Yes I feared that the multiple liveries definition would screw up the "Standard" makeobj.
As you noted, the buildings are
very sparse, and the city hall is in fact just a random building I experiemented with long time ago. Since I live in Copenhagen, I got a bit stuck on the buildings since I was afraid my buildings would be too influenced from Copenhagen, and also I wasnt really comfortable with the scale to paint buildings.
Now I have made some signalboxes which I think looks nice and in a nice scale, so I have been thinking of working out from those.
That "Stadshus" is really nice, that might be my next painting project!

ACarlotti, how far are we from being able to load standard games into extended? is it a matter of just a couple of more runs, or is it a huge job still awaiting?
Reasons Im asking, is because, dependent on how much work Emirkir has put into his map, the work of converting the dat-files to standard might, alternatively creating a new extended map from scratch might be easier or not.
Emirkir, if it only is the liveries definitions that is the culprit (as Vladki suggests), the work of converting is tedious, but doable!
For every single livery you want, you need to create a new vehicle definition
per graphics entry. That would mean that if I in a datfile somewhere has defined a vehicle to have two liveries, which would be two sets of image definitions (read the graphics section in this thread for that:
https://forum.simutrans.com/index.php/topic,15174.0.html to understand how a vehicle is defined), you need to copy the entire vehicle definition, keeping only one set of image definition per vehicle, and additonally remove the bracket with the number from the vehicle definition. Also each vehicle needs a new individual name and the constraint sections need to refer to the correct new names, which preferably should be consistent for future ease.
Example:
Vehicle is defined like this in Simutrans Extended:
# X52A
obj=vehicle
copyright=Ves
name=Se_X52A_2000
waytype=track
freight=Passagiere
length=18
payload=125
overcrowded_capacity=25
weight=65
axles=4
RunningCost=1340
intro_year=2000
intro_month=1
retire_year=2500
retire_month=1
#gear=110
power=1060
speed=200
cost=45000
engine_type=electric
constraint[next][0]=Se_X52A_2000
constraint[next][1]=Se_UB52_2000
constraint[next][2]=Se_UB52_Unpowered_2000
constraint[next][3]=Se_X52B_2000
#constraint[next][4]=none
#constraint[prev][0]=Se_X52A_2000
constraint[prev][0]=Se_UB52_2000
constraint[prev][1]=Se_UB52_Unpowered_2000
constraint[prev][2]=Se_X52B_2000
constraint[prev][3]=none
bidirectional=1
tractive_effort=71
is_tilting=0
#way_constraint_permissive[2]=2
liverytype[0]=SJ-Blaa
liverytype[1]=TiB
liverytype[2]=Player-1
EmptyImage[W][0]=X50-X54-SJ.0.0
EmptyImage[NW][0]=X50-X54-SJ.0.1
EmptyImage[N][0]=X50-X54-SJ.0.2
EmptyImage[NE][0]=X50-X54-SJ.0.3
EmptyImage[E][0]=X50-X54-SJ.0.4
EmptyImage[SE][0]=X50-X54-SJ.0.5
EmptyImage[S][0]=X50-X54-SJ.0.6
EmptyImage[SW][0]=X50-X54-SJ.0.7
EmptyImage[W][1]=X50-X54-TiB.0.0
EmptyImage[NW][1]=X50-X54-TiB.0.1
EmptyImage[N][1]=X50-X54-TiB.0.2
EmptyImage[NE][1]=X50-X54-TiB.0.3
EmptyImage[E][1]=X50-X54-TiB.0.4
EmptyImage[SE][1]=X50-X54-TiB.0.5
EmptyImage[S][1]=X50-X54-TiB.0.6
EmptyImage[SW][1]=X50-X54-TiB.0.7
EmptyImage[W][2]=X50-X54-PLAYER.0.0
EmptyImage[NW][2]=X50-X54-PLAYER.0.1
EmptyImage[N][2]=X50-X54-PLAYER.0.2
EmptyImage[NE][2]=X50-X54-PLAYER.0.3
EmptyImage[E][2]=X50-X54-PLAYER.0.4
EmptyImage[SE][2]=X50-X54-PLAYER.0.5
EmptyImage[S][2]=X50-X54-PLAYER.0.6
EmptyImage[SW][2]=X50-X54-PLAYER.0.7
---
You need to rearrange that to look like this:
# X52A SJ Blå
obj=vehicle
copyright=Ves
name=Se_X52A_2000_SJ_BLAA
waytype=track
freight=Passagiere
length=18
payload=125
overcrowded_capacity=25
weight=65
axles=4
RunningCost=1340
intro_year=2000
intro_month=1
retire_year=2500
retire_month=1
#gear=110
power=1060
speed=200
cost=45000
engine_type=electric
constraint[next][0]=Se_X52A_2000_SJ_BLAA
