Kruemelchen's Cookie Jar

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Kruemelchen's Cookie Jar

Post by Kruemelchen »

Hi everyone :)

In this thread I'd like to release all my 'small' NewGRFs, which I don't fancy to open a thread in the Graphics Development section and give an overview about all my developed NewGRFs in a single jar.

And now get yourself some cookies and lay back ... :)

🍪 Kruemelchen's Cookie Jar 🍪

Road Water
Last edited by Kruemelchen on 21 Feb 2024 16:42, edited 21 times in total.
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Water Way Road [NRT]
Latest Version 0.2

This GRF provides a canal-like Road Type together with a basic set of small 'ships' to use with.

This GRF can only be used with NRT patched OpenTTD (RATT).

Features:
  • Road Type WWAY: support for Road Vehicle 'ships'
  • 5 'ships': Gondola (PAX, freight), Accumulator Boat (PAX), Solar Boat (PAX), Speedboat (PAX), Small Freighter (freight), which can run on WWAY 'roads'
  • 'ships' use 2X zoom graphics
  • 'ships' have custom half-load and full-load cargo graphics and run 'lower' on full load
  • look and decorations vary per town zone: rural area = riverbed look, urban area = concrete look with decorations in city centres
  • 4 styles of decorations (fences, bridges, locks, ...): Original, Mediterranean/..., CityObjects/French/..., Scandinavian/Australian/...
  • snow aware graphics
  • parameters to adjust to play style
  • 'ship' tunnels :lol:
version 0.2
version 0.2
show-off.png (53.88 KiB) Viewed 33502 times
The above image is not ingame, as only one style may be used at a time.

Download of GRF and Source is below. License is GPLv2 unless specified other.

Please share your comments and bug reports with me :)
And happy playing :D
Attachments
waterway_0_2.grf
version 0.2
(461.66 KiB) Downloaded 552 times
WaterWayRoad_Source_0_2.7z
source version 0.2
(552.68 KiB) Downloaded 436 times
Last edited by Kruemelchen on 07 Sep 2018 13:01, edited 1 time in total.
User avatar
Wolf01
Tycoon
Tycoon
Posts: 2016
Joined: 24 Apr 2004 10:43
Location: Venezia - Italia
Contact:

Re: Kruemelchen's Cookie Jar

Post by Wolf01 »

Love at first sight :bow:
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Wolf01 wrote:Love at first sight :bow:
Thank you so much, but all these GRFs wouldn't even be possible without the great work you've contributed to NRT! :bow:
User avatar
kamnet
Moderator
Moderator
Posts: 8665
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

I'm testing out Water Roads 0.2 with openttd-ratt-geb78e579. I'm not getting any styles but OpenTTD-style rivers, no matter what I'm changing it to.
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

kamnet wrote:I'm testing out Water Roads 0.2 with openttd-ratt-geb78e579. I'm not getting any styles but OpenTTD-style rivers, no matter what I'm changing it to.
Thank you for testing it out :)

This is intended behaviour, I forgot to mention it in the post :oops: .
Outside of cities the Water Roads look like rivers, inside of cities they get a concrete containment, and in city centres decorations like fences and bridges etc. are drawn upon that. Only locks will appear in every town zone (randomly).
I get it, the picture above is also misleading :oops:

I'm sorry if this automation seems inconvenient. I didn't want to clutter the road menu with several eyecandy versions of the same.
User avatar
kamnet
Moderator
Moderator
Posts: 8665
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

Now that NRT supports 63 roadtypes, would you consider allowing players to build each type of water road rather than have it based on the town zone?
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Re: Water Way Road 0.3

Post by Kruemelchen »

Water Way Road [NRT]
Version 0.3

This GRF provides water based road types together with a basic set of small 'ships' to use with them.

This GRF can only be used with OpenTTD 1.10 and later.

