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 Post subject: Re: Country Roads (NRT)
PostPosted: Sun May 06, 2018 5:51 pm 
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Engineer
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acs121 wrote:
I dunno if it's possible to have "transition tiles" between roadtypes...it looks quite ugly connected to other roads.

No, it's not possible. But I'll provide some overlapping eyecandy NewObjects, when I come to it.

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Sun May 06, 2018 7:04 pm 
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Location: Courbevoie, near Paris, France
Kruemelchen wrote:
acs121 wrote:
I dunno if it's possible to have "transition tiles" between roadtypes...it looks quite ugly connected to other roads.

No, it's not possible. But I'll provide some overlapping eyecandy NewObjects, when I come to it.


For this ask help to Quast65, he knows really well how to do overlapping tiles :wink:

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 Post subject: Re: Country Roads (NRT)
PostPosted: Sun May 06, 2018 9:12 pm 
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Tycoon
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Lesarthois wrote:
Lovely! That would be nice on a high water level map. Or to make "scenic" places, or well, jsut for eyecandy.
A nice touch would be to have anphibious vehicles.. I think, there are those "Ducks" vehicles in the USA?


I am working on a spreadsheet of amphibious vehicles which could be utilized with such a set.
https://docs.google.com/spreadsheets/d/ ... sp=sharing

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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
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Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


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 Post subject: Re: Country Roads (NRT)
PostPosted: Mon May 07, 2018 1:46 am 
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kamnet wrote:
I am working on a spreadsheet of amphibious vehicles which could be utilized with such a set.
https://docs.google.com/spreadsheets/d/ ... sp=sharing

I'll pm you on this :)
It will take some time, since I am already procrastinating too much with OTTD :lol:

But I drew some small electro boats tonight ... :roll:
Attachment:
File comment: accumulator boats available from 1910 with a capacity of 20~25 passengers (no freight boats yet ...)
electro boat.png
electro boat.png [ 21.1 KiB | Viewed 804 times ]


Not much left to do until a release, now ... (though I really need to work on some paper instead :cry: )

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Mon May 07, 2018 1:13 pm 
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Joined: Sat Apr 29, 2017 7:49 pm
Posts: 50
and for more fancy canal roads :
Image

Trolley boats :mrgreen:

(this is totally a joke suggestion.)


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 Post subject: Re: Country Roads (NRT)
PostPosted: Mon May 07, 2018 4:41 pm 
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Tycoon
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Location: Lost in Music
The French canal system had some electric trolley haulage too :twisted:

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 Post subject: Re: Country Roads (NRT)
PostPosted: Mon May 07, 2018 11:16 pm 
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I can clearly see in what direction this is going ...

Here you have your (fake) catenary :P
Attachment:
File comment: fake catenary bridges (random eyecandy)
bridges.png
bridges.png [ 27.59 KiB | Viewed 710 times ]

Doesn't work with pantographs though :lol:

While this works graphically flawless (no clipping for most vehicles), activating the catenary bit also puts real catenary on bridges. I doubt I can do anything about it, as well as the occasionally misplaced bridges due to me misusing catenary functionality shamelessly :twisted:

.. I like the approach of dumb "intelligent" eyecandy placement though :lol:

Edit: Do you think houses should be built along the canals?

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


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 Post subject: Waterway Roads GRF
PostPosted: Wed May 09, 2018 12:50 pm 
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Engineer
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Posts: 96
Here you may playtest the 0.1 version of the waterway:
Attachment:
File comment: Waterway Road GRF 0.1 (NRT patch needed)
waterway_0_1.grf [232.99 KiB]
Downloaded 22 times


Features still missing are:
* NewObjects for placement in water and transition tiles, i.e. landing areas.
* Snow graphics

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Sat May 12, 2018 5:05 pm 
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Engineer
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Joined: Mon Aug 30, 2004 3:45 pm
Posts: 30
Location: France
Kruemelchen wrote:
New version out now!

Country Roads 0.2.3

Thank you for this road set, I can not live anymore without it !
Please include the attached proposal for the french language in your next versions.

Just for you to check if not already corrected : NewGRF name starts with a space, causing sorting mismatch.
Maybe you can include a new string parameter about the speed limit on each road type. This parametric way of customisation is a great idea each roadtype should include.

Best regards and many thanks,
Pascal.


Attachments:
File comment: French language strings proposal for countryroads
french.lng [2.08 KiB]
Downloaded 11 times
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 Post subject: Re: Country Roads (NRT)
PostPosted: Sat May 12, 2018 6:28 pm 
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Posts: 96
Pascal Lambert wrote:
Thank you for this road set, I can not live anymore without it !
Please include the attached proposal for the french language in your next versions.

