#JP+ Group Development Zone
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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
Thats a long 52 series heheheh
IIRC, it is as long as some commuter EMUs in Tokyo, 14-cars
Can I make a PR for these tweaks?
reducing the decay -5?
I noticed you added "correct" cargo aging algorithms for new trains
Yep im happy with a PR 🙂
Not really, you can decide decay factor, I am not sure for some indexes. What I want to do is tweak cargo aging
sure
ill probably do a parameter for decay factor, so probably better to leave it alone heh
There is already a parameter
Also, why is 52 series with a "limited express" usage but a capacity of 65 per car?
human error
Capacity is right, description is wrong
I think there are not many Tokkyus at that time
Sorry
Although I guess it wasn't the 1961 timetable change that would define the express trains we know today
My bad
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"
@crisp stone PR was created 🙂
Nice one, danke 😄
Could be optimized?
If you tell me how, I would consider optimising
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
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;
}
But I don't find a single LOAD_TEMP in the nml file
And I don't know why there is a STORE_TEMP here... I guess they don't have to appear simultaneously
The controller here is getbits(extra_callback_info1, 8, 8), while STORE_TEMP seems to do nothing...
Maybe STORE_TEMP controls the amount of sprites to show, and the latter getbits(...) controls which sprite to show?
The store to register 0x100 is to control sprite stacking and palettes https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Composing_vehicles_from_multiple_sprites
and ... | PALETTE_USE_DEFAULT... iirc PALETTE_USE_DEFAULT equals to 0, so it's fine to omit it.
Oh that explains
When did this wizardry become a thing
Since https://github.com/OpenTTD/nml/pull/314
It's never documented though.
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.
I got tricked by this code 😄
the getbits... in (getbits(extra_callback_info1, 8, 8) < 7 ? CB_FLAG_MORE_SPRITES : 0) | PALETTE_USE_DEFAULT, 0x100) is for cargo subtype, so it's useless for purchase icon drawing 🙂
😄
Contribute to WenSimEHRP/JPplusPrivate development by creating an account on GitHub.
Before this translation, I always read "Eidan" as "Aidan", just like what Germans will do
2x logos work only if interface size is >= 2x. For smaller sizes it just causes asymmetry and other unwanted pixel shifts
alternative_sprites
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.
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) }```
You have to set one to "zoom_level_normal"
😅
that's exactly what I did, and got this result
hmm
you sure you're using a no extrazoom template?
oh you have to also adjust the offset
[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) }```
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?"
It's already cropped in the sprite aligner
And I've tried both changing templates and 2x/NORMAL
It's always cropped or too large.
But in both situations everything works perfectly when interface size is set to 2x
@shrewd wren Turns out that it's just because of the offset.
All you'll have to do is to adjust the offset 😛
the y offset is -12, if that helps
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
/*
* 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)
*/
@crude phoenix
But as Yozora said the logos look awful under a lower resolution. Nonetheless that could be fixed afterwards
I used some gcc #defines here (just too powerful!), so if you were to directly merge my branch it will break your workflow.
ooh interesting
it would be good to have the logos on the same side as the other JP+ sets
yeah
I have them on the wrong side because of historical templating reasons, but those are easy to cut off
I'm really a fan of the angular JNR logo, I prefer it over the wheel even if it's less "official"
🤔
The original angular logo barely fits, but considering most trains atm are shorter maybe this could be applied.
well, EH10
well
The vehicle sprites will overlap the logo. Does that sound right to you?
btw I have to stretch the logo a bit
That doesn't bother me, it already happens
I just wonder what it'll look like in JP+ MU
😄 Implemented the purchaser logo parameter in the wrong way
@shrewd wren
You work too fast, I wanted to do this myself, but oh well, thank you
It's inverted now, but it's a matter of 0/1 to make it work as intended
🤯
This will make @wild geode happy
That could be fixed through adjusting the offset and omitting part of the transparent pixels 😄
can't you move the engine over? There's a big gap to the right of it
Oh yeah I was going to add a parameter to disable the fake prototype variants
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
btw the gap between the vehicle and the edge of the menu now shrinks when logos are disabled
Still... that could be manually adjusted; it just takes time to do so.
