#JP+ Group Development Zone
1 messages · Page 4 of 1
it does look cool
yep
wangan midnight on openttd when
You from the Vancouver area by any chance?
He is
didnt know aberdeen had skytrain
I'm in Vancouver now!
Aberdeen is a shopping centre in Richmond, BC Canada connected to a skytrain station
Yeah I would always take the skytrain to Aberdeen station to meet family for dinners or kbbq
Lots of good restaurants there
Me go to espot 😛
z370
Not seen that author before. They've uploaded the addons while linking to your grf, so all other people's stuff
It doesn't seem like @rotund glen uploaded it, so it's against Bananas terms of service
overpass wip
Hi, sorry it's taken me a while to answer, I was asleep. As I said in the JP+ discord, it wasn't me who uploaded that
hmm I think WINS station will rely on badges
if peter can add a function to fetch the badges of a nearby station tile
hmmmmmm
looks like it exists already no
I need to build it first
the old WINS grf has checks based on station IDs. Switching from station ID checks to badge ID checks will make life a LOT easier
so _station/overpass badges 😛
Standardised badge scheme
yes
# general
regions/<iso 3166 code>
climate
# vehicles
power/<power type>
length
power
# tracks
gauge
weight
power
...
_<INTERNAL>/
shiny
this looks strange...
Out of context, sure, but we need to see the rest of it
I don’t mind it, looks good.
That looks great! Very similar style to something I'm drawing right now
But I'm trying to make mine on one tile
hmm
WIP
This looks like a hotel
Still need a lot of polishing, shadows windows other details etc., plus different views
I look forward to seeing Waterfront!
We have Pacific Central currently in the Canadian set
What station is this based on?
Ah they called a place in Cananada this
This looks really good
Yeah it is one of the two train stations in downtown Vancouver, the other being Pacific Central
Tsawwassen Ferry Terminal & Swartz Bay Terminal 😛
Would be nice to see ferry terminal buildings but what do we make them as? Objects or train station pieces?
objects certainly
Ok
hmm BC passenger docks object set 😛
SeaBus & BC Ferries 😛
Train stations or bus stations 😛
Increase catchment, access variables such as waiting cargo, etc
Docks are usually integrated with some other transportation system anyway
just need some final touches
That’s a wonderfully Sawyer-esque roof on the station building 😄
I rediscovered some drawings I made of Coast mountain buses made during quarantine
I think there was a website that allowed you to draw something and automatically make all views, however it made the vertical view look weird
I've planned to do badges at some point, are they fully implemented in the nightlies now?
Are these part of JP+ trams?
Yea, they are
I think badges can be either icons or additional text
they can be both
But if I wanted to do badges as text I'd need to completely redo my modular string system I'm assuming
yeah you need to remove some of the entries
The icons should be easier though, I've been wanting to redo those to be more consistent with the other JP+ sets
Text as in additional descriptive text?
yes
Oh ok no wonder
Would be quite the scenario to see all those companies listed import the Chinese locomotive
Lolz
BC ferries railway when?
CPR ferries when? 😛
I think they actually had a ferry network
Historically
The airline cp air was also affiliated with them as well as a nationwide radio and hotel network
Please keep discussions in this topic to just JP+ related discussions thanks. From next time I'll just start removing off topic messages
some pixely JR badges
company icons from the JP+ sets are flat 🤔
oooooh, I'm gonna have to steal that idea for my sets...
The real ones are flat too. Changing them is a stylistic choice and all of the JP+ authors would have to be on board with it
btw iirc badges are a property instead of a callback, which means variable company icons as in JP+ will be impossible
Welp, guess badges are useless then
maybe use savegame load date instead of real-time date then. IIRC the former one is used in some graphics replacements sets that has year-dependent graphics, and the year-dependent functionality only works when the player reloads the savegame...
^^ bad idea
I would need to check this first
I'll just implement the logos as a sprite layer, that'll make it easy to turn them off in a parameter
also multiple company badges is possible
^^
I'll need to experiment myself before I write badges off completely haha
A badge can change graphics so I don't see the problem other than name maybe which could stay in extra text
That is, precombined badges?
I’d suggest talking to Peter about your usecase before throwing out Badges entirely 🙂
As with all GRF features, it needs feedback from authors
These look very nintendo-esque, love them!
How do variable company icons work? And why can't it be done with variants and badges?
Or are you saying JR redesigned their logo, and the badge sprite needs to change?
I think the unit changes owner which requires changed text and sprite which could be done if a name callback is implemented but being able to change badges would be better for testing the company
Shouldn't that be a different variant? So the old train stops being available, and the new one is introduced instead?
Not if you don't use variants and do liveries based on date which is quite common
0 series Shinkansen for example changes logo from JNR to JR Central & JR West
idk but maybe the badge names being searachable in the purchase list is a trouble?
In 1949 JGR logos change to JNR, and again to JR/JRF in 1987
It doesn't make sense to have all new variants for identical locomotives because the company name changes
what I do currently is change the purchase sprite using a current_year switch
I assumed I'd be able to change the badge sprite using the same switch, but I haven't looked into it yet
Ah good to know thanks
it would be nice to put all badges into one GRF
What would happen if you tried to load one of the sets without the required badge GRF?
it would just load without the badges
And would load order matter? e.g. "JP+ badge GRF must be placed above all other JP+ sets"
No
The only order that matters is that the that the name and sprite used come from the last NewGRF that defines them. But the system is designed so that you can use badges without defining them.
I think I would convert them to svg in the future.
The purchase list is 12px tall, and fitting 16px badges in it would make the list too crowded
I settled down with this design... with the little windows and wall texture.
Also designed a little station building for use with the overpass.
I really like that design
That's really nice
That is fucking ace
other sides urgh...
that's tasty
I wonder if there is a way to check the odd/eveness of a station tile
maybe I should change this part from walls to steel racks
Bike racks or something could go on the adjacent tile
Given that wall is flush with the tile edge I wouldn’t try and squeeze too much out of it
maybe a maintenance door or a storeroom or something like that
Usually the underneath of the overpass won't be solid
I frequently put overpasses at the end of platforms. Not all the time, and if it didn’t look right it would probably stop me, but yeah
Quick lil question, I noticed that the JP+ tracks don't get fences in the desert, is this intended behaviour, or a bug? I imagine the tracks probably weren't really conceived with desert use in mind given japan's climate :p
I’m pretty sure this happens with vanilla too
damn, makes sense. im used to track sets without fences
Jet fuel can’t melt steel beams, but snow and desert can.
