Useless Tracks
Moderator: Graphics Moderators
Useless Tracks
I decided to spend my time on something useless. A track set without rails, a feature you may know from NuTracks, but then in a separate NewGRF. Why? Simply because some great ideas deserve to be in a separate grf, so that they can be used with other things as well.
So what is it? First and foremost the "lifted tracks" (or planning tracks in NuTracks): ballast without rail. In addition you'll get planning tracks, something similar to these blue things you previously found in NuTracks. Both track types can be disabled individually if you only want one of the two. Construction cost will be low and maintenance cost zero in both cases. For the lifted tracks I plan to add signals that show no light aspect (i.e. turned off).
Can you use it? Not yet, I'm still ironing out some things before nightlies will be built.
So what is it? First and foremost the "lifted tracks" (or planning tracks in NuTracks): ballast without rail. In addition you'll get planning tracks, something similar to these blue things you previously found in NuTracks. Both track types can be disabled individually if you only want one of the two. Construction cost will be low and maintenance cost zero in both cases. For the lifted tracks I plan to add signals that show no light aspect (i.e. turned off).
Can you use it? Not yet, I'm still ironing out some things before nightlies will be built.
- Attachments
-
- uselesstracks.PNG (47.24 KiB) Viewed 18430 times
- Bob_Mackenzie
- Chairman
- Posts: 823
- Joined: 25 Mar 2010 13:36
Re: Useless Tracks
What I see is eye candy dirt roads...
Some grass and weeds would be appropriate I think
Some grass and weeds would be appropriate I think
Re: Useless Tracks
I know you probably want to keep this small, but while you're on useless tracks, what about another type having just the ties and no rail?
Re: Useless Tracks
That too, if you want to think of them as roads then that's up to youBob_Mackenzie wrote:What I see is eye candy dirt roads...
I'll experiment with letting the terrain show through. If that doesn't work, grass and weeds can always be drawn.Bob_Mackenzie wrote:Some grass and weeds would be appropriate I think
I like that idea. I don't mind adding more track types in "different flavours". When they can be disabled seperately, it's ultimately up to the player to decide what he wants in his game and what not.Andrew350 wrote:what about another type having just the ties and no rail?
Re: Useless Tracks
Well in that case, what about useless tracks with water To make what we dutchies call an oldfashioned "sloot"
By the way, why not also make a Foobars tracks GRF where you do combine all the tracks you made (if it is not too much codingwork). My grfslots are quickly filling up
By the way, why not also make a Foobars tracks GRF where you do combine all the tracks you made (if it is not too much codingwork). My grfslots are quickly filling up
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Useless Tracks
Start using Chill's patchpack and you will have enough slots
I like the sloot idea.
I like the sloot idea.
View my (train)pictures on Flickr
Re: Useless Tracks
Yes, because half of my grfs don't work in thatjor[D]1 wrote:Start using Chill's patchpack and you will have enough slots
I too like the ditch idea, so I'll not be ditching that.
I'll consider the one-big-grf thing, but I'm already quite certain that something like that will end up at the very bottom of a very long to-do list.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Useless Tracks
Also... I think separate gameplay ideas do well in separate NewGRFs. IMHO FooBar does a pretty good job in putting separate stuff in separate NewGRFs but not making too small units
This is a truely unique NewGRF so far, at least by the looks. And it looks stunning Looks like it'll make a place in my list of "use in most games" NewGRFs along with HEQS, FISH, ISR and similar "always-used" NewGRFs
This is a truely unique NewGRF so far, at least by the looks. And it looks stunning Looks like it'll make a place in my list of "use in most games" NewGRFs along with HEQS, FISH, ISR and similar "always-used" NewGRFs
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
- andythenorth
- Tycoon
- Posts: 5661
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Useless Tracks
I'm considering converting most of HEQS to be rail vehicles instead of road.
Then it could use railtypes like this.
Then it could use railtypes like this.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Useless Tracks
That would indeed be a good idea, tracks like these could then be used to make different kinds of roads as there is no future implimentation of multiple roadtypes.andythenorth wrote:I'm considering converting most of HEQS to be rail vehicles instead of road.
Then it could use railtypes like this.
And another brainstorm.... If you have railtypes with water in them, one could code some ships into railvehicles... So little sailingships or canalboats (motorised or pulled by horses) And don't forget funfair rides or even racetracks...
Well, I think you'll have to change the name of this thread Foobar Looks like these kind of tracks can be very usefull!
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Useless Tracks
I like the idea of using this for a canal, then you could definitely create some canal boats. This would go great with pre-railroad early games.
At least, until RoadTypes DO come along.
At least, until RoadTypes DO come along.
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
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 | GarryG's Auz Sets
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 | GarryG's Auz Sets
Re: Useless Tracks
It is interesting to see all these ideas flowing off one screenshot. Even while there isn't a release yet. Heck, even the source isn't public yet! Thank you all for your input, greatly appreciated! I'll just gradually continue developing this, just keep the ideas coming and I'll see what I do with them
- Bob_Mackenzie
- Chairman
- Posts: 823
- Joined: 25 Mar 2010 13:36
Re: Useless Tracks
andythenorth wrote:I'm considering converting most of HEQS to be rail vehicles instead of road.
Then it could use railtypes like this.
That's a very neat idea!
How are you going to hide the signals? Otherwise it will look a bit odd
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Useless Tracks
By means of defining invisible signals for this "rail"type; possibly FooBar can make that a parameterBob_Mackenzie wrote:andythenorth wrote:I'm considering converting most of HEQS to be rail vehicles instead of road.
Then it could use railtypes like this.
That's a very neat idea!
How are you going to hide the signals? Otherwise it will look a bit odd
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
-
- Tycoon
- Posts: 1660
- Joined: 16 Dec 2007 22:24
- Location: Idaho, USA
Re: Useless Tracks
It would be difficult to debug signal problems on your "track" when the signals are invisible...
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
- colossal404
- Chief Executive
- Posts: 652
- Joined: 07 Mar 2009 12:48
- Location: Szeged, Hungary
Re: Useless Tracks
Maybe with crash barriers as signals left or right handed on the side of the road? Or some reflective columns, there you can draw the signal's green and red light by changing that small reflective piece to another colour...
Re: Useless Tracks
How hard would it be to define 'allow 90 degree turns' per railtype?I'm considering converting most of HEQS to be rail vehicles instead of road.
Then it could use railtypes like this.
- Bob_Mackenzie
- Chairman
- Posts: 823
- Joined: 25 Mar 2010 13:36
Re: Useless Tracks
Another issue would be all the "roads" would be in effect single track with no passing placesandythenorth wrote:I'm considering converting most of HEQS to be rail vehicles instead of road.
Then it could use railtypes like this.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Useless Tracks
I like that ideacolossal404 wrote:(...) there you can draw the signal's green and red light by changing that small reflective piece to another colour...
Not very hard. But the main effort before doing so would need to go into how to make the adv. setting "allow 90° turns" and the NewGRFs parameter interact such that it's understandable by the players. Having two things change the same aspect of a game often is not a good idea; esepcially so, if something like a NewGRF parameter is virtually invisible and the other a setting the user expects to have an effect.YukonRob wrote:How hard would it be to define 'allow 90 degree turns' per railtype?
EDIT: that said, an X or + type junction may look like 90° with this track type, but might actually be 2*45° which poses no issue.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Who is online
Users browsing this forum: Bing [Bot] and 6 guests