Oh, I thought it would be a quick thing to shift the purchase sprite template, but never mind then 🙂
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
Ah, makes sense
@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
Very nice
H100 Decmo When? 🙂
Not to force anything, but just curious. Too few trains for Hokkaido!
I know there are a few Hokkaido trains in the works, not sure about that one specifically though
So I am now drawing an H100 Myself 🙂 Not from scratch, but from the "similar" KiHa 41 sprite
Maybe the KiHa E120 would be a better starting point

Yea, one of the new JR East KiHa's would be closer, you want a nice silver metal starting base
Oh? Why is it legacy, though? I guess this is because of some perfectionism
The sprite design and style was changed, these were drawn to match JapanSet3 - they were also not 32bpp....and they didnt reverse and do fancy stuff that JP+ then later named JP+ MU would be able todo
But the english.lng came from there, thats all that is similar lol
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 😆
Yes, sprite style difference could be found
Many years ago
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+
One day
.-
Back when JP+ Engines was still Japanese Secret Engines 😉
Back when we had to run on a tredmill to power our internet!
Oh wait, me and you still do
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
Drawing pixels for... the infinity-th try. It is only these pixels high, hard to show all features
you can still save the image and open it in something like paint dot net and it will not be blurry
That's only the preview, if you copy or download the image it will work
Oh
some things that preview the image will compress it tho and make it blurry
To ensure, I zipped it (resend: fix incorrect colour between windows)
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
Good start on those graphics, but unfortunately they don't match the style of the rest of JP+. Especially the windows are featureless grey panels instead of the standard textured mauve
Thank you for your comment. I will withdraw the pull request and use the graphic personally. I apologize for any disturbance.
Engines & wagons with complete reimplemented company logos
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?
(won't be a problem when using New CC, though)
JRF logo seems alright, that JNR logo is realllllyyy huge 😆
No need to apologize. Learning to draw is hard even harder when you draw to someone else's style. I would say not to give up
What about this? 😄
Looks like Yozora found a way to effectively reduce sprite amounts...
https://github.com/Yozora3/JPplusPrivate/commit/20ef9f04372614cd2bbd90cc850a3402163088cc
I thought of this before, but never tried doing it myself 🙂
It's been a while since I've actually drawn something...
Sotetsu 10000 series
shame they look like 11000s now
(this is an 11000, that ^^^ is a 10000)
not completely identical but near enough to use the same sprite
theyve also done the same to the 8000s
1 step forward, 2 steps back
oh, and the 9000s
The bottom headlights were indeed much better on the 10000, I like them, added 00s coolish look
Keisei ae100 🙃
They don't make cars trains like this anymore
AE100 is in TIAS and everything in TIAS is in JP+ Private now😉
ah lovely
@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?
4 pairs of doors? 😲 Such high amount of doors is hardly to be seen here even in metro system.
That's not a lot. If you want to you can make a train with no walls and countless doors, so that AC could be omitted and loading time is eliminated, with a cost of passengers being thrown on railroads and die.
They even tried carriages with 6 doors per side once
Sure, I'll take a closer look soon 🙂
most Beijing subway stock have them
Hong Kong MTR has 5 pairs of doors too
most, if not all, shanghai metro stock has 5 doors per side on every coach
MaGlEv?
no thats 2 doors per side, and it isnt owned by the metro
if i had the patience i would draw all of the shanghai metro stock
The first step I started doing with JP+Stations was to get JapanSet Additions https://github.com/DemianWSE/JapaneseStationsAddons (which has no snow or people on the tiles) and the base JapanSet3 stuff coded and sorted with snow/people
However I have been very slow, because I spend 3 days on the formations of a single JNR emu then I'm busy again 😭
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
lots todo to make JP+Stations
Auto-Build platforms, Fences and single-tile place everything for maximum customisation should be done too
Thought be damned I have no idea on autobuild platforms
#981523481122471957 message
Try this out 😄
That doesn't help this problem
This is a problem of JNR has 14 different was to create a 6,8,10 car express train
What are all 14 ways and how does that work 😛
Heads in the middle, pantographs here and there, green cars or not
Very annoying
But I will be doing this for "fake" pantograph end cars later
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
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.
