Auz Road Sets

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Argus
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Re: Auz Road Sets

Post by Argus »

Bug at Asphalt track depot, the vehicle goes off the side wall and can't get back. Unfortunately, I didn't have time to make a screenshot.
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Re: Auz Road Sets

Post by MysticSound »

Hello, I would like to report a bug/problem. Start in 1900, town using industrial road. I only enable your newgrf with RattRoads. Also, my paramaters is the same across all grf.

Thank you.
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Town using industrial (ISR) road.
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Quast65
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Re: Auz Road Sets

Post by Quast65 »

I think we (mainly you :twisted: ) should get working on your other 3 roadsets.

1. Adding parameters to them.
2. Think about what roads are kind of in the same sort of group (highspeedroads, normalspeedroads, pedestrianroads, farm/rural-roads, industrial-roads, etc etc)
This to think about what roads should be in each others powered_roadtype_list, as now everything is in each others powered-list and that could use improvement.
3. Add IAAN to the alternative_roadtype_list of the appropriate other farm/rural-roads
4. Think about what labels the "vehicles" in that GRF with the marching armies should get
5. Impliment those into the appropriate roads via alternative_roadtype

This has no rush by the way and can be done along your development of nice things for the auzobjects.
Last edited by Quast65 on 11 May 2023 12:25, edited 1 time in total.
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Re: Auz Road Sets

Post by Brickblock1 »

Quast65 wrote: 11 May 2023 11:32 3. Add alternative_roadtype IAAN to the appropriate other farm/rural-roads
IAAN shouldn't be compatible with road tho according to the standard and if roadvehicles want to work on regular roads they should add RAAN as a fallback when IAAN isn't avaliable.
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Quast65
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Re: Auz Road Sets

Post by Quast65 »

Brickblock1 wrote: 11 May 2023 12:11 IAAN shouldn't be compatible with road
Those vehicles arent and wont, see this GRF:
viewtopic.php?p=1261185#p1261185
With garry's other farm/rural roads, I mean those ones with a dirt surface (I and second A, of IAAN)
The IAAN vehicles will only drive on those.

EDIT:
I edited this:

Code: Select all

3. Add alternative_roadtype IAAN to the appropriate other farm/rural-roads
into this

Code: Select all

3. Add IAAN to the alternative_roadtype_list of the appropriate other farm/rural-roads
EDIT2:
@Garry
I think we best start of with that roadset that has the dirt-roads and the cobbleroads.
That way we can test out what happens with IAAN vehicles and also adding the people/cattle-etc "vehicles"
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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GarryG
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Re: Auz Road Sets

Post by GarryG »

Quast65 wrote: 11 May 2023 11:32 I think we (mainly you ) should get working on your other 3 roadsets.
Been looking at ideas for some time with the roads sets.
And with what you mention got me thinking more.
I joined the 3 sets together for my own use.
But keeping the 3 separate might be best but maybe rename them.

Part 1: Can be Rural and Country Roads. (Roads with fences)
Part 2: Can be highspeed, Town and City Roads and maybe pedestrianroads
Part 3: Industrial and others.

Will have a think about it for a bit while I do a bit of object work.
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
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Quast65
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Re: Auz Road Sets

Post by Quast65 »

Well, to be honest, eventually having them all in one set would be better (if only for the reason that it frees up 2 GRF-slots, or even one more if you combine them with the FarmroadGRF).
And especially if you give them all a parameter to be active or not.

However, for now, with "learning" how to use these new features, I think it is handier to keep them split up.
As they then are smaller chunks to handle and if some issues arise, it is not that difficult to search for it.

Later, when all is working as desired, they can be combined.
Will have a think about it for a bit while I do a bit of object work.
That is good, I am very busy the next couple of days with work. Have more time free on tuesday and wednesday.
The thing you could do (where you dont need me for) if you have time/feel like it, is to give the roads parameters to (dis)activate them.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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SkiddLow
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Re: Auz Road Sets

Post by SkiddLow »

I get a new suggestion for translation of Auz Road Sets into other languages to be : Spanish, Portuguese, French, Arabic, Chinese, Japanese, Korean, Indonesian, Malay, Thai and other

