Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Fri Jul 20, 2018 2:12 pm

All times are UTC




Post new topic  Reply to topic  [ 60 posts ]  Go to page 1 2 3 Next
Author Message
 Post subject: Country Roads (NRT)
PostPosted: Wed Mar 08, 2017 6:51 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 104
Hello everyone!

I've come to present Country Roads, a NewGRF designed to work with NotRoadTypes.

Description:
Country Roads is a small set of special use case Road Types, including mud and sand. It is designed for graphical enrichment of country side with roads crossing fields or woods. It adds no extra functionality, just custom sprites.
This set is a fork of supermop's unspooled, and should be usable as an add-on for said set.
This set is also under GPLv2.

Current version: 0.2.1 (final)

New Road Types:
  1. sand (field) road: SAND → support for ROAD (regular RVs)
  2. mud (wood) road: OFFR → support for HAUL (heavy haul vehicles)*

Features:
  • 2 new Road Types: mud (designed for wood roads) and sand (designed for field roads)
  • adjustable speed limit
  • *mud road is enabled for heavy haul vehicles and cannot be used by regular Road Vehicles
  • but mud road can be configured by parameter to work like sand road (and thus allow regular RVs)
  • custom depot graphics
  • custom wooden bridge surface
  • graphical support for temperate, alpine**, arctic and tropical climate
  • support for desert as well as snow, including changing snow line
  • snow marks on snowy terrain for sand road (on either side and end of track)
  • snow marks will only be drawn outside of towns
  • languages: English, German
** this requires the correct "OpenGFX+ Landscape" parameter to be set

I'd be happy to have this set tested and eventually contribute to spread use cases of the NRT patch.

Cheers,
Kruemelchen


Attachments:
File comment: preview version 0.2
Kuty Transport, 8. Sep 1999 zsm.png
Kuty Transport, 8. Sep 1999 zsm.png [ 146.34 KiB | Viewed 3529 times ]
File comment: version 0.2.1
countryroads.grf [290.41 KiB]
Downloaded 144 times
File comment: source version 0.2.1
CountryRoads_021_Source.7z [1.22 MiB]
Downloaded 45 times

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


Last edited by Kruemelchen on Sun Mar 12, 2017 4:16 pm, edited 3 times in total.
Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Wed Mar 08, 2017 6:58 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Feb 21, 2010 12:15 am
Posts: 1023
Location: Fitzroy North - 96
Looks Good! Glad to see more roadtype sets!

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


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Wed Mar 08, 2017 7:32 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9035
Location: Sol d
aye, I like the look of those roads a lot :)

_________________
Image
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


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Thu Mar 09, 2017 12:46 am 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 104
Great to see some positive respond :)

A small update:

Version 0.1.1
  • custom depot graphics (farm building + wood shed)
  • optimisation of road and bridge graphics
  • German translation
  • adjusted parameters to allow for normal + haul vehicles on the mud road (i.e. for use with RVs that don't distinguish between the two)


Attachments:
File comment: preview
Senica Transport, 5. Mär 2000.png
Senica Transport, 5. Mär 2000.png [ 287.54 KiB | Viewed 3752 times ]
File comment: version 0.1.1
countryroads.grf [65.81 KiB]
Downloaded 64 times
File comment: source version 0.1.1
CountryRoads_011_Source.7z [539.67 KiB]
Downloaded 34 times

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set
Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Thu Mar 09, 2017 10:18 am 
Offline
Engineer
Engineer

Joined: Mon Feb 13, 2017 2:48 pm
Posts: 18
Wow; Great work!

The dirt roads look spot on!

Sand road doesn't look much different I think, here in my area sand roads don't have grass in the middle, the middle generally a bit lighter colour from erosion.

Is it possible to have a road type effect reliability of vehicles driving on it?

Thank you for your hard work.


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Thu Mar 09, 2017 10:59 am 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 104
Thank you for the respond.
Amak wrote:
Sand road doesn't look much different I think, here in my area sand roads don't have grass in the middle, the middle generally a bit lighter colour from erosion.

The roads I was thinking of when drawing this, usually have only one lane and run e.g. between fields to remote farms or settlements. These roads are usually only drivable by tractors or offroad vehicles, and not fixated like normal roads. But one-lane roads in OTTD are not supported, so I made two lanes.
If you want real sandy roads you might want to use the dirt road of Unspooled (or ARRS for non-NRT games).

But I might come back to your suggestion for temperate climate, as it looks a bit off with greenish grass in between.

Quote:
Is it possible to have a road type effect reliability of vehicles driving on it?