Bug - 100 Series V Set 2cc sprite misalignment
Cheers. Wrong template was being used for those sprites. Will be fixed in next release
btw I added more snow variations in the current version
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
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.
could you pick a different suffix please, reMOD is what I specifically call my forks/modifications
🙃 I'll go for weMOD then
that's fine 🙂
Sotetsu 9000 series
That is so tetsu
You aren’t wrong
#1206389475639435264 message
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.
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
Custom yunnels?
ahem, modified version of JP3 Tracks actually
and the set's tracks come with custom tunnels
They have wide ballast. I like that
Ever thought of extra zoom versions?
I would really love that
JP+ will never be extra zoom
but then this track set isn't technically part of JP+
yeah
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.
understandable
plus, someone has to draw the damn things
@amber totem IIRC there is a Shinkansen Tracks override option in JP+Shinkansen. Would you like it to be inplemented in jptracks wemod?
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
Intention isn't to bundle tracks with the Shinkansen, adding them was was just a response to "Where have the tracks gone?"
Ideally wemod would have the Shinkansen tracks and they are there regardless of what is going on with the hide JapanSet Shinkansen parmeter
finally, some new tracks
I now understand why people would choose NML rather than NFO - what are those magic hexidecimal numbers for? 😄
And JPTracks has... efficient use of ids, meaning that id often gets overridden and this makes reusing hard
JapanSet Tracks is from the era when there were only 16 railtypes, not 64
I mean action03s and action02s.
All action02s seems to have the same id, which is 0x0000. I don't know if this how it should be coded.
Speaking of limitations, 2^32 railtypes when? 🤯
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,
That's cheating 🙂
I use this experience to write a manual that I guess nobody will ever read
eh
I will read it
it's in Chinese
So unless you read Chinese...
Tried to do some override, failed unfortunately
looks like that I can manually enforce a tracktype to appear by manually assigning an introduce date
What kind of things are you aiming to do with wemod? I see the different fences, the wide full tile ballast
wide ballast, better fences, extra tracks, and translations
And I aim to also keep the original JP3 Tracks experience, so the extra tracks can be disabled
extra tracks? 🤔
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
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.
Nice 🙂 so a proper upgrade to the orginal coded new?
Scotch gauge for Keiō trains?
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.
I think we decided that Scotch gauge isn't visually distinguishable from standard gauge at OTTD scale so it would be lumped together
this also saves a lot of railtype IDs that can be used for decorative types
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
We decided to make 1372mm gauge as a track type, but visually same to the 1435, so things could be kept in finescale 🙃
Making 1372 would make much sense, especially since we are doing linmo
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
And keio sooner or later will be incorporated in jp+private
oh no
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.
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
apart from that one Keio line built to the cape gauge because japan was a mess after WW2 :)
Those need to be an option in case people add non-Japanese train sets, eg DPRK or HKTS
They'll disable themselves if no trains are available
And 762mm... Lots of takushoku railways and kan'i railways in Hokkaido, but...
urgh, narrow and standard is already enough for me
oof, old JapanSet graphics
why use JP+ Shinkansen but not JP+ Engines?
but it's nice to see new and improved dual gauge tracks
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)
Then the rails will be asymmetric... Though it does match the more common case.
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
I did those graphics that way so that the third rail wouldn't swap sides, because there was no other way to avoid that
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.
Nice side effect
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
I think these are better off as trains tbh
And that there is a tracktype
"rail on road"
👀
Cause it is rather segregated even if its on the road
Car can go on it?