Bahasa Indonesia (Indonesian) translation of Auz Road Sets will determinated :
- Farm Tracks => Jalur Pertanian
- Dirt Tracks => Jalur Tanah
- Dirt Road + Electrified Dirt Road => Jalan Tanah & Jalan Tanah Dialiri Listrik
- Beach Sand => Jalan Pasir Pantai
- Cobblestone Road + Wide Road + with Fence + Electrified => Jalan Berbatu, Jalan Berbatu Lebar, Jalan Berbatu dengan Pagar, Jalan Berbatu Lebar Dialiri Listrik (+dengan Pagar)
- Concrete Road => Jalan Beton
- Clickity Clack Road => Jalan Beton Klak Klik
- Basic, Improved, Modern Bitumen Road => Jalan Aspal Dasar, Jalan Aspal Ditingkatkan dan Jalan Aspal Modern
- Modern Concrete Road => Jalan Beton Modern
- Highway Bitumen => Jalan Raya Aspal
- Highway Concrete => Jalan Raya Beton
- Boulevard Front/Back Section => Bulevar bagian Depan/Belakang
- Single Lane Road Left/Right Side => Jalan Satu Lajur Sisi Kiri/Kanan
- Railway Ballast Road => Jalan Pemberat Kereta Api
- Mine Access Road => Jalan Akses Pertambangan
- Industrial Road / ISR Industrial Road =>Jalan Industri / Jalan Industri ISR

For Bahasa Melayu (Malay) translation of Auz Road Sets will determinated :
- Farm Tracks => Laluan Ladang
- Dirt Tracks => Laluan Tanah
- Dirt Road + Electrified Dirt Road => Jalan Tanah & Jalan Tanah Dielektrik
- Beach Sand => Jalan Pasir Pantai
- Cobblestone Road + Wide Road + with Fence + Electrified => Jalan Batu, Jalan Batu Lebar, Jalan Batu dengan Pagar, Jalan Batu Lebar Dielektrik (+dengan Pagar)
- Concrete Road => Jalan Konkrit
- Clickity Clack Road => Jalan Konkrit Klak Klik
- Basic, Improved, Modern Bitumen Road => Jalan Asfalt Dasar, Jalan Asfalt Dipertingkatkan dan Jalan Asfalt Moden
- Modern Concrete Road => Jalan Konkrit Moden
- Highway Bitumen => Lebuhraya Asfalt
- Highway Concrete => Lebuhraya Konkrit
- Boulevard Front/Back Section => Persiaran bahagian Depan/Belakang
- Single Lane Road Left/Right Side => Jalan Satu Lorong Sisi Kiri/Kanan
- Railway Ballast Road => Jalan Balast Keretapi
- Mine Access Road => Jalan Akses Perlombongan
- Industrial Road / ISR Industrial Road =>Jalan Perindustrian / Jalan Perindustrian ISR

Auz Road Sets should have other languages!!!
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GarryG
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Re: Auz Road Sets

Post by GarryG »

Quast65 wrote: 11 May 2023 23:23 Well, to be honest, eventually having them all in one set would be better (if only for the reason that it frees up 2 GRF-slots, or even one more if you combine them with the FarmroadGRF).
And especially if you give them all a parameter to be active or not.

However, for now, with "learning" how to use these new features, I think it is handier to keep them split up.
As they then are smaller chunks to handle and if some issues arise, it is not that difficult to search for it.

Later, when all is working as desired, they can be combined.
I started working on the AuzRattRoadsPt1. I'll just put 10 roads in this until we happy with.

I removed the electrified roads as not thinks they really need on this set of roads .. at least not for now.
Quast65 wrote: 11 May 2023 23:23 That is good, I am very busy the next couple of days with work. Have more time free on tuesday and wednesday.
Catch up with you later next week. Cheers pal.
SkiddLow wrote: 12 May 2023 00:11 I get a new suggestion for translation of Auz Road Sets into other languages to be : Spanish, Portuguese, French, Arabic, Chinese, Japanese, Korean, Indonesian, Malay, Thai and other
Hope can do that once Quast65 and I have finished making the changes and adding the parameters. 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
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Re: Auz Road Sets

Post by Argus »

GarryG wrote: 12 May 2023 06:48 I removed the electrified roads as not thinks they really need on this set of roads .. at least not for now.
It's a shame, I use trolleybuses often, but I understand that they probably don't run much in Australia. :)
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Quast65
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Re: Auz Road Sets

Post by Quast65 »

Argus wrote: 22 May 2023 11:37
GarryG wrote: 12 May 2023 06:48 I removed the electrified roads as not thinks they really need on this set of roads .. at least not for now.
It's a shame, I use trolleybuses often, but I understand that they probably don't run much in Australia. :)
I am working with Garry via PM's on the remodelling of his roadset, at least one electrified road will be in there.
No worries ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Argus
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Re: Auz Road Sets

Post by Argus »

Thank you for the information :) I would hate to mix the two sets of roads, it causes quite a lot of problems. :) The experience with the combination of polroad and other sets was fully enough for me to say that this really won't work :D
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GarryG
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Re: Auz Road Sets

Post by GarryG »

Big changes coming with my road sets.

When I first made them many years ago I added fences because to put the fences manually along the road had to do 1 tile at a time. But the OpenTTD upgrades now allow to lay fences and any other object continuous by holding down the mouse button.

So I going to remove the fences from my road set as this will give you the opportunity to put what ever fences you like along side the roads by using my AuzFenceObjects or fences made by other coders.

No idea when this be finished .. but that is my plan.

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
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