Real talk, I have been thinking about poking into (previously JGR’s changes) Peter’s changes to see how hard it is to re-enable fences, etc where they normally ought not to be.
Since I normally play with Pineapple landscape that makes the desert much more mild.
I don't think it would be that hard
Will JP+ Tracks get a parameter to turn off the universal eyecandy underground track, and maybe get narrow gauge third rail, at some point in the near future? I've very much been enjoying the set, but these two things are something I miss
What trainsets have narrow gauge third rail trains?
...is my alternate version of my UKRS2 Rewrite that has them be narrow gauge (because finescale) really the only set with Narrow Gauge third rail?
I know the French NG set has it but that's Metric...
French NG set is an oddball and isn't compatible with anything anyway
Yeah it's a bit of a weird set
Well if my NG UKRS is the only set that'd have NG 3rd Rail that makes sense that JP+ Tracks doesn't have it
It's not common at all, the only other IRL railway I can think of is the Glasgow Subway, and that's an oddball gauge as well
the reason why I made myself a NG variant is because imo it looks a lot nicer on smaller narrow gauge track especially when compared to sets like Iron Horse
That would be done better as a finescale mode in the actual track set. Like what the original JapanSet Tracks did where it used the narrow guage sprites for standard gauge and even narrower sprites for narrow gauge
Fake underground track is a key feature for JP+private mu cars, so in order to fool proof, fake track has to be always enabled
I'm considering other non Japanese track types, but I want to finish Japanese part of it first
It is label wise but you need to force it
Ah I see, alright! The main reason I asked is because I noticed it's the only tracks you can't turn off iirc so i was wondering if it was an oversight or had a reason
does it imply you will have broad gauge track? 👀
Gimme the 2m gauge for the apocalypse sets big nuclear trains 😄
God I love those daft things
Yeah I think I will have those
A little preview for what's being prepared for the next update
I’ve wanted this for a bit now
Hyyyyype
Ooh and Green on the sides of the wide ballast
This is it, we've reached peak! Only thing left to do now are underground stations😝
Classic, 32bpp
Something wrong with it? 🤔
Nothing 😛
😛 I just noticed that you've implemented the grass underlay. It looks awesome!
Thanks.
Just you wait until Peter sees it 😆
I wish it was possible to do it with climate independence
I wish There's JP+ Aircrafts and Helicopter Set for OpenTTD which includes Japan Aircrafts and Helicopters it's will includes the Eurocopter EC135 Helicopters too!
well
We have no plans for an aircraft set currently 🙂
Will there be a bus/road vehicle set
There are plans for it but no progress lately
that would belong to other aircraft sets
making a japan-specific aircraft set would be too niche and not even work
you can't do that when many of these aircraft aren't just japanese-exclusive
well except for the short-range 747 variants
Would rather do more liveries for WAS than make a dedicated set
maybe get them to add the YS-11
Can I ask if there is any plans to create more limited express rollingstock eg odakyu romancecar?
There are plans, but not much time sadly
semboku as well
A lot of Kintetsu stuff is in NATS, but that might get redrawn eventually
@shrewd wren there seem to be a 1px offset between the fence and the tile's edge. Mind if you fix it?
The symmetric fences seem okay
automatic fences 😛
Sure
this sprite is also misaligned
try it out 😛
It's perfect
I think you can also select fence style automatically by querying track_type
it follows JP+ Tracks's parameters 🙂
Oh wait yes it's written in the description, superb!
It's only these slab tracks that are not supposed to have grass underlay 🥲
xCxx and xBxx for metro, linear and SHAA for shinkansen
It'd be easier to check the code i think lol
I know that streetcar set has barly started...
But as last year the last trolleybus line in Japan closed 🫡
How about an trolleybus set?
(But this likely would have been either an part or an addon for motor bus set, not an seprate mod)
We'll keep it in mind in case work ever resumes on the bus set
great!
suprisingly some used japanese trolleybusses ended up in... Mexico City!
(were given for free arount 1995)
And later were never used....
I can see why, the doors would've been on the wrong side
although it apears that at least one was accually converted to doors on the right and steeringwheel on the left...
and speaking about that
Well it wouldn't be added anyway, just like the Indonesia exported trains won't be in JP+ MU
I have read abut ex-japanese busses being used without any conversion like that in the CIS...
God...
Dropping passengers off into the traffic?!
maybe a separate set one day
and if You are interested in such nonsense...
At least one Tatra T3 streetcar (ex-czech) went to Japan, but was not converted for left side traffic and was never used...
No more off topic discussion please
OK I do understand
Australia got nearly 100 ex-Tsukuba Expo Fuji-Volvo B10M artics. Near new at the time too.
I really wonder why thay got rid of almost brand new vehicles...
Australian build Volgren buses are operating in Japan too
cool tpf2 development
@shrewd wren could you again make the mesh fence template shift 1px to the top again plz? Symmetric fences and asymmetric fences are misaligned by 1px
Ah ok
damn these are looking good
added barriers
@shrewd wren I'm sorry to bother you again, but again the fence sprites are misaligned by 1px
- asym fence with grass underlay: grass underlay is okay, fence is misaligned by 1px, should be 1px lower
- asym fence without grass underlay: should be 1px lower
- sym fences are fine
Lowering it down will result in misalign just like here
Or actually I was comparing with stations, that's right I should lower the fence down
Am a bit funny with whiskey rn, but hopefully everything is aligned now as it should be
lolz
aligned perfectly now 🙂
Might want to also compare to the jp+ bridges, the original offsets template I sent you were aligned perfectly with jp+ if you ended up using those.
Seems solid
yards and other features that requires querying another tile's information will definitely be migrated to badges instead of ids in the future.
So after 15
Now do the train querying for yards 😛
Yards with trains 😛
It's amazing, wanna change all my yards to these
bang on
this will be super handy for building sets
Augh any yard tile like this makes me yearn for two tracks on one tile
Looks great though
if 2 tracks/tile are possible, maybe 3 are possible too?