Isn't Keihan Keishin continues to Kyoto Tozai line? that's rails not trams for sure
yeah, so that is why I will suggest Kyoto Tozai line trains next
I would consider Enoden as trams but only if there were diagonal trams/roads

eeekkk yea now these are more trammy
What is a tram? What is a train?
What is the meaning of life?
Some say 42, I say 211
Street running could be done something like this, but better looking
Oh how about this
Since you have suspension monorail
What if you let monorail also use as tram scale
I cant remember why, but last I talked to susmon person they said it wont work
That would require a tramtype that isn't allowed to be built over roads, but it is something we want to do at some point
But I think it should be attempted
We still need to decide the fate of rubber-tyred systems 🙃
oh dear
Why not both
I wanted to do those as a tramtype as well

Sapporo is patiently waiting in my list and feeling lonely without a touch
U see seee
#developer-updates message
Made as trains? Can't say for sure looking at the preview
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
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
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
So straddle type monorail can only be implemented as trains. hmm.
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
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
As a tramtype? It would still need the flag as it wouldn't work above roads
and crossing roads becomes problematic
But why disabling above roads tho?
because any road vehicles would drive on top of the monorail tracks
Ahh that's the problem, right, what about making tracks as catenary here as well?
Oh trains will be overlapped
That only works for suspended monorail because the track is above the train
right ye, well quite a shitty situation I have to say
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
Sotetsu 7000/New 7000 series
Did you used greenscreen?
Yup, due to sprite stacking shenanigans
Would like to have a greenscreen track
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
Oh it's in the stations, got it. Thank you
no problem 🙂
also don't forget to adjust sprite resolution
see the difference between 1x and 4x here
I'll completely cut everything apart from the trains on a releaser, so it won't be a problem
There is a new set "Hokkaido Trainset" available on bananas
hmm... I will say a good try, but mismatch JP+ style
purchase icon offset not quite right eh
Something tells me they'll be too narrow in the depot aswell
Sotetsu 6000 and New 6000 series
Is that a cyclist in front of the enoden?
Does this look good to you guys?
Not sure on the utility of multiple pavement styles but it looks terrific
Fences are great on the stations and the tracks
The dark asphalt looks good, the yellow not so much
If you wish to simulate dirt platforms, i suggest copying something like auz or that one set which i forgot the name off
I don't think it's supposed to be dirt
It would be nice if the overpass didn't cover the whole platform for Islands
I don't know whether it's dirt or not actually. I have it named "platform style 2" in my source code
And I got lazy (also to reduce realsprites) so the two alternative platform styles are basically the concrete one recoloured using personalized indexes.
And I'm gonna do a reldred switch to allow disabling all fences 😈
I hope there will be an option for station fences only
I mean the ones on the platforms themselves
What are the huts supposed to be?
station facilities e.g. restrooms
I don't have a reference
Ah
something like this I think
It feel very short compared to the overpass
the hut you mean?
Yes
This?
No, if it behaved like the Dutch one and was centered so that you could walk around it
Sotetsu 5000 (II), 5100 and 5000 series
🤔
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
Oops used the wrong headlight overlay in the constructor 😅
fixed now
yeah that makes sense, looks great!
Thank you!
*grabbing train components from the superstore
I'm getting js react vibes here
What's your opinion on the fence style?
candidates
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
Does random bit work for the whole station or for every placed tile?
ah, there are two for stations, one for the tile and one for the whole station
Hmm this could work then
another vote for the middle 2 👍
I think I may do a parameter to allow switching between fence styles
If I had to pick one I’d say this one
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
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
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.
let' me wrap up the code and make an initial release first, then we talk about overpass stations
JP+ PC お知らせ info
Sotetsu update released #developer-updates message
Very nice
Oh wait I haven't submitted the translation yet 🙃
There's a plenty of time until next release 😜
I tried to deploy the same platfrom passenger mechanic as in Japan Set, but it seems like that it's more complexed than simply having PASS: spritegroup and MAIL: spritegroup written in the graphics chunk and using DEFAULT(some_random_number) in the spritelayouts. I think it used some random number generator. Maybe the original authors used code from NewStations or somewhere?
time to read some NFO
pure white sprite?
yes absolutely
cargo? 😛
Still have to do some randomization. Maybe recolouring based on current date and tile random bit?
