Grass / Trees growth on unused tracks
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Grass / Trees growth on unused tracks
How about grass/trees to grow on unused or abandoned railway tracks that have been dorment for a specified period of time. It will be great to look back on the history of your old games by seeing where all your old track used to lay .
Last edited by bebeto94 on 29 May 2007 17:08, edited 1 time in total.
This has been discussed at some points before and there's a thread aout the appearance of tracks that are unused but don't know where it is. You'll be familiar, I'm guessing, with the way track degrades when no trains run over it. That was the idea of that patch. I always wanted a feature like this because it adds the ultimate level of realism to your network. You could even have the unused track "fenced off" from your normal lines which would be awesome. The only trouble with the other patch was it only had the track with varying degrees of "shine" on the rails, whereas you're looking for a full on overgrowth. I like this idea, and I also think we could have random appearances of track that has a section of rail removed, or something.
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I'm a big fan of this idea. I consider it not just eyecandy though, but actual valuable feedback on the efficiency of the network.
My suggestion for implementation:
Tracks need several states, from full shiny, to rusty, to 'grassed in', to overgrown. GFX anyone?
With time, rails 'downgrade' (tileloop), with every train, it upgrades. With certain levels of degradation, a maximum speed might be correct. So the first train to use a piece of track in a long time, will have some trouble driving over it. But the pathfinder shouldn't take this into account, it will result in a self fulfilling prophecy: non-used tracks won't ever be used again.
Biggest problem with the thing: graphics. Implementation actually should be doable, as long as we find some bits in the map array.. but for rails, m7 should be fully available since it was introduced for newhouses, right?
My suggestion for implementation:
Tracks need several states, from full shiny, to rusty, to 'grassed in', to overgrown. GFX anyone?
With time, rails 'downgrade' (tileloop), with every train, it upgrades. With certain levels of degradation, a maximum speed might be correct. So the first train to use a piece of track in a long time, will have some trouble driving over it. But the pathfinder shouldn't take this into account, it will result in a self fulfilling prophecy: non-used tracks won't ever be used again.
Biggest problem with the thing: graphics. Implementation actually should be doable, as long as we find some bits in the map array.. but for rails, m7 should be fully available since it was introduced for newhouses, right?
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Agreed. Not sure about the UK, but many rail companies here pull up the rails (to save on taxes) and leave the ties and other debris on the side of the crushed stones supporting the reamining tracks. Perhaps if the tracks are abandoned long enough, some get torn up and book-ended by buffers?Dave Worley wrote:...and I also think we could have random appearances of track that has a section of rail removed, or something.
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I was having a little play around with this 2 or so months ago but unfortunately uni has taken up A LOT of my time and other projects had priority. The patch I managed to get done (appeared) to work for rail without any problem including rusting on junctions. Also had the ability for up to 16 stages. Didn't get to the point of crossings, tunnels and all climates except temperate since I had trouble creating a .grf properly
. Wasn't too happy with some of the implementation either but I was on a time budget.
Code needs more tidy up to follow standards, some comments added, update to latest revision and so on (but I can't access SVN from here since the ports are blocked).
Perhaps someone can use it for a base (or ideas).

Code needs more tidy up to follow standards, some comments added, update to latest revision and so on (but I can't access SVN from here since the ports are blocked).
Perhaps someone can use it for a base (or ideas).
- Attachments
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- oldrailw.grf
- For demo purposes. Palette issues, etc present. Contains only temperate, non-tunnel/road crossings.
- (166.78 KiB) Downloaded 320 times
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- aging track r9366.diff
- (13.89 KiB) Downloaded 297 times
That was an issue here too? I seem to remember a similar explanation was offered for TTD Patch.TheJosh wrote:The problem that was encountered last time this was discussed is the map array. basically it was blocked because they were waiting for the new map array.
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Well wasn't a problem for me: I posted a patch + grf file (makeshift) in Development:Dave Worley wrote:That was an issue here too? I seem to remember a similar explanation was offered for TTD Patch.TheJosh wrote:The problem that was encountered last time this was discussed is the map array. basically it was blocked because they were waiting for the new map array.
https://www.tt-forums.net/viewtopic.php?p=591823#591823
Thanks to Ben_K for the temporary graphics you see here.

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A Desired Patch
Cool. It will also be very useful as it will allow you to easily see which roads aren't being used. Especially helpful in late games where you can't monitor everything.
IMOSHO The graphics should just replace the ballast and sleepers with grass so it looks like tracks on grass. I think it fould fit better with the current style.
IMOSHO The graphics should just replace the ballast and sleepers with grass so it looks like tracks on grass. I think it fould fit better with the current style.
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