Well, we are talking about narrowgauge...
imo not a good idea
Looks good but kinda off that only each second track on electrified rail has a wire
Maybe you can add some kind of overhead wire beam over it?
No, at least not at this stage.
Station tiles cannot access their own global coordinate.
But you can look for adjacent siding tiles
Afaik there isn't a way for station tiles to access their own global coordinates, which also controls catenary and pylon placement for tracks. Without access to the coordinates there is no way to make a custom overhead wire system without breaking visual compatibility at the start and end of the station.
Surprisingly it's actually easier to automatically change the style based on the track type - it is already doable, just cache the parameters from JP+ Tracks and load them based on the track type
Well, I guess I could just use custom pylons in yards, but that doesn't fix the wire problem
can you acces the wire sprite of the track type of the station?
It's impossible to access at runtime and copy the sprites. I need to encode it in the grf then display it based on JP+ Tracks's parameters
oh ok, thats bad
actually I thought of this again earlier today. Turns out that I can totally use platform numbers to implement catenary and pylons.
I am already working on the pylons now. Only problem here is that the pylon thingy from JP+ Tracks is... too complicated. But I can fix that.
so no need for station tile coordinates, though if such things exist it would make life a lot easier
dang... I think I need some help on pylon graphics
||(i.e. I am too lazy to complete the graphics individually)||
GRF assets catenary wires and pylons yards general as waypoints platforms 乘降所 general overpasses moar overpasses moar moar overpasses underpasses street access shelters moar shelters moar moar shel...
These would be cool to have in stations as well, like in Auz stations
absolutely
I can have a look at drawing these later today
These should be also probably cut, so not a single sprite for whole pylon, but 3 for sides and middle with wire hanger
also, do you plan to draw different graphics for different railtypes?
hmm
I wrote very complicated switches to try to match the pylon settings you specified in JP+ Tracks
that includes reading parameters and storing them in registers and all the yadda yaddas
Shock
good news (or bad news) is that they are not working properly 😄
so I plan to remove that part completely
Multi track pylons should be standalone, so no complications here
sure
now only needing the pylons 😛
This is so rad, would it be possible to make my own version of this adding my own
trains on the sidings if I credit correctly?
||S Tog||
That was exactly what I had in mind xd
@tidal perch could you help me on why it does not work?
Version for tracks is 400
Only in photoshop for now
Original sprite, will edit when there'll be issues in coding this into
It’s a shame we can’t have gantries like that on regular lines
Hmm, never encountered before
Oh I get it now
I had WINS to check specifically for 040 but not 400
I'll fix that later
coolio
We could have something like Qatenary for JP+
Now that I got the reason to draw these I could make a built in waypoint with this
It's GPL v2, so as long as you follow the licence 😆
I'll make sure to read that, thanks!💪
This sounds good
Eyecandy 📈
@shrewd wren I've fixed the versioning problem. Could you try https://github.com/WenSimEHRP/jppluswins/actions/runs/13794052045/artifacts/2731767367 and see if it works?
Works now, good stuff
Waiting for pylons now 😛
Both done. Fixed a few pixels on the old one too
(or get it on bananas)
Superb, absolutely love it.
The only thing is that it'd be nice if pylons shared the concrete pole
eek, the concrete poles are not a part of the station. I cannot remove them without adding empty station tiles
Plus there is this tileindex problem
I mean here
Shouldn't it be just a sprite/template task?
Oh yeah I misinterpreted the question. I thought you meant the pylons circled in blue
Yeah totally fixable. Just a simple sprite task
hmm. Can you swap the longer and shorter wire hooks (idk the name for them, connectors?)? The configuration illustrated in that image looks okay already.
Also, can there be unoccupied wire hooks?
I drew this with a yard station in mind, so I kept a free space near the bottom right for extra track
Also I meant that catenary should hang on those red connectors
It's mostly only template work here
This kind of alignment is what I mean
I'll just adjust the sprites afterwards then
I need to change over to doing my marshalling yards like that. Very aesthetically pleasing.
That little locomotive trapped at the top of the marshalling yard. What did it do to deserve being locked up
gay baby jail
D:
😨
That's one of zeros "dispatch" switchers probably
They're SD'd and they trip a counter that releases trains from being held at a signal
He loose-shunted the oil tankers.
Hmm, I have an idea
Signals as pylons
I don't know if this would interest You, but maybe it would be an inspiration?
I found full train list from japanese version of A-train 8
Heh, Artdink completely removed branded trains in A-Tourism...
I don't think it was an bad decision
the number of generic trains was high enough
and modders...
Well they kept the Shinkansen
Nope no mods so far in A-Tourism 😄
Only liveries and scenarios. The former is unaccessible without a DLC that is only available in Japan
I am talking about the liveries
but (at least in the export version) it is not buy-able
The what version?
A-tourism steam version
in A-train 8 and 9 after You construct bullet train line You can buy bullet trains for normal lines
? I don't think there is a difference in terms of Shinkansens between the NS version and Steam version
If you meant by A-Tourism
Oof, Shinkansens work differently in Tourism.
D:
Wait it's due to tracks version now
yeah I grabbed your latest off github yozora
Try this one that I've uploaded now
ooh
Daijoubu
That works
@tidal perch yard with the fake tracks without pylons plz, everything else is incredibly good and nice thankyou.
god these look so good
imagine, we could achieve world peace if we could build rails this dence in openttd normally.
dence? dense.
What goes wrong if you use WINS Stations with an earlier version of JP+ Tracks?
Does the fake track go on the tile line between tiles or does it manage to narrowly fit two tracks in one tile?
It has to be on the line between the tiles or it wouldn't bee evenly spaced
Yup
Disables itself
God I wish we could divide a tile up and have two tracks parallel like roads.
Divide a tile into four
Sub-tiles
I know it disables itself, the question was more "why does it disable itself, what could be so bad..."
How insane would "Dividing Tiles" be as a thing to implement
The only reason I can see is that the params id's have changed, and stations sort of rely on them
It does a lot of deep hooks into jp+ tracks. the sorta stuff you probably don't want to know about.
possibly some BADFEATURES,
quite probably some absolutely haram (ab)uses of the grf spec
@tidal perch also it breaks pretty badly if you select grey catenary wire in jp+ tracks, I'm guessing it's some sort of offset error as you're using grey wires when black wires are set in jp+ tracks, so setting grey wires in jp+ tracks throws your sprite number offsets straight into the rubbish.
