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 Post subject: [NRT] RATT Roads
PostPosted: Mon Apr 10, 2017 7:42 am 
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Welcome to the development topic for my version of an NRT roadset. :)

Attachment:
Chindham Transport, Sep 22nd, 1990.png
Chindham Transport, Sep 22nd, 1990.png [ 68.56 KiB | Viewed 2118 times ]


RATT Roads is essentially the successor to ARRS, featuring revamped sprites and (currently) 3 additional roadtypes to take advantage of some of NRT's features. All four road types are compatible to each other and the default ROAD type so any vehicles can drive on them.

Basic Asphalt Road - Introduced in 1920, this is the first roadtype available, and the one towns will build by default. Nothing more than a strip of pavement, it is cheap and only has a speed limit of 35mph. Note that because this roadtype is the default, it will always be available, even before 1920.

Improved Asphalt Road - Boasting improved safety features, such as a yellow line painted on the surface, this roadtype is introduced in 1940 and has a speed limit of 55mph

Modern Asphalt Road - This roadtype is introduced in 1970 and includes paved shoulders and fog lines, allowing a higher speed limit of 85mph.

Freeway - Introduced in 1955, the Freeway roadtype has no speed limit, but is very expensive. Eventually I will include a set of objects to augment freeways similar to the way I tried to in ARRS Objects, but they are not included yet.

---------

I also have plans to include a set of new dirt roads and possibly a few others, along with a basic tramtype, but they have yet to be drawn. I will also include parameters to allow you to disable speed limits, increase difficulty, and remove date restrictions in future versions.

Please mind that this roadset is not 100% complete, especially due to the ongoing development of NotRoadTypes itself. *cough*don't build tunnels*cough* :wink: As new features are added the set will need to be updated too, and there are a few things I still need to polish, but otherwise it's functional and is a good representation of what the set will be. :) Similar to ARRS, RATT Roads is made to work with OpenGFX, including full support for OpenGFX+ Landscape. Let me know of any problems with the set, and if you encounter any crashes or similar please let the NRT guys know so it can get fixed.

Remember, the more you play with NRT and find bugs the better odds of getting this in trunk ;)

Naturally this NewGRF requires the RATT fork of OpenTTD, and is released under GPL v2 license. Huge thanks to the team behind NRT and OpenTTD itself for making this possible! :)

Enjoy!

Attachment:
rattroads.grf [489.66 KiB]
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Attachment:
rattroads_0.1.0_source.zip [533.95 KiB]
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 Post subject: Re: [NRT] RATT Roads
PostPosted: Mon Apr 10, 2017 11:49 am 
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I finally got around to testing the RATT build and I must say I am impressed! One of the things I love the most about this is how it appears that with NRT we will no longer have to worry about road set compatibility for old sets like TBRS, much like how it is for tracktypes currently.

Also: I did the unthinkable and built and even used tunnels and nothing out of the ordinary happened... should something have happened? :P


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 Post subject: Re: [NRT] RATT Roads
PostPosted: Mon Apr 10, 2017 1:43 pm 
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Very happy to see this development!

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Mon Apr 10, 2017 4:11 pm 
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One road type is missing ... The very rural gravel/mud/dirt road we all love to use in order to smash our suspensions while on our way to fishing and hunting camps and forestry and mining operations. 8) They could also be used for those unavoidable "Road Under Construction" zones that make us late for appointments and where we get ticketed and fined for not slowing down. :P

Ooops :oops: I just noticed they are on your to-do list.

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Mon Apr 10, 2017 6:08 pm 
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also would be great having a pre-1920 stone paved road in towns apart from dirt rural roads


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 Post subject: Re: [NRT] RATT Roads
PostPosted: Tue Apr 11, 2017 1:30 am 
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Kalen wrote:
I finally got around to testing the RATT build and I must say I am impressed! One of the things I love the most about this is how it appears that with NRT we will no longer have to worry about road set compatibility for old sets like TBRS, much like how it is for tracktypes currently.


That is indeed the case. The only downside to that though is that not all bridges are exactly the same, but all road surfaces are drawn using the same generic sprites, so you lose some fine control over the details, leading to overlapping pixels and/or abrupt transitions in some places (the same can be seen in tracktypes). It's a relatively minor issue though, and with some work can be mostly overcome.

