Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

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ZxBiohazardZx
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Re: Yet Another Road and Rail Set (version 0.1 now available

Post by ZxBiohazardZx »

michael blunck wrote:Just for the record.

regards
Michael

NuTracks actually DOES offer new gameplay, agree that the other sets are just visual and need their bridges sorted out
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by oleinves »

thanks very much PaulC
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by dasy2k1 »

Ive no idea how this could be done coding wise
but would it be possible for the ballast to be joined together on double tracks?

im thinking that whatever knows not to put a fence that side could be used to extend the ballast to the edge of the tile.

would love to see some level crossings with this,
prehaps with barriers on roads with pavements, and AOCs with no pavement
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by buttercup »

So apparently everyone has been making finescale tracks recently...
finescale.png
finescale.png (25.91 KiB) Viewed 3728 times
I don't really know what to do with them though. There are probably enough other nice sets out there already.
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by Ameecher »

Those are the best finescale tracks I have seen thusfar, buttercup :)
Image
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by arikover »

I like those a lot too. Are you thinking about releasing a finescale YARRS?
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by trainman1432 »

:) personal bookmark :)
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by trainman1432 »

A-HEEEMMMM.
Is Buttercup going to release the finescale tracks? Just curious. Been waiting for AGES!!!!!!!!!!!!!!!!!!!!!!!!! :( :( :( :( :( :( :( :(
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by buttercup »

Oh, hi.

To be honest I didn't really think anyone was waiting for the finescale tracks to be released.

Supposing I were to put a version on banananananas, what would be the best thing to do? The original YARRS with a parameter to choose which tracks to use (normal or finescale)? Completely replace the normal tracks with finescale, but keep the new roads? Put them all up (normal tracks, finescale tracks, new roads) as separate files? Something else?
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by Yoshi »

The original YARRS with a parameter to choose which tracks to use (normal or finescale)
:)
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by arikover »

buttercup wrote:The original YARRS with a parameter to choose which tracks to use (normal or finescale)
That would be great!
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by kamnet »

Or what if I wanted the tracks, but not the roads? :)

Either parameter it all, or parameter none of it and tell users it's all or nothing ;)
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by buttercup »

How about I split it into two newGRFs - one for the rails (original YARRS and finescale, selectable via parameter) and one for the road. It doesn't seem like many people use YARRS roads anyway, but at least they'll still be available.

Also, what about things like tunnels, fences, signals and overhead electrification bits? I think I was using graphics from other sets but obviously I wouldn't be able to include them for distribution. I could either try to draw completely new bits or just use the OpenGFX ones.
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by kamnet »

I personally would rather see one NewGRF that is configurable than two separate NewGRFs. As for the other graphics, you can always ask for permission to include it. I can't see why somebody would say no. :)
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by arikover »

Maybe you could do one GRF, with some parameters:

- Finescale tracks: Activated/Deactivated
- YARRS Roads: Activated/Deactivated
- Fences: Activated/Deactivated

or something like that.
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by Kerbiter »

Nice tracks and roads! can you put them on bananas, please? :)
My English is bad, so please PM me about my mistakes :roll:
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by trainman1432 »

buttercup wrote:How about I split it into two newGRFs - one for the rails (original YARRS and finescale, selectable via parameter) and one for the road. It doesn't seem like many people use YARRS roads anyway, but at least they'll still be available.

Also, what about things like tunnels, fences, signals and overhead electrification bits? I think I was using graphics from other sets but obviously I wouldn't be able to include them for distribution. I could either try to draw completely new bits or just use the OpenGFX ones.
New catenaries! Also, tram tracks, shall we?
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by buttercup »

Kerbiter wrote:Nice tracks and roads! can you put them on bananas, please? :)
They will eventually go on bananas, yes.

trainman1432 wrote:Also, tram tracks, shall we?
Er, one thing at a time. Probably not (but not definitely not).


And because making decisions is hard:
yarrsmock.png
yarrsmock.png (4.15 KiB) Viewed 2550 times
From top to bottom: original YARRS; YARRS tracks with finescale ballast; original finescale; finescale tracks with YARRS ballast. What do people like? And please don't say make it selectable via parameter :cry:
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Re: Yet Another Road and Rail Set (version 0.2.1 - 26/02/09)

Post by oberhümer »

Finescale with YARRS ballast is my preference, but I wouldn't mind a parameter to select the other finescale version :wink:
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