Params
I'll check later today
it works fine on my end
can you send me your GRF list?
0.2.12 has yards without pylons
download it from github, can't upload anything to bananas now
https://github.com/WenSimEHRP/jppluswins/releases/latest
Key bit might be that I'm using the jp+ tracks Yozora uploaded last night, but anyway:
(2nd one catenary set back to 'modern black')
Using U&rermm mini to set the monorail and maglev sprites, issue still happens without it though
Also happens with the .grf list emptied and just JP+ tracks and wins
ahah, found it, it seems to be tied to chronological pylon change in jp+ tracks, as soon as you hit 1910 the problem goes away.
All the other year transitions (1910, 1960) are fine, it's just the pre-1910 pylons that break
What is your in-game date?
Ah I see what's the problem
@wild geode fixed. I wrote the wrong index
hmm should draw new pylon sprites for pre 1900 wires
Some crusty looking wooden ones would be fun
this
Oh that tricked my eyes for a moment, I thought it was a sloped track
Great idea for a waypoint though
We also need a good marker for the transition between AC and DC track
Catenary tensioner waypoints are genius. I don’t know how Japan does it, but you also have phase breaks (usually near a tensioner) which could be cool detail as well.
we need the original TTD fence logic back as well, will make the grass fences work better
Oh yeah I miss that
I just got TTDPatch working on my machine specifically to get that screenshot lmao
Now that we have pixel perfect fences in so many sets
we really need this original logic back.
maybe we can convince JGR to add a toggle?
If someone can point me at where it happens in the sauce I can do it myself, I'll just need to find when in time the logic got changed if it's not clear in the source.
I'll have a poke around
Yeah I've asked in openttd-development, if they can point me at it I'll write a patch and send it to JGR
Yeah I can poke around this weekend but I generally find the brains trust just know that shit off the top of their head most of the time lol
what changed?
Fences at the switch
Yeah, hard to describe, build it in OpenTTD and see for yourself
It squares off on the diagonal rails straight tile edge
Which looks like ass with the fake grass fences
ooo
Nice glx has given me something to go on so I’ll look at that tonight and over the weekend
@crude phoenix I found a way to display stations on bridges
Interesting, are the platforms part of the catenary pole or something else?
no... they are regular stations
Ah, so overlapping tiles? aren't they glitchy?
they are, but I can force refreshing by making them animated tiles
Oh that’s cheeky
just like this thing ->
I wonder if you can use that trick for taller than 255(ish) buildings
I don't think so
Oh well, one can dream
this is basically the limit
hmm, they are only useable for four tile bridges
won't work as well for longer bridges
Still, that’s very useful
This was a concept for a cargo Shinkansen. I wasn't aware of any other images of it, so that's an interesting find
yes, I also have came across this image for the first time
But the 2nd image (book cover?) also seems interesting.
Especially the 2nd MU (or maybe it is an single motor car?)
by the way the containers...thay seem to look vougly similer to Pa-containers
I think this was a prototype for a tilting EMU but I can't remember what it's called
not sure about the bottom one at all
the first one looks like an 485 but on jacobs bogeys...
Look at the middle coach - it is short!
There was a similar diesel one https://locomotive.fandom.com/wiki/KiHa_391_series
they did the Stadler thing before it was cool
God, this looks soooo crused...
the front end
and the concept of separate machine room car in an MU is much older
I recall some very old (evan prewar!) NG MUs that had an separatem machineroom car
There's this thing I saw in a video but I couldn't find any more info on it
Ah, found it https://locomotive.fandom.com/wiki/591_series
Don’t see why you couldn’t add it
Of course we'd add it, it just has to be drawn first 😛
Are the EF67s and their variants done?
Yes, they're variants of the EF60 and EF65 which they were derived from
Been thinking about changing them to be separate engines along with a few others
ah cool
found a way to stabilize the graphics
it's a VR 280hp Walker Railmotor
unless the Japanese nicked one, they only ever saw service here in Australia
This method however requires an extra station tile to be placed below the bridge, hence it is not compatible with vanilla OpenTTD.
Yet it would make stations on bridges much easier. It's more of a hack, but it works 😛
oh wow, I never expected to be Australian, it looks so Japanese somehow
I can't see it, although tbf I already know about the walkers
and I've only ever known them as Australian trains
It resembles these prewar express KiHas
which are basically a 52 without a panto so they'll be easy to adapt
I can kinda see it
like if both those and a walker were on the same railway no one would bat an eye
well that is the primary use case for most people anyway, is stacked stations in JGRPP
I should write a GitHub workflow to keep in track of the strings and automatically ping the translators, maybe via an issue
Was the e5 sprite just modified for this?
All sprites are essentially modifications of other Shinkansen sprites
So everything is essentially a variant / livery of the 0 Series, which was done first
POV: The 0 series is the modst beautifull shinkansen ever
500 series is the best
500 did liveries differently. Others have colours based on the colour of a duck, or a tree in whatever prefecture
500 is like, here’s Hello Kitty
possible only in japan...
the 700 (not sure which subtype) looked sweet in the 200 series lookalike livery
I think you mean the E2 series
yes
I like E2 colours
700/N700 is something "too similar to what I see every day" back in China
http://www.trainnets.com/wp-content/uploads/2023/09/rickster-230902.jpg
Off topic, but this image could troll a person. This livery is very much like E2 but no, it is even not powered by electricity.
eek, spider man
the chinese x2000
I mean the right one
E5 has the Hatsune Miku old traditional Japanese colouring
I like when even in such small details a part of nation's history is preserved
DJ2?
I have a question. For the early private commuter EMUs which say "real formation 1 car/2 car" does that mean they really only used 1 or 2 car long trains in the early days? I'm confused because nowadays they use much longer consists
i bet that that's only motor cars,
after tham trailers, but without MU controls, so the motor car would have to run around the train like an loco
also some private railways started as streetcars and later got converted to individual right of way and heavy equiptment
They actually did use 1 or 2 car long trains back then. It used to look more like dedicated trams than modern railways
If I am correct densha translates into electric train or streetcar depanting on the context
while ressha translates into train in general
dentetsuo means electric railraod
That is what I guessed.
But you can use them in longer consists, correct?
Does it cause issues?
ingame likely you can use tham in longer consists.