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
I don't
I'll add a new cargo dedicated platform type
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
God we need those sheds back
those were great
been a big fan of your chips fork that has them
Man I wish there is a NFO translator that translates NFO to NML
These containers feel a lot smaller than what would go onto trains
🤔 I got those sprites from jplw
And, urgh, Japanese railway containers are in general smaller than standard containers
They don't really match with the container we see on the train right there in the screenshot
There aren't any containers on the train, that's the brake van
Oh nvm I just saw the one container behind the loco
Ye
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
I did make JP+ Cargo Stations, but it's a simple CHIPS reskin and it doesn't support containers changing by era like the trainset does https://media.discordapp.net/attachments/692413660840198195/1200660104706523146/image.png?ex=6684d4dc&is=6683835c&hm=db85ad589a6610958fa2176c3fff801b9577e7770f8c9890465f8b700a16034e&=&format=webp&quality=lossless
one JP+ stations to rule them all?
Yeah the plan is to roll JP+ Cargo Stations into the main JP+ stations, when that gets made eventually possibly
Isn't there a limit to the total amount of station tiles?
Oh yeah, it would probably still have to be separate GRFs
but it would be on the same modular codebase
the current JP+ Cargo Stations is based on CHIPS which is in NFO so what I can do with it is very limited
Well I think WenSim is on the money with what hes working on
Those auto fences, auto platform material changing, etc
There is a total limit of 65535 station tiles which I don't think any station set would be able to use all of them
Yeah originally it was 255
Tbf the station facilities are easy to code. The difficult ones are the platforms.
And I just thought of an edge case that could break the whole id system...
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
That's not possible
That just picks one at random
I'd prefer not having to do the random scrolling too much
Auz is a mess
Random objects are annoying, no more of them please
Great art, terrible sorting
Station platforms need both sides because sometimes you want to do island platforms, sometimes normal ones
Oh there will never be enough words in the world to describe how much I hate random placement
Rather have the building's direction based on it's nearby tiles, just like old JP3 modular buildings
ok I think I get it now
how the cargo waiting works
each station tile randomly choose a sprite group when new cargo arrives
Please explan this
Why a Mini shinansen is more expensive then a Normal shinkansen

Now I know My train is a block longer
basically I copied this from ISR 😛
I mean, now platform waiting cargo has much better randomization
That’s awesome
not quite original JP3 style, more like ISR
because I copied that bit of code from ISR
Finally chat won't fall off from platform 🗣️🗣️🗣️🔥🔥🔥
PSD WHEN 🗣️🗣️🗣️🔥🔥🔥
what psd? you mean the sprite file?
platform screen door
like Korea one
next time try not to use those strange initials please
Im not a professional
but yeah they are planned
is this better?
are they the two seperate platforms? cargo and passenger?
The dense passengers look good
no, they are one and the cargosprite is determined by tile randombit 😛
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
yeah that would make more sense
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
I would personally separate passenger stations from cargo stations
They look weird together
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
yeah and I wrote it like this
(current_date % 16) ^ tile_random_bit
so it changes through time
oooh
I would personally want the specific cargo types on platforms to be set manually
I don't want logs, barrels and boxes randomly mixed
This is cool
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
I can't guarantee that I wouldn't
or the brown boxes and the white\blue ones you see in chips
No. I meant that there will be multiple sprites for one type of cargo
Yeah, I wouldnt have minded mixed cargo, but yeah, thats neat
I should do this in the station set
authentic Shandong green onion
Super tender not spicy 5kg in total
(Chinese "斤" = 500 grams)
Drunk drawn Odakyu 5000 II, 4000 II, 3000 II, 2000 II, 1000, 8000 and 9000 Types
make seibu 8000
I believe Odakyu transfered some of the 8000 to Seibu
And yes, all Tobu is in the pack
ah nice
it's working, except it's not working
I'm going to write another spritelayout for platform buffers
oooooh
Very good!
