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Re: Country Roads (NRT)

Posted: 06 May 2018 17:51
by Kruemelchen
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.

Re: Country Roads (NRT)

Posted: 06 May 2018 19:04
by acs121
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:

Re: Country Roads (NRT)

Posted: 06 May 2018 21:12
by kamnet
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

Re: Country Roads (NRT)

Posted: 07 May 2018 01:46
by Kruemelchen
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:
accumulator boats available from 1910 with a capacity of 20~25 passengers (no freight boats yet ...)
accumulator boats available from 1910 with a capacity of 20~25 passengers (no freight boats yet ...)
electro boat.png (21.1 KiB) Viewed 5623 times
Not much left to do until a release, now ... (though I really need to work on some paper instead :cry: )

Re: Country Roads (NRT)

Posted: 07 May 2018 13:13
by Lesarthois
and for more fancy canal roads :
Image

Trolley boats :mrgreen:

(this is totally a joke suggestion.)

Re: Country Roads (NRT)

Posted: 07 May 2018 16:41
by andythenorth
The French canal system had some electric trolley haulage too :twisted:

Re: Country Roads (NRT)

Posted: 07 May 2018 23:16
by Kruemelchen
I can clearly see in what direction this is going ...

Here you have your (fake) catenary :P
fake catenary bridges (random eyecandy)
fake catenary bridges (random eyecandy)
bridges.png (27.59 KiB) Viewed 5529 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?

Waterway Roads GRF

Posted: 09 May 2018 12:50
by Kruemelchen
Here you may playtest the 0.1 version of the waterway:
waterway_0_1.grf
Waterway Road GRF 0.1 (NRT patch needed)
(232.99 KiB) Downloaded 131 times
Features still missing are:
* NewObjects for placement in water and transition tiles, i.e. landing areas.
* Snow graphics

Re: Country Roads (NRT)

Posted: 12 May 2018 17:05
by Pascal Lambert
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.

Re: Country Roads (NRT)

Posted: 12 May 2018 18:28
by Kruemelchen
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!
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."

Re: Country Roads (NRT)

Posted: 12 May 2018 22:16
by acs121
I made a few changements to the french translation of Pascal Lambert.

Re: Country Roads (NRT)

Posted: 13 May 2018 00:39
by Kruemelchen
This will become a habit of yours ;)

– merged, thank you

Re: Country Roads (NRT)

Posted: 22 May 2018 13:28
by Kruemelchen
... made some lock graphics for waterway (based on ogfx)
coded them as catenary, so they do clip* though ...
small lock.png
small lock.png (42.04 KiB) Viewed 5239 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

Re: Country Roads (NRT)

Posted: 22 May 2018 16:28
by romazoon
oh nice and funny coincidence, look what i started drawing today
lock preview.PNG
lock preview.PNG (136.81 KiB) Viewed 1040 times
i plan to make a version without gates if you are interested i ll post it once i ve done all views

Re: Country Roads (NRT)

Posted: 22 May 2018 19:02
by Kruemelchen
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:
carries 15 passengers @ max. 74 km/h
carries 15 passengers @ max. 74 km/h
speed boat.png (27.22 KiB) Viewed 5167 times

Re: Country Roads (NRT)

Posted: 22 May 2018 19:14
by acs121
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.

Re: Country Roads (NRT)

Posted: 22 May 2018 19:33
by Kruemelchen
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:
clipping.png
clipping.png (33.6 KiB) Viewed 5155 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)

Re: Country Roads (NRT)

Posted: 22 May 2018 20:08
by romazoon
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 ;)

Re: Country Roads (NRT)

Posted: 22 May 2018 23:25
by Kruemelchen
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:
time to cool down!
time to cool down!
freezy.png (47.9 KiB) Viewed 5115 times

Re: Country Roads (NRT)

Posted: 29 May 2018 23:02
by Kruemelchen
finished another set of style plus lock graphics, aligning with the canals from flogeza's city objects:
canals snow anim.gif
canals snow anim.gif (130.79 KiB) Viewed 4939 times
Thanks to romazoon for letting me base the lock on their sprites :)