I did it, and there don't seem to be issues with power/TE
Well technically it was a JGR EMU not a private one
if all cars in the set are motor cars
You would never run into such issues
Some japanese ltd. express MUs accually had an configuration like this
It doesn't, I've made no limits for consists
fixed fences on slopes
This looks so satisfying!!!
time to implement some actual platforms 🙂
Aren't 9 tracks for pylons a bit too much haha?
I think 6 is the longest Japan use. With 4 being even more regular
oooo
Actually you reminded me that I haven't added support for even number of tracks yet
And I don't need to. 🙂 Just use the eyecandy tracks to trick the stations.
WINS Stations 0.2.14 released
- added tensioners
Get it on 🍌
@amber totem Just curious, what station graphics do you have right now? I plan to add some actual platforms now, but I don't really like the platform sprites I drew earlier.
cant stop winning
Good, need more that aren’t objects 😄
Snow aware fake bridges and life is complete
just too many tiles not snow aware just yet
snow-awareness is not hard to add
I'm worried
nmlc info: Concurrent Action2 registers: 115/127 (None)
well, the most complicated station for now is the yard... which contains fences, underlays, barriers (4 of them on one tile), catenary wires, pylons, and the track underlay
each building consumes 7 registers on average
arrrrrugh optimization
nmlc info: Concurrent spritegroups: 56/256 ("src/fences.pnml", line 77)
nmlc info: Concurrent Action2 registers: 127/127 (None)
nmlc info: Concurrent ActionD registers: 10/64 ("src/fences.pnml", line 95)
nmlc info: GRF parameter registers: 2/64
nmlc info: Railtype translation table: 66/256
Okay
nmlc ERROR: There are not enough registers available to perform all required computations in switch blocks. Please reduce the complexity of your code.
error: Recipe `build` failed on line 8 with exit code 1
there we go
so cut-downs - no underlay for this dude
I haven’t really done any station sprites, other than the tram stuff
great idea, exquisite execution!
could this be done in a way where electrification just ends, without the need for waypoints, or would you want more freedom than that
There isn't a way to detect whether a nearby tile is electrified or not anyways
I think they mean having it be automatic, which wouldn't be possible, I think yeah
such variable doesn't exist
Plus this could be end of catenary or catenary wire tensioner, so yeah
ah ok
Will be away for two months preparing for test. If any of you ever see me typing on discord please ping me and tell me to shut up.
Two months of silence after 0.3.0 🙂
See you in May and best of luck
I am the encourager of bad behaviours. I will do no such thing.
…JP+ was born out of procrastination 👍
All projects of passion are mostly born out of slacking off work
more or less
unless your passion is your work
KiHa 58 variant?
Deffo
Are there any joyful trains in yet?
it seems something that was a lower priority than getting base trains in to me tho
14 and 20 coaches…
yes
first train designed by Eiji Mitooka
We do have these two in JP+ Engines, more will come eventually
euroliner?
Yep, graphics could be improved tho
was it an charter train or an normal train operating on an scheaduled line?
and why it was called euroliner... does not look evan remotely european (i haven't seen photos of interior)
hmmmmm look at the green scheme
pullmann compartmetns with vis-a-vis seats?
ive reported this already, probably a month ago now
ahaha, I missed yours sorry
I got it again from Yozura last week
how are you trying
KiHa 85 Hida is famous for nearly-all-cab-coaches consists
I’m not sure anymore
It’s a confusing one
Compared to other units
It isn't if you remember it is a KiHa lol
You need to treat it more like a KiHa 40
In that, the KiHa 85 formations are very varied so
You need to refit the cab cars to make then either penetrating or non-penetrating cab cars
the rest, fill up with MU cars
ctrl+click to flip any cab cars
I should make a guide
It is the same as for KiHa types
well... it apears that in Japan MUs are treated more flexible (a lot like loco -hueled coaches) instand of fixed sets that can be combined whan needed.
Evan each MU car has it's own number if I am correct?
They don’t have refit
Last time I checked (yesterday) anyway
you have to click on thee cab cars directly
By default, the whole train is selected for refit. But because engines and wagons have non-matching refit lists, it doesn't show anything
The dots and lines seem to be broken in the font you're using, should look like this
I thought those were some japanese symbols lol
It's supposed to show which are variations and which are separate liveries
such as on the infamous 211 series
not sure why it's inconsistent, I guess Tinny was trying different things
TINNNNEEEY
Could they not be added by the grf for those with baseset font?
Just replace cargo stubtypes with variants
Ah thank you
Reason that I hate the use of those • | symbols is that different fonts define different widths for those glyphs, which is clearly demonstrated in your screenshot.
The bullet and box characters have different widths
I tend to make all strings in my grf (least for English) ascii compatible.
Yeah it's never been ideal, it might get changed at some point
e.g.
WINS STATIONS >> fake bridges
Using >> as the separator
@shrewd wren why
Cargo stubtypes is not intuitive
Variants tells the story itself
huh that makes so much sense!
Just tried with the traditional sprite font and the new one and both dont show those characters
The game's confused
🙂 OpenTTD Sans cannot cover all unicode codepoints
I use IBM Plex Sans SC
Surprisingly it's not usable when I switched the display language to English
I'm confident that JP+ will never fully replace livery refits with variants 🙂
tech debt?
Both have their uses in JP+
Oh, and recent progress in WINS, I betrayed calculus...
Because variants will suck a lot until a built-in props sharing feature will be implemented
Currently it's *2~∞ times more code just for "funny intuitive image"
As in https://github.com/OpenTTD/OpenTTD/pull/12523 ¿
It is closed
Code is cheap anyways, sprites are expensive
Apparently, I've said that I was interested in this multiple times, but I guess I don't count as an interest
Also as I know group name is taken from the latest vehicle you've used, so Tokyu 2020 series could easily be displayed as Tokyu 2020 series Q-Car in the purchase menu
I would just template everything in yaml, and use a script to process it...
But not everyone has the time to make a templating system, or at least to study one
That can be fixed by using Extra callback info I think
And xUSSR shenanigans just make the list look ugly with bazillions of grayed out boxes
There's a section in extra callback info 1/2 that gives the purchase list depth
I guess that's what extra callback info is
I guess you don't need to follow xussr then?
