8A?

frozen prawn
tidal perch
#

You mean CRH8A

crude phoenix
frozen prawn
crude phoenix
#

I'm sure Kintetsu will make it into JP+ Private eventually, but there's a lot to do before then

tidal perch
#

am I an official JP+ author? certainly no

crude phoenix
#

Some Kintetsu stuff is already in NATS

frozen prawn
#

Is this possible in

#

JP+

#

■混合列車のお話
東北本線では1982年までED75けん引の客車・気動車の混合列車が運転されていました。盛岡7:11発539レは、途中の好摩駅で後ろ3両を切り離し、客車列車は沼宮内まで、気動車3両は花輪線927D大館行となりました。
TOMIXで再現してみてはいかがでしょうか?
https://t.co/bXVuunsRcw

#

Kiha mix passenger cars

#

I remember uncouple is possible on openTTD

raven folio
frozen prawn
#

💀

raven folio
#

i still hope it gets implemented in JGR

crude phoenix
frozen prawn
#

👀

crude phoenix
#

but only with the locomotive leading, the KiHa coupling restrictions would prevent it leading

raven folio
#

Ah, you didn't mean coupling ingame but when buying the train

#

sorry

crisp stone
#

We had one from around the time we talked about the wiki / website

crude phoenix
#

Ah, but none of the projects have been merged into it right?

crude phoenix
#

We figured it out now 🙂

pure mantle
#

I was going to suggest that too but I thought the ownership might be a problem

#

ooh I see it now

#

I also forgot to mention there's a button at the top right of discord threads now that let you return to the OP

#

which I think only got added recently

pure mantle
#

before that the only way to get up there was by scrolling forever so it's easy to forget

pure mantle
#

beautiful

nova bay
#

Wow

nova bay
tidal perch
#

That's English bro

crisp stone
late snow
nova bay
#

Wakkanai is the north terminal of Soya Line

#

And this is just a... coincidence of different languages

#

At that time I was in a library café meaninglessly surfing about hokkaido trains on the internet, and the £1/500ml real milk was sold out, I had to buy the soya one (and it was £1.65/250ml), and then I found the coincidence

#

No, definitely not on the soya train. I am 9000km apart.

nova bay
#

is there something big about to happen?

crisp stone
neon light
#

much excite

pure mantle
#

I assume it's probably me missing something since I haven't done this before

tidal perch
#

If you don't see an error it's usually fine

pure mantle
#

but it's stuck in an infinite loop

#

that's the problem

#

I just keep pressing keys and it goes back a bit, and then spits out the same messages and gets stuck again