The buffer stop at the end of the track, do you plan to make a version that is also installed at the end of the track without a platform?
ahem what do you mean?
Empty tile with just the buffer 😉
hmm I think I already done that
...and here you go!
oh just forgot I need to hack another procedure
Oh! You made it!
Do you intend to make this type?
KATO鉄道模型オンラインショッピング 車止め線路C 66mm(標識灯点灯)
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
Oh I see..!
@stone crescent I also made them available as waypoints
(oh, and we have waypoint classification now, hurray!)
This is very helpful. Thank you!!!!!
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
I thought I'm overusing macros
heh
May I steal your code? I am dumdum
Code is available under gpl2, feel free to steal anything 😄
Maybe I'll do that too someday 👀
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
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
yeah it's also dependent on the baseset if no newtracks are used
I plan to do a track detecting function tho
(only compatible with JPtracks)
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.
Why doesn't this work with SMITS?
I guess you know the answer
It doesn't even work with vanilla tracks
good, to hell with vanilla tracks
JP+ Bridges doesn't work with vanilla tracks either, it's fine 🙂
wait you mean i'm not going to be able to use your stations with iron horse
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
oh phew
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
that's interesting
heh, the platform is only valid for three tiles
I thought setting bounding boxes correctly would solve the problem
oh no I can't understand my own code
that happens too often
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
Nice, I wonder how it looks when combined with industrial trackset
WINS 0.1 alpha released. Feel free to play around, do experiments, or just ruin the whole set by using some undefined behaviour.
https://github.com/WenSimEHRP/jppluswins/releases/tag/0.1
I have a bad idea
tile class, slope type, and rail continuation can be used for the activator of underground eyecandy rail yards
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
Yep. It even has passenger waiting sprites. I just couldn't find the final version, maybe somewhere in the author's drives.
Which one has passenger waiting? The one I was playing with didn’t 😦
(Jp stations add on that is)
I'm not sure if implementing these is a very good idea. To be honest, I like it, but I don't think it should be in WINS.
There are some screenshots at the end of the thread. As I said, I couldn't find grf files that contains the waiting sprites.
Gotcha
personally, this is really the only thing i am looking forward to in a(ny) new version of the japanese stations really
This one for instance
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.
why should it not be?
Short answer is that it would make automation harder, and may require a lot of effort to code.
oh i see
Yeah you’ve already got a lot on your plate with just what you’ve bitten off
Auto surfaces, fences, etc
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.
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
oh no, don't worry about it, i don´t expect this to be an automated thing (ever)
😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠😡😠
Hoho is that spam? 😛
Automation is really the core of WINS
DamienWSE? From what I understood he was remaking the add on from scratch to support snow and waiting passengers, and it never got finished. I have a feeling he never got further than just bare tiles, so the last download version is probably accurate.
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
yeah, well, the problem isn't functionality i guess; it achives what i want, it's just not on bananas so not really an option for most multiplayer hosts.
the last one seems to have the source file too
then it's not a thing for me, so feel free to disregard my ideas.
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.
Extra platform decals are planned, but eh, decals won't bring up many problems e.g. what if the stairs leads to nowhere, should I not display it or draw another sprite? etc. etc.
Even automatic platform screen doors are easier to do than the stairs
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.
Adding an extra flag and that's it
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.
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.
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
That's... Easy to do somehow
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.
His stuff is on GitHub and I have all the tiles 👀
I also do, I usually get annoyed with automatic placements generally…because I like to have lots of variation as I go along
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
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
Aye, nice automated station plops are going to change things and be nice to have too
Also can I make a request to be able to use platforms with both white lines and yellow tactile paving in the same era?
There is a case for both types of station set methods
😈
Should not be too hard to do
You might get overwhelmed with platform variations though
- concrete/tarmac/gravel
- no lines/white lines/yellow tactile paving
- with/without platform doors
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.