I think people expressed interest in that PR everywhere but the PR itself where Peter could see. I don’t think he reads many channels here.
I mean that they are the ones who use this extra callback info, and I can see that it doesn't look good
hmm
In terms of the unpurchasable vehicles?
I think that's how it could only be done currently?
I expressed the need of this feature every time I could, and was pretty sure he has seen my replies to his messages
If so then variants got better from the last time I've checked on them, that's nice
IH has some better examples
grrrrr IME
After rereading it seems like I was heating it too much
Was not having a good time for the last several days, so hope you'll excuse my wording
One of my favourite Confucius quotes,
http://keywords.china.org.cn/m/2022-10/13/content_78464134.html
If this was used in coding JP+, then it has to be used with some future versions of openttd.
WHAT
Yeaa~ that
Quite, variants are good for the massive amount of subtypes - livery refits for all the liveries
Dont worry so much about it, its all going anyway
211 always testing 😛
I would not say that code is cheap, endlessly duplicating massive piles of switches is not ideal. That PR only handles properties which mostly are cheap though. It's no great loss.
I'm not really a fan of duplicating everything with templates but NML makes doing anything better fairly difficult.
JP+ Is already using variants anyways, not sure where your statement is from.
E31 painted to look like a EF65? Cute
Looks like I have a new livery refit to add 🙂
marmite
matter of taste
speaking of jnr inspired livery
https://upload.wikimedia.org/wikipedia/commons/thumb/1/17/Series_ET127-V1_Tajima_nostalgic-Niigata-color.jpg/1200px-Series_ET127-V1_Tajima_nostalgic-Niigata-color.jpg
https://upload.wikimedia.org/wikipedia/commons/thumb/0/01/Series_ET127-V8_Tajima_Yokosuka-color.jpg/1200px-Series_ET127-V8_Tajima_Yokosuka-color.jpg
That’s nice
the first one looks like berlin S-bahn
meant to be this livery
@tidal perch was we supposed to tell you to study?
I don't think I should study at 4 in the morning
i mean this
me cooked
This time, actually, no more aseprite 🙂
@crude phoenix could you please restrict my account
do you want a mute? for how long? 🙂
Lol
Ideally for a month
Hi guys, sorry for my blunt request. I just bought a book on unbuilt railway vehicles in Japan. I have got some data and drawing for the proposed freight Shinkansen EMU. Is there any developer interested in it? 😉
I'd be interested for my stuff at the very least :3
whats the book?
Surprised freight express trains didn't take off in more places, France had TGVs carrying express mail between cities
Surely there is a Tokyo-Osaka express delivery market
It's 幻の国鉄車両 "The Illusory JNR Vehicles"
https://www.amazon.co.jp/幻の国鉄車両-JTBキャンブックス-石井-幸孝/dp/4533069061
I think the book is a fairly reliable source (on this cargo Shinkansen). I compare the drawings with an blurry online image extrated from the megazine 交通技術 "Transport Technology" published in 1960. And that's a perfect match.
Btw love to see your australian set, I learned a lot from your videos.
Omg thanks aaaaa
But yh, if you could send me sny of those blueprints I'd be interested
There specifically a design of an American shinkansen I'm after for my north American set
May I dm you to continue our discussion?
Of course! I am at uni currently so I may not be able to respond immediately
That's exactly what the M250 does 🙂
Please do share 🙂 I might add the freight shinkansen eventually and I'm always looking for weird prototypes too
Please enjoy yourself😌
Oh ok
ooooh
I'm guessing there's nothing in there about an American shinkansen?
this is basically all I have on it unfortunatley :/
tbh, that goes hard
I know a lot of people that would disagree
0 series looks great in every livery
Freightliner power haul
https://x.com/nasubi172/status/1390972372904153093
Apparently, even books for children can be informative
looking really nice!
What would its class number be though
hmmmmm as 9XX is reserved for maintanaince vehicles and 10XX for test vehicles maybe 1200 or 1900?
0-899 seem to be reserved for passenger vehicles
also what does the small window with 196 number mean?
I note an similer (?) number on the frame...
1964
maybe 1900 is ment to be the series
6 is the number of this set
and 4 is car number in this set?
https://railgallery.ru/photo/264848/
DD11 in Vietnam?
South East Asia has abundant secondhand Japanese trains
I have known about tham in Thailand, Indonesia, Burma and Philipine, but not about Viet Nham!
More depots
Wondering if you could bring back the feature from JapanSet where you can couple engines to MUs
Was that ever a feature?
Engines have no coupling restrictions so you can put whatever you want behind them
Can you give an example? I tried with JapanSet3 and it doesn't work either way
JP+ lets you do this
Usui pass ef63 banking 🔥
Oh yeah I was thinking about that because I've occasionally seen a bug when reversing a consist where the default steam locomotive sprite would pop up at the end
We tried to implement the banking engines in the push pull code once but ran into problems
Partly due to engines and MUs being in separate GRFSs
Please don't spam random stuff in here, if you want to share something about Japanese trains please use the #1076928518727946240 thanks
likely there were a couple of versions?
I copied the speeds from JapanSet, but gave the D61/D62 the faster speeds to differentiate them more
Even more depots
Gorgeous, finally something that fits the steam era
auto date changing depots
Nah, make them by year built so old depots stay old
NotDepotTypes when? Plz OpenTTD devs
but that's you! You're an OpenTTD dev!
you should speak to Peter about depots, we were yarning about drivethrough and multitile depots the the other day.
acceptable
You can't sadly use built_year for depots
dawwww
Wooden will probably turn into metal shack in 70s
Brick will stay the same forever
Hmm.
NewGRFDepots?
Depots have off-map storage.
So adding a build date should be possible.
How am I here? I don't normally venture into these "forums"
is it even possible to have a couple of diffrent train depot designs on the same tracktype?
No, and let's move this conversation back to #add-on-development
OK
So I bet that these will be working as train stations ingame?
End of offtop
They are used by different tracktypes, so they are fully functional
New JP+ Tracks version is out! #developer-updates message
It surely took a while
Next, I will probably finish what's left of JP+Roads (mostly photoshop masking/linking and cutting) for the first release
Side note: incompatible with WINS
I'll fix the problem later
☝️😉 coding is more fun than calculus
Version is 500, if it has worked with 400 then the reason is really weird
I set it to throw an error if version is not 400
Also my gh actions is cursed. It now compiles aseprite to compile WINS
should set up a cache for that
ok updated
Can I request a setting to enable the old tunnel portals for the narrow-gauge tracks? The new ones, quite frankly, are harder to fit within my current game. Thanks!