Thank you so much! <3
I'll introduce it with the next release!

Quote:
Just for you to check if not already corrected : NewGRF name starts with a space, causing sorting mismatch.
Maybe you can include a new string parameter about the speed limit on each road type. This parametric way of customisation is a great idea each roadtype should include.

Thank you for reporting that :) Will be fixed in the next release.

About the parameter strings for the speed limit. I don't know why I haven't properly made up strings for these parameters ... :|
Will add some basic line around "speed limit of X" "Changes the speed limit of X for all vehicles."

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Sat May 12, 2018 10:16 pm 
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I made a few changements to the french translation of Pascal Lambert.


Attachments:
french.lng [2.09 KiB]
Downloaded 7 times

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 Post subject: Re: Country Roads (NRT)
PostPosted: Sun May 13, 2018 12:39 am 
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Engineer
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Joined: Sat Feb 18, 2017 5:47 pm
Posts: 96
This will become a habit of yours ;)

– merged, thank you

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 22, 2018 1:28 pm 
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Posts: 96
... made some lock graphics for waterway (based on ogfx)
coded them as catenary, so they do clip* though ...
Attachment:
small lock.png
small lock.png [ 42.04 KiB | Viewed 420 times ]

*due to pre set bounding boxes for the usual catenary poles or me just don't know how to set them or this not being implemented yet or never will

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 22, 2018 4:28 pm 
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Tycoon
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oh nice and funny coincidence, look what i started drawing today

Attachment:
lock preview.PNG [136.81 KiB]
Not downloaded yet


i plan to make a version without gates if you are interested i ll post it once i ve done all views


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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 22, 2018 7:02 pm 
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Posts: 96
Nice coincidence :)
but yours look really stunning! :shock:
romazoon wrote:
i plan to make a version without gates if you are interested i ll post it once i ve done all views

That would be absolutely awesome, I'd love to use your sprites with this set, thank you!
(Too bad we can't have animated doors ...)

And I really like your green fences, may I steal them? :mrgreen:

Edit: Also drew a new boat:
Attachment:
File comment: carries 15 passengers @ max. 74 km/h
speed boat.png
speed boat.png [ 27.22 KiB | Viewed 348 times ]

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 22, 2018 7:14 pm 
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Location: Courbevoie, near Paris, France
Kruemelchen wrote:
... made some lock graphics for waterway (based on ogfx)
coded them as catenary, so they do clip* though ...small lock.png
*due to pre set bounding boxes for the usual catenary poles or me just don't know how to set them or this not being implemented yet or never will


You can sprite the water waves as the road, and the lock as catenary. Thus only the lock will overlap.

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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 22, 2018 7:33 pm 
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Engineer
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Posts: 96
acs121 wrote:
You can sprite the water waves as the road, and the lock as catenary. Thus only the lock will overlap.

I am doing that already.
You can observe the clipping ingame if you load the grf I posted some posts above in the game and let boats run below the bridges. The tip of the boat will clip when it tries to go under the bridge.
Naturally, "catenaries" that stretch all tile long will clip much more obviously, as can be seen in the following picture:
Attachment:
clipping.png
clipping.png [ 33.6 KiB | Viewed 336 times ]
I suspect then it has something to do with incorrect bounding boxes for the "catenary", as can also be seen in the above picture (no bounding box for the back and front side of the lock)

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 22, 2018 8:08 pm 
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Kruemelchen wrote:
That would be absolutely awesome, I'd love to use your sprites with this set, thank you!
(Too bad we can't have animated doors ...)

And I really like your green fences, may I steal them?


Thanks for the compliment :)

And those green fences they are made by flogeza and are used in City Object newgrf (there is canal inside, and those canals use that green fence)
If i m not mistaken they are gpl2 so that would allow you to steal them too, like i did ;)


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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 22, 2018 11:25 pm 
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Engineer
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Joined: Sat Feb 18, 2017 5:47 pm
Posts: 96
Thanks for pointing me at the great city objects grf, I think I'll incorporate their canal type as well :)

Meanwhile I've finished snow and ice graphics:
Attachment:
File comment: time to cool down!
freezy.png
freezy.png [ 47.9 KiB | Viewed 296 times ]

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


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 Post subject: Re: Country Roads (NRT)
PostPosted: Tue May 29, 2018 11:02 pm 
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Engineer
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Joined: Sat Feb 18, 2017 5:47 pm
Posts: 96
finished another set of style plus lock graphics, aligning with the canals from flogeza's city objects:
Attachment:
canals snow anim.gif
canals snow anim.gif [ 130.79 KiB | Viewed 120 times ]
Thanks to romazoon for letting me base the lock on their sprites :)

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


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