Basic Features:
  • Road Type WWAY (water way) and RWAY (river way): support for Road Vehicle 'ships' (WWAY)
  • 5 'ships': Gondola (PAX, freight), Accumulator Boat (PAX), Solar Boat (PAX), Speedboat (PAX), Small Freighter (freight), which can run on WWAY 'roads'
  • 'ships' use 2X zoom graphics
  • 'ships' have custom half-load and full-load cargo graphics and run 'lower' on full load
  • different styles: water way = concrete canal look, river way = riverbed look
  • decorations vary per town zone
  • 3 styles of decorations (fences, bridges, locks, ...): Mediterranean, CityObjects-esque, 'Scandinavian'
  • style of decorations is automatically set by climate (changeable via parameter)
  • snow aware graphics
  • parameters to adjust to play style
  • 'ship' tunnels :lol:
Additional Features:
  • Road Type FORD (fording of river way): only available if 'off road' vehicles are present¹
  • Road Type FRZN (frozen river way): only available in arctic climate²
1) at the moment, only my SUV set (see first posting) is supported
2) this road type does support usual ROAD vehicles, unless my SUV set (see first posting) is loaded


Possible Features of Next Version:
  • water way for swamps and lakes
  • broader rivers and canals to give more visual space (for bigger boats)
  • parallel use of different styles via different road type (this process started in this version by separating canal and river type)
  • new objects for decoration
Download of GRF and Source is below. License is GPLv2 unless specified other.

Please share your comments and bug reports :)
And happy playing :D
Attachments
WaterWayRoad_Source_0_3.7z
Source File (version 0.3.)
(896.53 KiB) Downloaded 345 times
waterway_0_3.grf
GRF File (Version 0.3)
(603.97 KiB) Downloaded 352 times
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

All my NRT sets can now be downloaded ingame via bananas :D

happy playing~
Meltmann
Engineer
Engineer
Posts: 1
Joined: 21 Aug 2020 13:07

Re: Kruemelchen's Cookie Jar

Post by Meltmann »

Hello,

I have a question; if I install these files like the Water Way Road, where should I be able to find the building menu's for them in the game?

Thanks in Advanced!
User avatar
kamnet
Moderator
Moderator
Posts: 8665
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

Meltmann wrote: 21 Aug 2020 13:27 Hello,

I have a question; if I install these files like the Water Way Road, where should I be able to find the building menu's for them in the game?

Thanks in Advanced!
Water Way Roads will be under Roads.
reyasem
Engineer
Engineer
Posts: 9
Joined: 15 May 2020 11:46

Re: Kruemelchen's Cookie Jar

Post by reyasem »

Hi.

About the water roads, can it connect to real water? (Eg, lake or sea) and can the ships be used on real water as well?
Auge
Chief Executive
Chief Executive
Posts: 652
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: Kruemelchen's Cookie Jar

Post by Auge »

Hello
reyasem wrote: 27 Aug 2020 05:38 About the water roads, can it connect to real water? (Eg, lake or sea) and can the ships be used on real water as well?
No, it can't. It's only a road (not looking like a road).

Tschö, Auge
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Horse Carts Road Vehicle Set
Version 1.0

"Horse Carts" is a reality-inspired road vehicle set, that provides carts, wagons or carriages pulled by horses (among others).

Features:
  • 8 different carts/wagons/carriages
  • multiple variants in pulling means (speed, power), including horses and oxen (more to come)
  • generic carts get tyre upgrade around 1900 (need to buy new)
  • horse courier and logging horse
  • available since medieval times to cater very early game starts
  • vehicles are available in their realistic time period (per standard, vehicles never expire)
  • slightly-realistic horse speeds (hopefully balanced)
  • parameters to adjust to play style
  • native 2X-Zoom graphics
  • animated horses 🏇 (and cattle 🐄)
  • cargo graphics
  • carts can go off-road and cross rivers (needs WaterWayRoad*)
*the fording feature in WaterWayRoad 0.3.3 is only available when used together with SUV (see first post)

Vehicles:
vehiclelist.png
vehiclelist.png (25.22 KiB) Viewed 24909 times

Disclaimer: Due to "realism" capacity and speed of the horse carts might not be suitable for a fast-paced game after 1920. Best use with daylength-patch, pre-1900 and with reduced cargo production.

Upcoming Features:
  • camels in subtropical climate!
License:
GPLv2 unless specified other

Download the GRF and source below! :) (Will upload to Bananas, unless bugs are reported)
Attachments
horsecarts_1_0.grf
Horse Carts 1.0
(555.48 KiB) Downloaded 229 times
horsecarts_1_0.7z
Source Code
(506.84 KiB) Downloaded 234 times
User avatar
GarryG
Tycoon
Tycoon
Posts: 6101
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Kruemelchen's Cookie Jar

Post by GarryG »

Like your horse and carts. Wonder can I steal your wagons and horse and add them to the farm animals and Old Objects Pre-1900 as objects. I did some object wagons not long ago, but nice if players have a choice to match sets they use.