I thought about implementing a different usability for normal RVs and heavy hauling trucks myself. But I think such things are not possible to implement road type-wise.
Also, this should eventually be done via RV sets, I think.
(Though, as the standard speed limit is 20 km/h, the player might feel like RVs break down more often, as it takes quite some time running over long roads :lol: )

What I'm looking into implementing is changing the speed limit due to snow. Such roads aren't usually serviced so they should become quite a hassle in winter.

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


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Thu Mar 09, 2017 11:22 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
Kruemelchen wrote:
I thought about implementing a different usability for normal RVs and heavy hauling trucks myself. But I think such things are not possible to implement road type-wise.


For railtypes, the vehicle can read the current roadtype or current tramtype as a variable, and this can be used in callbacks that can modify some properties of the vehicle, for example adjusting power or visual effects.

It's hard to use this well, as it's not obvious to the player why vehicle properties change, but it does offer some possibilities.

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (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, released)


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Thu Mar 09, 2017 4:52 pm 
Offline
Engineer
Engineer

Joined: Mon Feb 13, 2017 2:48 pm
Posts: 18
Kruemelchen wrote:
or ARRS for non-NRT games.


I use ARRS at the moment with JGR. But only because he hasn't included NRT yet.

Quote:
(Though, as the standard speed limit is 20 km/h, the player might feel like RVs break down more often, as it takes quite some time running over long roads :lol: )


They are just bad drivers getting bogged haha. Here we dont get any snow, but tar roads are renowned for pot-holes.

Would the road type 'Gravel' interest you?


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Thu Mar 09, 2017 11:05 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 104
Amak wrote:
Would the road type 'Gravel' interest you?

Well, I like the gravel road type supermop has implemented in unspooled. If I'd implement gravel roads they wouldn't be any better, so I think it's best to go for supermops road type set. You can run both sets together anyway.

Meanwhile, here is another update:

  • graphics for temperate climate, as well as snow (including sheds and bridge surface)
  • support for temperate/arctic and snow line (obviously)
  • changed order of roadtypes in the menu in order to better fit with unspooled

Still to do:
  • snow graphics optimisation (to better fit the OpenGFX style)
  • graphical support for desert climate

I'd like to do but don't know how to do (yet):
  • support for OpenGFX+ alpine landscape (temperate grass plus snow line)
  • custom road-side decorations

If these are solved this set could be considered feature complete.
Cheers,
Kruemelchen


Attachments:
Banska Bystrica Transport, 18. Okt 1999 zsm.png
Banska Bystrica Transport, 18. Okt 1999 zsm.png [ 156.6 KiB | Viewed 3627 times ]

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set
Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Sun Mar 12, 2017 12:23 am 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 104
Final Version out now:

Version 0.2 (final)
  • snow graphics fixed
  • support for alpine climate (needs OpenGFX+ Landscape with correctly set parameter)
  • support for desert climate, as well as desert terrain
  • sand road in snowy terrain shows now snow marks on either side or end of the track (can be disabled via parameter)
  • code cleaning

First post updated with NewGRF Download.

This version is feature-complete.

If you find any bugs or graphical glitches, please report them.

Cheers,
Kruemelchen


Attachments:
Kuty Transport, 8. Sep 1999 zsm.png
Kuty Transport, 8. Sep 1999 zsm.png [ 146.34 KiB | Viewed 3528 times ]

_________________
GRFs for NotRoadTypes: Country Roads | Supplemental Unsurfaced Road Vehicle Set
Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Sun Mar 12, 2017 6:50 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Jul 02, 2012 2:53 pm
Posts: 1628
Location: Russia, Samara
Thank you for the work done. Well done. I really liked to test the game. Cool :bow: . I really hope that will end soon testing NRT to finally add in a nightly or future OpenTTD 1.7.0 :D .

_________________
[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: Country Roads (NRT)
PostPosted: Sun Mar 12, 2017 7:34 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 6119
Location: Eastern KY
STD wrote:
Thank you for the work done. Well done. I really liked to test the game. Cool :bow: . I really hope that will end soon testing NRT to finally add in a nightly or future OpenTTD 1.7.0 :D .


It won't be released for OpenTTD 1.7.0, which is set for release in just a few weeks. It might be finished in time to consider for 1.8.0, though.

_________________
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: Country Roads (NRT)
PostPosted: Sun Mar 12, 2017 7:47 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Jul 02, 2012 2:53 pm
Posts: 1628
Location: Russia, Samara
kamnet wrote:
STD wrote:
Thank you for the work done. Well done. I really liked to test the game. Cool :bow: . I really hope that will end soon testing NRT to finally add in a nightly or future OpenTTD 1.7.0 :D .


