[NRT] RattRoads - 1.0.2 released 05-17-20!

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Andrew350
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

wallyweb wrote:
22 May 2020 11:41
Are you not able to use an Action7/9 to skip the offending speed limit in favour of a lower limit while below a certain date?
No, the problem is that it's one roadtype using the graphics of two different roadtypes to create the illusion of different roadtypes in different town zones (sett pavement in the city center and dirt roads on the outskirts). It's a bit of a hack to create some variety at game start, before towns have a chance to naturally build out different roads. There is no issue with the dates, just that the speed of these "rural" town road graphics is slightly higher than the equivalent one that the player can build.

I could always make that the other way round of course, so the town roads have the lower of the two speeds. Or I could make dirt and sett roads have the same speed limit, although then there's not much point in ever upgrading to the more expensive option, so not sure about that idea. Really the problem boils down to there currently not being any way to visually distinguish these "old town roads" from the "normal" ones, so it creates confusion about speeds being different despite looking identical. I guess I need to alter the graphics slightly so the player knows which roads are the "old" ones and which ones have been upgraded by the players. :)

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Re: [NRT] RattRoads - 1.0.1 released 05-15-20!

Post by Ogre »

Andrew350 wrote:
17 May 2020 19:09
Hmm, that sounds like a speed limit issue then ;) All of my roads are compatible to each other, so the the only thing that changes are the speeds. What set(s) are you playing with? I used the base vehicles as a rough guide of when to introduce new roadtypes based on their speed, but obviously NewGRFs can differ wildly from that. Perhaps I can test with different NewGRFs and try to balance things a little differently.
At the moment I am using eGRVTS 2.0 limited to their horsedrawn cars and Road Hog. The speedlimits for your roads would be set to "harder" as I think I prefer the highway being rather limited as well.
Andrew350 wrote:
17 May 2020 19:09
True, but that should only be a problem if you start after 1970. Towns in games prior to that will use the older style roads in their centers, and only build the newer ones on the edges as they expand outward over time. That seems fairly realistic to me, but depends on your playstyle I guess. I usually start early (pre-1900) and disallow towns from building their own roads, so the issue may not be as obvious to me :)
Oh, this is something I wasn't aware of. I usually start early 1800s and I didn't notice any road construction with newer roads during the testing. So... this means any town would stick to, e.g. the sett road in their centers forever?
Andrew350 wrote:
17 May 2020 19:09
Okay, the first one is definitely my bad, I forgot to reinsert some code when fixing the first bug :lol: I'll fix that soon.
The second one, however, is more interesting. That looks like you found a bug in OpenTTD, so good job there. I'll send in a bug report and let them know :) And thanks for testing this stuff, it helps a lot :)
EDIT: Both are done now, issue posted to GitHub and bugfix release can be found in the usual places. Hope it works this time :)
My pleasure... and thank you for your update - I will test it the next days
Andrew350 wrote:
22 May 2020 13:56
... Really the problem boils down to there currently not being any way to visually distinguish these "old town roads" from the "normal" ones, so it creates confusion about speeds being different despite looking identical. I guess I need to alter the graphics slightly so the player knows which roads are the "old" ones and which ones have been upgraded by the players. :)
Speed limits should not be identical, as no one will then upgrade :wink: How about replacing the dirt roads built by the towns at start with something that looks more like crushed stone? EDIT: It seems to be called "macadam".
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Re: [NRT] RattRoads - 1.0.1 released 05-15-20!

Post by wallyweb »

Ogre wrote:
24 May 2020 16:20
Speed limits should not be identical, as no one will then upgrade :wink: How about replacing the dirt roads built by the towns at start with something that looks more like crushed stone? EDIT: It seems to be called "macadam".
Actually almost all roads are macadam where the center of the road is a touch higher than the edge so that water will run off to the sides. You might be thinking of chipseal which is crushed stone infused with tar and then compacted with a roller. Note that chipseal should not be confused with asphalt which is much more durable.

Roads in the town zones are easily identified, even if they have the same surface. Zone 4, the inner most zone has street lights. Zone 3 has trees. Zones 2 and 1 and that part of Zone 0 (the outer most zone) that lies within the town zone limits all have sidewalks. Anything without sidewalks lies outside the town limits even though it is classified as Zone 0.

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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

Ogre wrote:
24 May 2020 16:20
The speedlimits for your roads would be set to "harder" as I think I prefer the highway being rather limited as well.
I also prefer "harder", and after a quick test with egrvts2 it seems like the speed limits match up okay in the early game (<1900). The early roads can't really get much slower, so I'll have to look further to see if any balancing needs to happen :)
Ogre wrote:
24 May 2020 16:20
So... this means any town would stick to, e.g. the sett road in their centers forever?
They should, yes. The only exceptions are if you upgrade the roads yourself or if you use the "fund local road construction" option, which results in an ugly mash of old and new roadtypes :) Currently though, you won't see any new roadtypes appear until 1920, so if you haven't left the 1800's yet you won't have noticed anything different :)
Ogre wrote:
24 May 2020 16:20
How about replacing the dirt roads built by the towns at start with something that looks more like crushed stone? EDIT: It seems to be called "macadam".
I can look into some different options, yes :)
wallyweb wrote:
24 May 2020 19:54
Roads in the town zones are easily identified, even if they have the same surface.
Yes, but the issue is that they are indistinguishable from the player-built roads which have a slightly different speed limit; the town zone doesn't matter in this case. I can tell you haven't tried RattRoads yet :P

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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by wallyweb »

Andrew350 wrote:
24 May 2020 20:12
Yes, but the issue is that they are indistinguishable from the player-built roads which have a slightly different speed limit; the town zone doesn't matter in this case. I can tell you haven't tried RattRoads yet :P
Actually I have, but only for experimenting. I wasn't paying attention to speeds.
Here's a question for you ... Apparently if the setting allows a town to build houses along a road, then the town will build the fastest road. Does your player built road allow the town to build houses along that road? I'd test it myself, but I'm knee deep into another project.

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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

wallyweb wrote:
24 May 2020 22:03
Apparently if the setting allows a town to build houses along a road, then the town will build the fastest road. Does your player built road allow the town to build houses along that road?
Yes, assuming that behavior hasn't been disabled :)

Interestingly, if your fastest roadtype is set to disallow houses, but also allow towns to build it, that will cause map generation to fail, even if other roads are available. Towns only pick the fastest road to build even if it can't build houses. Obviously it's just stupid to do such a thing, but it's amusing nonetheless :)

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