Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Tue Nov 20, 2018 2:38 pm

All times are UTC




Post new topic  Reply to topic  [ 64 posts ]  Go to page Previous 1 2 3 4 Next
Author Message
 Post subject: Re: Unspooled
PostPosted: Tue Jan 16, 2018 5:01 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Feb 21, 2010 12:15 am
Posts: 1031
Location: Fitzroy North - 96
New small update - some discussion on IRC over the weekend led to enabling of CC for poles etc in recent builds of NRT. This update modifies some pixels so that poles show 1CC, and also fixes the missing pole issue on catenary dead ends. I've altered the way wires look at end of line, but I am not yet happy with it.

More changes to come, mostly for road surfaces, and adding parameters for different 'rosters' of roadtypes.


Attachments:
spool013.grf [319.01 KiB]
Downloaded 81 times
Unspooled_013_Source.zip [999.8 KiB]
Downloaded 24 times

_________________
Image
Trolleybi! Trucks and Buses -- Docklands -- Unspooled -- MLSS
Top
   
 Post subject: Re: Unspooled
PostPosted: Tue Feb 13, 2018 1:12 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Feb 21, 2010 12:15 am
Posts: 1031
Location: Fitzroy North - 96
New Version, adds parameters for road type selection and support for NO_HOUSES flag.


Attachments:
spool021.grf [347.99 KiB]
Downloaded 116 times

_________________
Image
Trolleybi! Trucks and Buses -- Docklands -- Unspooled -- MLSS
Top
   
 Post subject: Re: Unspooled
PostPosted: Mon May 07, 2018 10:23 pm 
Offline
Transport Coordinator
Transport Coordinator

Joined: Tue Apr 13, 2010 9:31 pm
Posts: 274
Just played around with these and they look awesome.. but one TINY request.. would it be possible to configure it so the asphalt road is the default (so towns build it) instead of the stone paved one?

Edit: It would also be nice to be able to choose that the default depot is not replaced. These look a little weird and I could use a standard roadset to use its depots instead.


Top
   
 Post subject: Re: Unspooled
PostPosted: Tue May 08, 2018 12:23 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Feb 21, 2010 12:15 am
Posts: 1031
Location: Fitzroy North - 96
KeldorKatarn wrote:
Just played around with these and they look awesome.. but one TINY request.. would it be possible to configure it so the asphalt road is the default (so towns build it) instead of the stone paved one?

Edit: It would also be nice to be able to choose that the default depot is not replaced. These look a little weird and I could use a standard roadset to use its depots instead.


Both are easily feasible, I'll aim to include them in the next release.

_________________
Image
Trolleybi! Trucks and Buses -- Docklands -- Unspooled -- MLSS


Top
   
 Post subject: Re: Unspooled
PostPosted: Tue May 08, 2018 12:45 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Tue Apr 13, 2010 9:31 pm
Posts: 274
Cool beans :)

Edit: One more suggestion for a parameter to select types:

No electrified roads.

There's lot of roadsets I believe without any vehicles that can use road catenary at the moment so those roads only take away useful slots, while I for one certainly wouldn't want to miss out on any of the non-electrified ones :)


Top
   
 Post subject: Re: Unspooled
PostPosted: Tue May 08, 2018 12:54 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Tue Apr 13, 2010 9:31 pm
Posts: 274
Also.. alternatively you could offer some other depots.

Garry has been working on some overlays for depots and his graphics might work fine:
viewtopic.php?p=1206531#p1206531

What bugs me the most about the current ones is the company color stuff. I don't like depots with company colors :P
Maybe Garry is willing to share graphics here :) I think these would work awesome with your roads. He has a couple styles
so you could choose some for different road types :)


Top
   
 Post subject: Re: Unspooled
PostPosted: Sat May 12, 2018 9:40 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Nov 03, 2017 6:57 pm
Posts: 1620
Location: Courbevoie, near Paris, France
Please avoid double-posting.
There is a vehicle set including electrified road vehicles : Mop Generic NRT Vehicles. It's the only one AFAIK to give ELRD vehicles.

_________________
NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


Top
   
 Post subject: Re: Unspooled
PostPosted: Sun May 13, 2018 11:53 am 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 116
Technically speaking, electrified road types shouldn't be automatically introduced unless trolley vehicles are available (same behaviour as with rail types).
As this, at least for me, doesn't work yet, all Supermop could do is run a check for the availability of his Generic NRT Vehicles and disable electrified roads if it isn't.