It won't be released for OpenTTD 1.7.0, which is set for release in just a few weeks. It might be finished in time to consider for 1.8.0, though.

Even so. I hope that everything will happen a little faster. Importantly, work is underway to develop new types of roads.

_________________
[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: Country Roads (NRT)
PostPosted: Sun Mar 12, 2017 3:31 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Oct 17, 2008 12:17 pm
Posts: 2331
Location: Virgo Supercluster
Frankly, when I saw that NRT would (for now) just be a patch I worried that nobody would bother with GRFs. But there's already quite a selection of great ones for it; quite the nice surprise :)


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Sun Mar 12, 2017 3:50 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
Pyoro wrote:
Frankly, when I saw that NRT would (for now) just be a patch I worried that nobody would bother with GRFs.

If there are no grfs, it won't make trunk :) Needs grfs to test it (both spec and code) ;)

Is it just a patch, or is it a fork with a build on the official compile farm? :twisted: http://www.openttd.org/en/download-ratt

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (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, released)


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Sun Mar 12, 2017 4:41 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 104
I'd be awesome if NRT would be directly included into trunk at some point. If including into 1.8.0 seems doable, the better. Though NRT should be nearly feature-complete at that time. I doubt it could be included but switched on-off easily, like other experimental features like cargodist were.

I guess, the next step will be to make more RV NewGRFs support the additional road types.


However, in the first post there is a new version available, including mainly some (graphical) fixes:
version 0.2.1
  • updated graphics for better seamlessness of tracks
  • sand and mud bridges are now graphically distinguishable (sand on bridge, mud on snowy bridge)
  • snow marks now won't show in towns

What still bugs me, is however, that I can't switch off the snow marks (fake catenary) on road stops. Reason is I couldn't define special catenary graphics for road stops. However, since it is planned to support roadside decorations in NRT at some point, this will be fixed by using correct roadside decorations instead of "hacky" fake catenary.

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


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Mon May 15, 2017 3:47 am 
Offline
Engineer
Engineer
User avatar

Joined: Sat Nov 01, 2014 5:24 am
Posts: 31
Location: São José dos Campos, Brazil
I've always desired dirt roads such as these. While testing it, none of my vehicles could go on mud road, only on sand roads. I am using Polroad, HEQS and Road Hog. What do you think it might be happening?


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Mon May 15, 2017 4:11 am 
Offline
Engineer
Engineer
User avatar

Joined: Sat Nov 01, 2014 5:24 am
Posts: 31
Location: São José dos Campos, Brazil
GuilhermeJK wrote:
I've always desired dirt roads such as these. While testing it, none of my vehicles could go on mud road, only on sand roads. I am using Polroad, HEQS and Road Hog. What do you think it might be happening?


Forget it, just found there is a parameter to allow other vehicles on mud road (facepalm). Sorry :oops:


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Fri May 19, 2017 8:36 pm 
Offline
Engineer
Engineer

Joined: Sat Feb 18, 2017 5:47 pm
Posts: 104
GuilhermeJK wrote:
GuilhermeJK wrote:
I've always desired dirt roads such as these. While testing it, none of my vehicles could go on mud road, only on sand roads. I am using Polroad, HEQS and Road Hog. What do you think it might be happening?


Forget it, just found there is a parameter to allow other vehicles on mud road (facepalm). Sorry :oops:

You're welcome! :wink:

Per standard the mud roads only allow for HAUL-Type vehicles (for realisms sake). Unfortunately there are few GRFs to support this, yet. If you play with HEQS (which doesn't use the HAUL vehicle type), I recommend you use this parameter, you just discovered.

However, I hope HEQS (and other GRFs) will adopt the HAUL-Road feature, some day. :))

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


Top
   
 Post subject: Re: Country Roads (NRT)
PostPosted: Mon May 29, 2017 2:29 pm 
Offline
Engineer
Engineer

Joined: Sat Apr 29, 2017 7:49 pm
Posts: 55
I'm testing it now, and it's all but good fun.
I liek the adjustable parameters, especially since only Road Hod support the HAUL vehicles.

One little question (totally unrelated to the GRF, just for my personnal culture) : what is a sand road? :p
It looks like a regular dirt road to me when I look on Internet?


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 60 posts ]  Go to page 1 2 3 Next

All times are UTC


Who is online

Users browsing this forum: luxtram and 4 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.