Also see if I can make some corrals and a place so the wagons and the Mail Rider travelling long distance will have a place to get fresh horses.

Cheers
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
kamnet
Moderator
Moderator
Posts: 8665
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

Going through some of the road sets to check compatibility.

Docklands: Will not run on any roads, including Mudyard and Non-electric Cobblestone.
Ratt Roads: Will run on Dirt Roads, Sett-paved Roads and Basic Asphalt Roads.
Polroads: Will not run on Improved Asphalt Roads or Highway Roads, will run on all others including Concrete Slab Highway.
U&Ratt: Will not run on Field Roads, Asphalt Roads, Urban Asphalt, or ISR Roads. Will run on Dirt Roads, Gravel Roads, Basic Roads.
Unspooled: Will not run on any road with electric overhead, but will run on Rough Dirt, Gravel, Stone and Asphalt.

I haven't checked all vehicles yet, but so far I really like this, this is very extensive! I think this may be my new preferred early road vehicles set.
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Thank you for your positive reaction :)
GarryG wrote: 31 Jan 2022 05:05 Like your horse and carts. Wonder can I steal your wagons and horse and add them to the farm animals and Old Objects Pre-1900 as objects. I did some object wagons not long ago, but nice if players have a choice to match sets they use.

Also see if I can make some corrals and a place so the wagons and the Mail Rider travelling long distance will have a place to get fresh horses.
Yes, you may reuse any of the graphics under GPLv2! I'm glad you like them :)

In the next release (1.1 maybe) I'll add camels and mules. Just need to draw the animation and do some coding. Then I'll add caravans, too :D

It'd be awesome seeing horse change stations, or even possibly a caravansary :)

I have many ideas left :)
kamnet wrote: 31 Jan 2022 09:55 Going through some of the road sets to check compatibility. […]
I haven't checked all vehicles yet, but so far I really like this, this is very extensive! I think this may be my new preferred early road vehicles set.
Thank you, I'm glad you like it :)
I'm very glad you did a compatibility check! Seems like I haven't been up-to-date with some changes made to some road sets :oops:
I've updated the compatibility accordingly, though I refrained from letting the carts go on speedways (imagine the poor horses) as even the fastest coach never reaches 50kph.
However, it is possible for horse couriers and small carts to go through pedestrian zones :wink:
Attachments
horsecarts_1_0_1.grf
bugfix release; improved compatibility
(555.75 KiB) Downloaded 227 times
RoyalExamination9410
Traffic Manager
Traffic Manager
Posts: 210
Joined: 14 Nov 2021 06:56
Location: Canada

Re: Kruemelchen's Cookie Jar

Post by RoyalExamination9410 »

Like where this set is going! If you are adding camels, can you make them available in all climates? Here in British Columbia, they were briefly used as pack animals during the Cariboo Gold Rush, would be interesting to recreate this in game. Some links with more background info:
https://www.vancouverisawesome.com/hist ... ia-1946187
https://www.dawsoncreekmirror.ca/opinio ... ls-3505467
User avatar
GarryG
Tycoon
Tycoon
Posts: 6101
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Kruemelchen's Cookie Jar

Post by GarryG »

In the days when horses and wagons ruled the roads,they had staging posts when towns where far apart. about every 20 km there was a place where the wagons could get fresh horses and drivers and passengers could get something to eat and some places had a Inn for overnight accommodation.

I seeing if I can make some to be placed between towns for a bit of realism.

There be stables, corrals, Inns, Livery Stables, and places for people to eat.
Stage Stops.png
Stage Stops.png (15.73 KiB) Viewed 24585 times
Stage Stops 2.png
Stage Stops 2.png (10.32 KiB) Viewed 24585 times
Be nice if the wagons and did actually stop there, but the Bus Stops and Loading Bays not look nice, so I making some buildings with a overlap that should hide the bus stops like in this image.
Rest stops for coaches.png
Rest stops for coaches.png (15.65 KiB) Viewed 24585 times
Still a lot of work to do to them and lately I unable to spend much time at the computer to work on them. Hoe things will speed up in a few more days.

Cheers
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Argus
Tycoon
Tycoon
Posts: 1250
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

Beauty
Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 1 guest