You can either use slab track tunnel or light concrete fake underground to have "urban" tunnels
Is there a marukyu reaction
9 in a square doesn't match very well
🔞
The only number-in-a-circle reaction I can find
this is a bit of a problem... not even jp+ shinkansen trains can run on it. additionally, the other shinkansen track type isn't available either
Yeah, there was a label overlap
Pushed 0.5.1 update, should be fixed
Hmm two numbers here sum up to 9
@shrewd wren what version of nml do you use to compile jp+tracks?
0.7.5
This is translated to English "New Narrow Gauge is on sale". But it is actually "new narrow gauge locomotive".
I think this is due to some translation of JP+ Tracks. But I would better not disturb WenSim.
sic
Oops
This is how I can share my art, I'm too bad to upload works to pixiv or twitter 👉 👈
nyan nyan nyan
all: JPtracks.grf
PNML_FILES := $(shell find -type f -name '*.pnml')
IMAGE_FILES := $(shell find -type f -name '*.png')
%.grf: %.nml custom_tags.txt $(IMAGE_FILES)
nmlc $< -p LEGACY -o $@
%.nml: $(PNML_FILES)
gcc -E -x c src/index.pnml > $@
this version should work better
.PHONY: all clean
.PRECIOUS: %.nml
all: JPtracks.grf
clean:
rm -f JPtracks.grf
rm -f JPtracks.nml
PNML_FILES := $(shell find -type f -name '*.pnml')
IMAGE_FILES := $(shell find -type f -name '*.png')
LNG_FILES := $(shell find -type f -name '*.lng')
%.grf: %.nml custom_tags.txt $(IMAGE_FILES) $(LNG_FILES)
nmlc $< -p LEGACY -o $@
%.nml: $(PNML_FILES)
gcc -E -x c src/index.pnml > $@
I can't really run a windows bat script on linux, so I wrote this makefile 🙂
It works for lots of grfs
will rotary snow plow diesel locos be added? like the DD53 and DD14
They're not high priority, but eventually yes 🙂
The recolour on and only on the TOMU 1 seems to be broken.
JP+ Engines & Wagons, JGR 65.2, FIRS 4.16
What cargo?
China Clay and Coal
You guys planning on adding the JR 681 Series?
Sure, when it gets drawn
I must admit, that I love the 681s other cab car design
flat front walk-through cab cars are just sooooo coool
oh wow
i was thinking "walk through? what did they mean by walk through?" and then i saw the doors
it ables the passengers and crew to go from one MU to another whan coupled, also in motion
why it isn't more popular?
must be a lot of drag. and inconvenient for the driver, i imagine
The Dutch tried it with their Koplopers, but got rid of the doors on refurbishment. They rarely saw use, and were unreliable and so caused delays. I imagine there's a similar reason as to why they're not more popular; I don't think people commonly walk between carriages on normal trains, so the cost and complexity that comes with making a set of doors like this to let them walk from set to set is likely not worth it
eh? i walk between carriages all the time, not every carriage has a water closet
Hmhm, fair, but then that would be just a quick back-and-forth between carriages within the same train? In my experience at least, people tend to enter a carriage and then either sit or stand there, rather than walking the entire length of the train looking for a seat in most cases, meaning there's little use for being able to walk from one set to another set - even in your situation, there's little reason why there'd be a toilet in only one set, so even then you'd just be able to stay within the same set rather than needing to walk to the other one.
-# though this is getting pretty off-topic by now.
true, true
i have gone up the full length of the train looking for an empty seat once. but that was on me, i didn't want to ask the people in my seat to move
and yes this thread is becoming increasingly derailed. i'll stop now
Still waiting for more kiha…
No KiHa 20, No Hokkaido
Oh and also 14 and 20 series coaches
Jake’s gonna come in here and fucking murder you all again
bufet trollays
ticket inspectors
Have to go between coaches
END OF OFFTOP
Ayy he is too busy riding steam trains today
I should take his place
That’s a decent excuse at least
*kiha 22
not noticeable on openttd tho obviously
https://youtu.be/1leNfdbf7hQ?si=za3dtWzdq6G3vst3
“Private Railway Passenger & Fish Mixed Train”
約160の国・地域が参加する関西万博が開かれている大阪へ、伊勢湾で取れたばかりの海産物が列車で運び込まれている。かつて半世紀にわたって運行し2020年に引退した近鉄の行商人専用「鮮魚列車」。その流れをくむ「伊勢志摩お魚図鑑」が貨客混載列車と...
Interesting that the coach that is used as an luggage van still has seats and it is LITERALLY SPOTLESS
It’s Japan did you expect anything else?
Please keep off topic chatter in other channels please
Is there any plans to add a company colored livery in MUs?
There is, but the JP+ MU artists (me included) are a bit busy at the moment, so it'll be slow
Hi! I was wondering if y'all were planning to make the one piece N700?
I swear I will start removing off topic comments here
But yes, most likely any special liveries will be added eventually 🙂
Good to know, thanks!
cooking
God, this depot sprite looks delicious!
Please ask before drawing anything. The KiHa 20 already has mostly complete sprites but it's not coded yet
We appreciate your input, but someone else has provided kiha 20 sprites already
I'm thinking of adding bus stops in WINS
Lile ahyangyi did in his Wuhu stations
I don't think there is someone doing KiHa 10
Can't connect SG (Low-Grade) track to non-electrified SG (wooden-ties), whereas this issue doesn't happen with electrified SG tracks.
Edit: Actually this happens with all of the non-electrified SG tracks.
Huh, weird I'll take a look at it
bug detected!
also series 373 looks just like the defauklt variant of series 383 (which does NOT look like in the purchase menu) (Also, these are very similer - schouldn't be merged into 1 class with subseries?)
also 3 suggestions:
- add double deck coaches to series 100 shinkansen
- add an setting to buy the company coloured variant by default
make the jp+ bridges compatible with default track
100 Shinkansen has double decker in game
And JP+ is meant to be played with both narrow and standard gauges
is it possible to have an smaller track selection (like: narrow not electrified, narrow electrified, broad electrified) in the JP+ track?
oh, I see the DD coach apears only in longer train configurations!
check parameters of JP+ tracks 🙂
The only way to make a bridge set compatible with vanilla track is to make the track sprites part of the bridge sprite. And I don't wanna do that 🙂
That also only works for one baseset
Possible to disable the slabs variant?