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set


Top
   
 Post subject: Re: Unspooled
PostPosted: Sat May 26, 2018 6:46 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Jul 02, 2012 2:53 pm
Posts: 1682
Location: Russia, Samara
I have the following suggestions for further development of this set :) :
1. One-way trolleybus wires. 2. One-way tram tracks.
What do you think of these ideas? How difficult is it to implement this task for OpenTTD? Did you have a discussion on this issue? What did you come to in the end? After all, one-way contact wires for trolleybuses, one-way tram tracks with wires and without wires exist in real life. If it were all in the game now, there could be more realistic roads in the cities, including one-way rings for trams and trolleybuses. I think a lot of players dream about it :wink: .

_________________
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017


Top
   
 Post subject: Re: Unspooled
PostPosted: Sat May 26, 2018 9:59 pm 
Offline
Engineer
Engineer

Joined: Sat Jun 18, 2016 7:05 pm
Posts: 49
KeldorKatarn wrote:
one TINY request.. would it be possible to configure it so the asphalt road is the default (so towns build it) instead of the stone paved one?


Not a fan of this idea. The reason why I like this set is that it gives me a nice low speed limit in towns and cities. Changing the default road to asphalt will allow my trucks to go though a city at 80kph! I think 65kph is a little exessive as most towns in the western world have a limit somewhere around the 50kph mark.

Is the default road setting somthing we could set as a parameter? That would keep everyone happy


Top
   
 Post subject: Re: Unspooled
PostPosted: Sat May 26, 2018 11:17 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 116
STD wrote:
I have the following suggestions for further development of this set :) :
1. One-way trolleybus wires. 2. One-way tram tracks.
What do you think of these ideas? How difficult is it to implement this task for OpenTTD? Did you have a discussion on this issue? What did you come to in the end? After all, one-way contact wires for trolleybuses, one-way tram tracks with wires and without wires exist in real life. If it were all in the game now, there could be more realistic roads in the cities, including one-way rings for trams and trolleybuses. I think a lot of players dream about it :wink: .

I have experimented with one-way tram tracks a bit. Concerning the graphics this is a no-brainer and was easy to do:
Attachment:
one way tram track.png
one way tram track.png [ 32.95 KiB | Viewed 965 times ]

However, there is no way to forbid trams running on the 'wrong' direction where there are no tram tracks, and you would need 2 tram types (left and right) to lay them correctly.
... which is why I abandoned the idea ...

But I can share the grf if someone would want to use or build up on it ...

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set


Top
   
 Post subject: Re: Unspooled
PostPosted: Sun May 27, 2018 1:44 am 
Offline
Engineer
Engineer
User avatar

Joined: Sat Jan 28, 2012 7:35 am
Posts: 86
Kruemelchen wrote:
However, there is no way to forbid trams running on the 'wrong' direction where there are no tram tracks, ...



Would building one-way streets solve this?

_________________
There's nothing like a deadline to hone the concentration.

Good manners cost nothing, but earn respect.

" 'Impossible' is not in our vocabulary." Jack Chrichton, Farscape


Top
   
 Post subject: Re: Unspooled
PostPosted: Sun May 27, 2018 1:50 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 6225
Location: Eastern KY
Captain Rand wrote:
Kruemelchen wrote:
However, there is no way to forbid trams running on the 'wrong' direction where there are no tram tracks, ...



Would building one-way streets solve this?


No, OpenTTD trams do not respect one-way streets, they do not respect street barriers, either.

_________________
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


Top
   
 Post subject: Re: Unspooled
PostPosted: Sun May 27, 2018 10:40 am 
Offline
Engineer
Engineer
User avatar

Joined: Sat Jan 28, 2012 7:35 am
Posts: 86
kamnet wrote:

No, OpenTTD trams do not respect one-way streets

Thanks, I wasn't sure. And even if they did I just realized you can't use one-way markings if you build a Tramline without a road.

Pete.

_________________
There's nothing like a deadline to hone the concentration.

Good manners cost nothing, but earn respect.

" 'Impossible' is not in our vocabulary." Jack Chrichton, Farscape


Top
   
 Post subject: Re: Unspooled
PostPosted: Sun May 27, 2018 4:25 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Jul 02, 2012 2:53 pm
Posts: 1682
Location: Russia, Samara
Kruemelchen wrote:
STD wrote:
I have the following suggestions for further development of this set :) :
1. One-way trolleybus wires. 2. One-way tram tracks.
What do you think of these ideas? How difficult is it to implement this task for OpenTTD? Did you have a discussion on this issue? What did you come to in the end? After all, one-way contact wires for trolleybuses, one-way tram tracks with wires and without wires exist in real life. If it were all in the game now, there could be more realistic roads in the cities, including one-way rings for trams and trolleybuses. I think a lot of players dream about it :wink: .