Kalen wrote:
Also: I did the unthinkable and built and even used tunnels and nothing out of the ordinary happened... should something have happened? :P


Nothing should "happen" per se, just that the roads will overlap the tunnels and look ugly. I think it only affects the two later roadtypes. There seems to be a lack of custom tunnel sprite support at the moment, so just ignore it if you see it :)

einsteinyh wrote:
also would be great having a pre-1920 stone paved road in towns apart from dirt rural roads


That is one of the types I am considering adding in addition to dirt, just need to draw some sprites. My other serious consideration was some kind of haul road, a very rough/large gravel road or something. But that depends on whether I can make an interestingly unique set of sprites to differentiate it from "normal" dirt roads, so we'll see. :)

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Tue Apr 11, 2017 8:16 am 
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Oh, right, I see the overlap now. It was so subtle I hadn't even noticed it until you pointed it out to me. :)

On a different note, I was worried about what might happen when using multiple NRT sets or when using TTRS (which has its own roads), but it seems NewGRF loading order handles these neatly. The last loaded set defines the default roadtype, which is good. Amusingly, if you load TTRS after NRT sets and have its roads turned on, the TTRS road sprite is drawn first, then the default roadtype sprite is overlaid on it, leading to a pixel eclipse, if that makes sense.


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 Post subject: Re: [NRT] RATT Roads
PostPosted: Tue Apr 11, 2017 9:15 pm 
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Could you add an ISR-style industrial road? Should behave like a standard city type road just look like the ones from ISR with the rest of the tile filled with the ISR style tile. That way one could finally build industrial areas and really have trucks drive in there instead of just faking it badly with overlay tiles and stuff like that.


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 Post subject: Re: [NRT] RATT Roads
PostPosted: Tue Apr 11, 2017 9:33 pm 
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KeldorKatarn wrote:
Could you add an ISR-style industrial road? Should behave like a standard city type road just look like the ones from ISR with the rest of the tile filled with the ISR style tile. That way one could finally build industrial areas and really have trucks drive in there instead of just faking it badly with overlay tiles and stuff like that.



The first roadtype set released is exactly that: viewtopic.php?f=67&t=75941

I Included both Chips and ISR style roads and tramways.

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Wed Apr 12, 2017 10:40 pm 
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Could you add parameter for European/adjustable speed limits, e.g. 60/80/100 kmh/h? :)

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Fri Apr 14, 2017 5:28 am 
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I was already planning on adding a "hard" setting with lower speeds and increased costs, so I suppose I could consider custom speed limits. Just depends how much work is involved.

Really though someone should just make an updated European road set. :wink:

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Sat Jul 22, 2017 8:20 pm 
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Hey guys, i'm having trouble getting this grf set up. I've updated Openttd to the version needed to this grf, downloaded the .zip file from this page, converted it into a .tar file and placed it into my newgrf folder with the rest of them but it's not showing up in the grf settings menu. any ideas?


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 Post subject: Re: [NRT] RATT Roads
PostPosted: Sun Jul 23, 2017 12:25 am 
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Diesel Power wrote:
Hey guys, i'm having trouble getting this grf set up. I've updated Openttd to the version needed to this grf, downloaded the .zip file from this page, converted it into a .tar file and placed it into my newgrf folder with the rest of them but it's not showing up in the grf settings menu. any ideas?


Did you unpack the zip file and repackage it as a tar file?

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Sun Jul 23, 2017 11:45 am 
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Diesel Power wrote:
I've updated Openttd to the version needed to this grf,
The [NRT] in the topic title means that you need to install the Not Road Type fork.
Vanilla OTTD will not work.

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Sun Jul 23, 2017 8:32 pm 
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The Openttd version I'm running is "Open TTD g8c7bd1b2-road-and-tram-types", and yes I unpacked it and re-packed it as a .tar and placed it in the GRF folder with all the other GRFs


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 Post subject: Re: [NRT] RATT Roads
PostPosted: Mon Jul 24, 2017 1:50 pm 
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You shouldn't really use the zip file if you're just trying to play it - that's for the source material. Just download the grf file and place it as it is in the newgrf folder.

There's usually no need to convert anything :)

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 Post subject: Re: [NRT] RATT Roads
PostPosted: Fri Jul 28, 2017 9:15 pm 
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Thanks guys. Now sorted. Me being thick! Now time for testing...


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