As it has the same parameters as the high speed variant
You can't disable them 🙂
also, series 719 and 701 seem to have problems with attaching MU coaches
Those are 2-car units, not all trains can attach MU wagons
interestingly now I cannot repeat the bug
maybe it was with coaches re-used from another MU?
(moved from)
Were you attaching MU wagons that had been refitted to a different livery on another train?
If so, just refit it again to the default livery and the bug should go away
so, therethically it is not an bug?
It's a side effect of livery refits, yes
I am sorry for Your inconvinience...
Minor graphical update for 🍌
for those who complained about visuals
Changed ballast shading for a more pleasant look in temperate climate
And added precombined switches for dual-gauge track
also currently the 160km/h NG track seem not practical as all NG trains have vmax 130 or less
There are faster NG trains planned though. Or you might use JapanSet3
dont want to make shitposting, but I have came across something funny that may be added as an easteregg
Fictional loco called either EB58 or EB10
https://www.giantbomb.com/a/uploads/scale_medium/16/164924/3003641-3795306488-27506.jpg
https://pbs.twimg.com/media/GrtNtPSWQAArWO1?format=jpg&name=4096x4096
May I use the grass fences and catenary from jp+ tracks in sets? I don't see a license
Now I do it wasn't in the repo
Sure, you can use anything there
iirc it's gplv2
Even more texture and shading tweaks
Is the grass on the ballast transparent pixels or solid green pixels?
Solid due to this particular green blending better
hmm
Added more grass types to use, now with desert support
i'd like to make a bug report regarding JP tracks
i noticed with JP tracks only 2/3 possible 313s load, one only works on OHLE and one only works on 3rd rail, they're a dual voltage vehicle
with SETS things behave better but one vehicle is still limited to one track type
i did a cross examination and i found that JP tracks struggles with dual voltage vehicles from both UKRS2 and RUKTS
these vehicles simply do not appear on JP 3rd rail
i can provide grf params too one sec
JP+ doesn't have dual voltage 3rd rail/OHLE tracks due to this being very British thing, the only way I can make them work currently is by defining "dual voltage" to nonelectrified tracks, which is not good
the vehicles marked as missing, apart from the ukrs2 313 all do appear on JP tracks with OHLE, that specific 313 is the only one that is fully missing
ahh
I can make them at least work for OHLE
i think a slight misunderstanding has happened
the vehicles highlighted are meant to appear on 3rd rail and OHLE because they are dual voltage but with JP tracks loaded they do not appear for 3rd rail, only OHLE
Ah yes that's due to tracks not having a combined variant with correct label, won't work until I'll make a more "international" version sadly
fair enough
It seems that the EB10 colour selection is bugged...
I select brown and I got black
I select CC and I got brown
I think you guys have probably been asked this a million times, but are you guys planning a generic/international version of JP+ tracks?
and you also planning on including a dedicated monorail track? because rn if you have a monorail in game it's just the default game track
EB10 refit is a known bug
I believe an international version of the track set is planned
not sure if any monorail graphics are planned
all good, It'd be good to do at least for compatability
I wanna play with JP+ trackset at some point, and use the monorail GRF I have planned
this issue has been haunting me, I still get the rest of the ground tiles showing even if I disable chips
this if block contains nothing
so param_tracks_deco_chips_1 won't affect anything
@shrewd wren
D:::::
I've just turned them back on for the time being but I'd like to keep my track list a bit slimmer.
I'll fix that, thanks
arigatou 🙏
The northern end of suspension bridge is not right.
This is already fixed in JP+ Bridges 1.1
oops my apologies !!!
Wait I never put 1.1 on Bananas
Jaaaaaaaaaake
I thought I did, thanks for the heads up
Jp+ trackify the surfaces plz
I'm thinking that'll be a new separate version 2, so that people can continue using the current one with JapanSet tracks
Understandable, have a nice day.
I might redo the urban track surfaces someday, I think those are not loved
I do miss some of the detail the jp tracks original one has
And u&rermm’s urban looks damn near three dimensional
I thought they were the same except U&RerMM is a few shades lighter
Nah the sprites have quite a lot more detail to them IMO
When will JP+ Bridges 1.1 be available?
When I remember to put it up there, I'm going to bed now but hopefully tomorrow 😅
Ha I'm waking up now
JP+ track fence graphics are covering signals
also occurs for other orientations on the "near" side of the track
not much you can do about that I think. Sprite sorter strikes again.
the grass overlay fences will never be 100% perfect
If you turn off "Full detail" then the grass overlay won't overlay the signals.
I just disable the grass overlay and run full width. It's a nice effect but junctions get a little weird and I haven't bothered poking around with the fence logic.
If your driving side is drive-on-left, then the signals will be sorted before the fence.
common left hand traffic W
Maybe the fence bounding box can be moved to the top corner.
Might break someone else's spacebar...
That's good because it's the correct side for JP+ anyway 😛
that explains why I haven't noticed the clipping issues
I’ve only ever used the track set with rhd countries so I’ve never noticed this
Would it not be broken on the other side with drive on left?
Yes, it is.
I built JR west's 287 series for the JP+ MU Set and posted it on the issue.
287 Series Red Livery (Kinosaki·Kounotori·Maizuru·Hashidate) 287 Series Blue Livery (Kuroshio·Mahoroba·Rakuraku Yamato) Formation
Should be up there now 🙂
Hey @crude phoenix it's been half a year since I opened https://github.com/OpenTTD-JPplus/JPengines/pull/20 when will you merge it? 😄
JP+ is slow 🤭
If someone asks about jp+private update, I want them banned
But I do have some sort of excuse... badge query for station tiles 😊
It is taking forever for someone to merge that PR and I don't want to work on it until the interfaces are stable
What's the js code in the repo for?
Looks like some sort of automation script
I tried to make an auto constructor, but then I understood that Japanese trains are complicated in too many ways, and implementing autocoder would actually take more time than regular nml masochism
I see