😄
Though some are mutually exclusive, like you won't have gravel platforms with platform side doors
Door height also counts I think
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
apologize for the intrusion, but is there something that I am missing to make the platforms not look like this?
Are you using 14?
Oh no, i am using JGR's patch
Which version are you using then?
JGRPP-0.56.2
Ah that explains
Upgrade your game version. This bug only occurs in <= 13 versions. I don't know the jgrpp equivalent though.
Ah alright
I'm at Haneda now 🙂
Ah nice, safe trip and thanks for the fix
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!||
Hope you meet JF
We have a QQ (one of the main messengers in China) group. It is Chinese-language-only though
terrible bug again
Hmm, why does it feel like your station menu is different to mine.
wdym?
oh I know why. I'm using the nightly version which comes with a different station menu
Oh, that does make sense.
@wild geode does this platform look good to you?
I'm not reldred, but yes
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
I think I can blend 30 sprites together
I'm reldred, and yes!
2nd one not so much
heh, I think I can still increase the efficiency of this script
Those platforms in the middle are a lot nicer than the old brownish ones on the platform ends. Very very nice.
yeah they have a great texture to them that works well with the roof too
Would be interesting to see what they look like with JPSet Urban Tracks
uh oh, ran out of indexed colours
this isn't really a good idea
😡 why isn't there 16bpp or 12bpp
Either modes there are much more indexes to play with
first one looked better than that one anyway
this is very good, I like this. almost feels like the fence needs to look more 'rustic' with this platform though
Yeah fences looks too modern
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
Maybe I can make it binded with the platform type
So wooden platforms gets old and rusty fences and tile platforms gets modern fences.
that would be lovely 🥰
the typhoon is scary
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
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
Oooh yeah, I see
heavy rain here
getting there
We finally found where your forum avatar comes from 😛
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
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
It is planned, but no actual development work has been done yet
Not quite sure but maybe JPTracks weMOD is something you would need.
Does that exist?
it does, it's just uncompleted
see https://github.com/wensimehrp/jptracks-wemod
and it's not a GRF of the JP+ set, more of an experimental project for learnng NFO
I'll check it out! I can't use it for the JGR servers unless it's on nanners though
A sneak peek into the future of JP+ Engines
That was the plan all along, and it's finally happening
so excite
My AC looks a little sad 🥺 👉 👈
Current is finally coming! 😄
Why stop at currents 😉
What about voltage too?
Sounds like overkill. We have settled on leaving this for players to decide. Description of every train should have voltages, as well as frequencies
Are there any eyecandy tracks?
where is dual-gauge?
where is my H100 🥺
Note to self, do that before we get that next release
Thanks
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
The string for urban scotch seems wrong it doesn't have dc
I would also personally swap the colours of AC and DC to match xussr and sets
There is and will be more
That makes sense then
Dual gauge is for a bit later
simutrans lite
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
standard gauge electrified tracks don't seem to allow wagons on them
except ac dc
nvm those are also wrong
all tracks have the same price
There's still a lot that needs to be done I'm sure
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.
This should be compatible with any train set. I'll look into labels, they quite hard to get right
It seems that AC/DC trains can be bought on either current type in existing and new games
I believe jake is still editing this
I don't think the AC/DC update for JP+ engines is out yet
there's been some commits on github
JP+ people are doing things
yeah narrow guage doesn't currently use the standard labels to map so they use japanset fallbacks
It's not ready lads, Jake is still frying
ahh cool, saw the screenshot from yesterday and wasnt sure if it had been put into the initial release
:)
it's an alpha release that isn't on bananas yet. enjoy the pretty graphics, let the cooks, cook.
sliced bread
The tracks look nice 🤪
If you want to try the AC/DC version of JP+ Engines, get it from Github. Just be warned that there's been some big changes so if you load it into an existing game, everything will break 🙂 https://github.com/EmperorJake/JPengines/tree/acdc
@crude phoenix Have you looked into the modular purchase icons yet?