I have experimented with one-way tram tracks a bit. Concerning the graphics this is a no-brainer and was easy to do:one way tram track.png
However, there is no way to forbid trams running on the 'wrong' direction where there are no tram tracks, and you would need 2 tram types (left and right) to lay them correctly.
... which is why I abandoned the idea ...

But I can share the grf if someone would want to use or build up on it ...

And what about the intersection of one-way tram (trolleybus wires) with two-way? You were also able to implement this ? Please show a screenshot of your experiments. I'm just interested in seeing the result :) .

_________________
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017


Top
   
 Post subject: Re: Unspooled
PostPosted: Sun May 27, 2018 9:13 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 116
STD wrote:
And what about the intersection of one-way tram (trolleybus wires) with two-way? You were also able to implement this ? Please show a screenshot of your experiments. I'm just interested in seeing the result :) .

No, this didn't work. Currently there is no possibility of implementing logic to check for adjacent tiles, and I don't think it is planned either.

By the way I also discarded the idea because, at least where I live, trams usually take up the inner lanes of 4-lane roads. But it isn't possible to let the tram run on the inner lane. So it seemed the less possible to imitate this.

However, I've seen a one-track tram running on the driving side of the road (right hand side for me), but the tram would run in both directions, which was a bit shocking to see the tram running right towards me with flashing eyes, so I had to "overtake" it :lol:
But that wouldn't be possible in TTD either :P

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set


Top
   
 Post subject: Re: Unspooled
PostPosted: Mon May 28, 2018 11:01 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Jul 02, 2012 2:53 pm
Posts: 1682
Location: Russia, Samara
Kruemelchen wrote:
STD wrote:
And what about the intersection of one-way tram (trolleybus wires) with two-way? You were also able to implement this ? Please show a screenshot of your experiments. I'm just interested in seeing the result :) .

No, this didn't work. Currently there is no possibility of implementing logic to check for adjacent tiles, and I don't think it is planned either.

By the way I also discarded the idea because, at least where I live, trams usually take up the inner lanes of 4-lane roads. But it isn't possible to let the tram run on the inner lane. So it seemed the less possible to imitate this.

However, I've seen a one-track tram running on the driving side of the road (right hand side for me), but the tram would run in both directions, which was a bit shocking to see the tram running right towards me with flashing eyes, so I had to "overtake" it :lol:
But that wouldn't be possible in TTD either :P

Thank you very much for your detailed and informative answer with examples. I understand :D . Then we can only hope that the developers of the game in the future will deal with this situation. :wink: Still, one-way routes for trams and trolleybuses in the game are simply necessary. And also need all the intersections of these paths with two-way. And we need to refine the behavior of transport when driving on these types of paths, when moving from one-way to two-way and vice versa. I think this change will be a very good addition for the game in the future.

_________________
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017


Top
   
 Post subject: Re: Unspooled
PostPosted: Thu May 31, 2018 10:26 pm 
Offline
Moderator
Moderator
User avatar

Joined: Mon Dec 26, 2005 8:19 pm
Posts: 17146
Location: Harringay, North London
acs121 wrote:
andythenorth wrote:
Wow, I hope a mod comes by soon and splits this off :twisted:


About one-way tram tracks or train-trams ?


Both. I’m getting pretty tired of having to deal with derailed threads in graphics development. All concerned should take heed of my ire. The next derailment will see a fistful of warnings handed out. I do not discriminate.

Back on topic please.

_________________
Albion: A fictional Britain

Official TT-Dave Fan Club
Dave's Screenshot Thread! - Flickr


Why be a song when you can be a symphony? r is a...


Top
   
 Post subject: Re: Unspooled
PostPosted: Mon Jul 09, 2018 8:35 pm 
Offline
Engineer
Engineer

Joined: Sat Jun 18, 2016 7:05 pm
Posts: 49
I've Traced a bug back to this set.
It makes the word "New" appear twice on newspaper reports regarding new RVs. See Screenie below. This happens with multiple RV sets (tested with your RV set, Road Hog and HEQs)
Remove Unspooled and the problem goes away...


Attachments:
The Mountain Movers, 25th Aug 1961.png [229.04 KiB]
Not downloaded yet
Top
   
 Post subject: Re: Unspooled
PostPosted: Fri Aug 31, 2018 6:55 pm 
Offline
Engineer
Engineer
User avatar

Joined: Fri Nov 13, 2015 3:29 pm
Posts: 18
Hi, i think i found a bug. Pylons are visible through the vehicles (watch mouse cursor)
Happnes when using all 3 types of wires (rough, basic, modern)


Attachments:
insta.gif
insta.gif [ 19.16 MiB | Viewed 244 times ]
Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 64 posts ]  Go to page Previous 1 2 3 4 Next

All times are UTC


Who is online

Users browsing this forum: ForeverForgotten, Hiiron and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.