constraint[next][1]=Se_UB52_2000_SJ_BLAA
constraint[next][2]=Se_UB52_Unpowered_2000_SJ_BLAA
constraint[next][3]=Se_X52B_2000_SJ_BLAA
#constraint[next][4]=none
#constraint[prev][0]=Se_X52A_2000_SJ_BLAA
constraint[prev][0]=Se_UB52_2000_SJ_BLAA
constraint[prev][1]=Se_UB52_Unpowered_2000_SJ_BLAA
constraint[prev][2]=Se_X52B_2000_SJ_BLAA
constraint[prev][3]=none
bidirectional=1
tractive_effort=71
is_tilting=0
#way_constraint_permissive[2]=2
EmptyImage[W]=X50-X54-SJ.0.0
EmptyImage[NW]=X50-X54-SJ.0.1
EmptyImage[N]=X50-X54-SJ.0.2
EmptyImage[NE]=X50-X54-SJ.0.3
EmptyImage[E]=X50-X54-SJ.0.4
EmptyImage[SE]=X50-X54-SJ.0.5
EmptyImage[S]=X50-X54-SJ.0.6
EmptyImage[SW]=X50-X54-SJ.0.7
---
# X52A Tåg i Bergslagen
obj=vehicle
copyright=Ves
name=Se_X52A_2000_TiB
freight=Passagiere
length=18
payload=125
overcrowded_capacity=25
weight=65
axles=4
RunningCost=1340
intro_year=2000
intro_month=1
retire_year=2500
retire_month=1
#gear=110
power=1060
speed=200
cost=45000
engine_type=electric
constraint[next][0]=Se_X52A_2000_TiB
constraint[next][1]=Se_UB52_2000_TiB
constraint[next][2]=Se_UB52_Unpowered_2000_TiB
constraint[next][3]=Se_X52B_2000_SJ_TiB
#constraint[next][4]=none
#constraint[prev][0]=Se_X52A_2000_TiB
constraint[prev][0]=Se_UB52_2000_TiB
constraint[prev][1]=Se_UB52_Unpowered_2000_TiB
constraint[prev][2]=Se_X52B_2000_TiB
constraint[prev][3]=none
bidirectional=1
tractive_effort=71
is_tilting=0
#way_constraint_permissive[2]=2
EmptyImage[W]=X50-X54-TiB.0.0
EmptyImage[NW]=X50-X54-TiB.0.1
EmptyImage[N]=X50-X54-TiB.0.2
EmptyImage[NE]=X50-X54-TiB.0.3
EmptyImage[E]=X50-X54-TiB.0.4
EmptyImage[SE]=X50-X54-TiB.0.5
EmptyImage[S]=X50-X54-TiB.0.6
EmptyImage[SW]=X50-X54-TiB.0.7
---
# X52A Player Color
obj=vehicle
copyright=Ves
name=Se_X52A_2000_player_color
waytype=track
freight=Passagiere
length=18
payload=125
overcrowded_capacity=25
weight=65
axles=4
RunningCost=1340
intro_year=2000
intro_month=1
retire_year=2500
retire_month=1
#gear=110
power=1060
speed=200
cost=45000
engine_type=electric
constraint[next][0]=Se_X52A_2000_player_color
constraint[next][1]=Se_UB52_2000_player_color
constraint[next][2]=Se_UB52_Unpowered_2000_player_color
constraint[next][3]=Se_X52B_2000_player_color
#constraint[next][4]=none
#constraint[prev][0]=Se_X52A_2000_player_color
constraint[prev][0]=Se_UB52_2000_player_color
constraint[prev][1]=Se_UB52_Unpowered_2000_player_color
constraint[prev][2]=Se_X52B_2000_player_color
constraint[prev][3]=none
bidirectional=1
tractive_effort=71
is_tilting=0
#way_constraint_permissive[2]=2
EmptyImage[W]=X50-X54-PLAYER.0.0
EmptyImage[NW]=X50-X54-PLAYER.0.1
EmptyImage[N]=X50-X54-PLAYER.0.2
EmptyImage[NE]=X50-X54-PLAYER.0.3
EmptyImage[E]=X50-X54-PLAYER.0.4
EmptyImage[SE]=X50-X54-PLAYER.0.5
EmptyImage[S]=X50-X54-PLAYER.0.6
EmptyImage[SW]=X50-X54-PLAYER.0.7
---
Note the image definitions are different (missing [ 0 ], [ 1 ] and [ 2 ]), the names of the vehicles are different and the "constraint" section are different. Additionally there are some settings in Extended specified, like "tilting" and "is_bidirectional" but those should just be ignored by the standard makeobj I believe.
To compile the entire pakset as such for windows, you just place the makeobj file in the root folder of the pakset (if you are using a Standard makeobj, it has to be renamed to "Makeobj-Extended.exe" to be recognized) and then just double click on "Pak128.Sweden-Ex Single files.bat". That will create a complete pakset for you.
If you whish to do this, you are most welcome, but since the approach has been initiated already to follow the Extended path of Simutrans, it might be easier to get that working and perhaps redo the map

If you have any whish of contributing to the pakset in any way, that would be most helpfull! Vladki already did alot of work on the signals in the pakset, for instance.
If so, tell me and I will help you setup to get started. There is few things as revarding as seeing your creations working in the game!