I'll take a look, I just updated my NML to support the new random flip feature
preview of what the urban scape would look like (thx to kale for the urbanscape)
what some of the rural landscape would look like
Looks more like A-Tourism or Simutrans now
Looks good, is there anything that still needs to be done?
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
Just a heads up, I'm working on the acdc branch now, there's new engines being added as well
yep this looks nice
🤔 well
Just added some new liveries to the DE10, there are over 30 refit options now
It would be wouldn't it
it's all here
Jake you are going to voice chat force me into working on JP+MU
Drop me the graphics again please, think I probably lost them when I changed PC and failed to deal with my hard drive
ooo gcc really is fast
why is this train so chonk
because it's a sleeper train chopped up and converted into a local train
ah
@shrewd wren 😎 had a great translating experience. I love how the strings are organized
All because you've teached me how to do this 😜
wow this... is so good haha
Im really stoked for this
I just noticed my 3 track mainline there
Shivers up my spine
I mean it was really good lol
also wtf roads are these, I just noticed
The conversion fucked with the power supply at wagyu or whatever its called
wagyu beef power plant
Road also got fucked by pressing the upgrade button
yeah I do let me see
Its in ker thread
#1127319804752166982 message
Like xussr
great
JP+ Engines is finally getting a snowplough!
horse
Godaammm
Bloody hell that looks the business
It's going... backwards?
Is this a dynamic reverse, or a "build reversed"?
It's just a variant at the moment
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
just found such single kiha so cute
why... Are you using the old WINS, or WSJPS?
You didn't upload the new ones to bananas 😛
debug: the operator should be JR Hokkaido
I guess you could use a script to batch amend strings?
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)
Any chance to have a +200ps variant for DD51…
Sure why not
if I may make a slightly tounge in cheek suggestion, DMV wen? https://i0.wp.com/rayhaber.com/wp-content/uploads/2021/11/dunyanin-ilk-tren-busu-japonyada-hizmete-giriyor.jpg?fit=1780%2C1000&ssl=1
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)
Nope
😦
And dmv, ugh, not really I think
Tram-train is not possible, not to mention bus-train
So don't demand it to fully function
Sure we can do it
But it will lack functionality
It will
oof
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
iirc the DMV is created to utilize existing abandoned tracks.
The dmv isn't very profitable either
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
I think it should be like the hi-rail truck in HEQS, basically a separate train and road vehicle version
I can put something together 🙂
yeah I guess that work
make sure the rail version is slightly tipped backwards though, to make it look even sillier
just like the real one
That might be difficult to show with little pixels
I can imagine
One day there someone might decide to develop a road vehicle set
A GitHub organization just like https://github.com/KoreanGRF or https://github.com/OpenTTD-China-Set ?
I'm not sure if it's possible to merge projects made by different people like that without remaking the repos
Pretty sure you can
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.
Nah only thing you need is to transfer ownership
And probably give some dudes write access to the repo
Maybe to the organization to
I think the original owner (if in organization) automatically gains write access to the transferred repo
I'll take it up with the other JP+ authors
8A?
You means 8A?
You mean CRH8A
I was referring to the github org thing, but you sniped me 😛

I'm sure Kintetsu will make it into JP+ Private eventually, but there's a lot to do before then
am I an official JP+ author? certainly no

Some Kintetsu stuff is already in NATS
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
no, except in one old patch
💀
i still hope it gets implemented in JGR
Sure
👀
but only with the locomotive leading, the KiHa coupling restrictions would prevent it leading
We have one 🤭
We had one from around the time we talked about the wiki / website
Ah, but none of the projects have been merged into it right?
We figured it out now 🙂
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
I should edit that
before that the only way to get up there was by scrolling forever so it's easy to forget
Indeed
https://github.com/OpenTTD-JPplus its getting there 😉
beautiful
Wow
Soya
That's English bro
On the Super Soya?
Wakkanai?
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.
is there something big about to happen?
I’d say so
much excite
I assume it's probably me missing something since I haven't done this before
Nope it's fine
If you don't see an error it's usually fine


