[NRT] RattRoads - 0.4.1 released 05-15-19!

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by oberhümer »

Small detail: On slopes, the road markings are drawn to allow overtaking going downwards. As far as I know, the far more common, possibly exclusive configuration is overtaking going upwards, which also makes more sense since that's where speed differences between vehicles are higher and it's much less dangerous.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Hi guys!

I have a bit of an embarrassing thing to ask: Does anyone out there happen to have an older version of the NML file for this set laying around? Preferably 0.3.x?

As it turns out, I accidentally omitted the NML file from the source folder posted here....as well as my personal backup. The result is that I don't have the NML file to work on this further! :oops:

I can rebuild a new one from scratch, but obviously having a base to start from would be a bit less work!

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

Advantage NFO ... grfcodec decodes. Is this not possible with NML?

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Compiled .grfs can only be decompiled into raw nfo as far as I'm aware. It's probably possible to make an nml decompiler(?), just nobody's done it.

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by SimYouLater »

Andrew350 wrote:
18 Nov 2019 03:42
Hi guys!

I have a bit of an embarrassing thing to ask: Does anyone out there happen to have an older version of the NML file for this set laying around? Preferably 0.3.x?

As it turns out, I accidentally omitted the NML file from the source folder posted here....as well as my personal backup. The result is that I don't have the NML file to work on this further! :oops:

I can rebuild a new one from scratch, but obviously having a base to start from would be a bit less work!
Give me 24 hours, I might have your NML.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Right, so cancel my call for help; I've gone ahead and just made a new NML file for the set. I just need to remember how to make the speed parameter work and all is well. Still awaiting those official updated NRT specs for 1.10 though.... ;)

And new NML??

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by andythenorth »

Andrew350 wrote:
22 Nov 2019 07:53
Still awaiting those official updated NRT specs for 1.10 though.... ;)
It's somewhat fallen into a motivation gap :twisted: https://github.com/OpenTTD/nml/issues/46

My intent is to update the nml example to use the full range of the spec, this provides a potential regression test in future also https://github.com/OpenTTD/nml/blob/mas ... amtype.nml

Feel free to stop by and help :)
And new NML??
NML 0.5 is issue 43 https://github.com/OpenTTD/nml/issues/43 which is blocked by restoring the build of Windows binaries https://github.com/OpenTTD/nml/issues/42 - but there has been recent progress for that https://github.com/OpenTTD/nml/commits/master

NML was in a bit of a hole and rotting, I lack the skills to be a good maintainer, but recently 3 or 4 people have been helping which is....super :)

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

andythenorth wrote:
22 Nov 2019 08:06
Feel free to stop by and help
I really wish I could help with stuff like this, but its honestly above my head; I mostly see random gibberish looking at those files, so it would be like the blind leading the blind :( If there was something I could help with I would, but I'm probably stuck in end-user land for now. I only made one attempt at a PR (for OpenGFX) and that went nowhere :P

I do try to keep a pulse on what's going on around development (I at least skim through the IRC logs and GitHub) so I've seen the recent push you've made for docs updates and such. So don't take my comment as if I think nothing is happening; I know it's quite the contrary. Just hoping it gets finished before 1.10 drops so NewGRFs can be ready. If there's something an unskilled person can do to help just point me in the right direction :)

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Andrew360 and I been working on a few extra roads. At the moment this is a separate file called rattroadsaddons.
I made 2 extra roads so far with guide posts and fences. These are designed to use in the country, not in towns and cities.

Object roads work with them, but some object roads will need some tweaking.
Object roads-3.png
(68.81 KiB) Not downloaded yet
The fence I using so that object fences can be used over the top of these fences if you wish a different type of fence.
Object roads-2.png
Object roads-2.png (41.32 KiB) Viewed 1043 times
Plans is to make a few more roads same as Andrew has in his main RattRoads and add fences and guide posts to some of them and maybe a few other road ideas we have.

Whatcha think?

Here the add-ons to try.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Hi everyone!

Just an update, I've finished up the remake of the NML file for RattRoads, and since it wasn't included in the source bundle on the main page I'll post it here in case anyone wants it.

Everything should be identical to the original except possibly some maintenance costs. I didn't feel like trying to reverse engineer those; too much hassle for too little benefit, but they should be close enough :)

Also check out GarryG's roads and see what you think :)
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version 0.4.1
(30.65 KiB) Downloaded 47 times


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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

andythenorth wrote:
25 Nov 2019 07:52
I suspect you now know more about NRT-in-NML than anyone else in the world
I'll leave the coding to Andrew360 as he knows a lot more than me about coding. I'll stick to the graphics.
Object roads-7.png
Object roads-7.png (43.28 KiB) Viewed 954 times
Putting some objects in the set as well. All what you see in image is included except the Houses.

Haven't tested with vehicles because the fire engine blocking the road.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

This is were I am up tyo with RattRoads Add-ons.

These are the roads that are included in RattRoads - 0.4.1
Object roads-9.png
Object roads-9.png (16.72 KiB) Viewed 868 times
These are the roads I added including some of the objects.
Object roads-10.png
Object roads-10.png (35.77 KiB) Viewed 868 times
The add-ons include some Euro roads as well, but need some tweaking.

The Objects includes Fake UK and US Main Roads, dirt farm tracks, power poles and a storm water drain.

Here the file if like to try. It will work without RattRoads 0.4.1 but you might end up with guide posts and fences in your towns.

Comments appreciated.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Adding a few extra objects to RattRoad add ons.

Some maybe should be moved to their own object set, but this easiest way for me to code and check where I am up to.

Added some sections to make the normal flat land look like the ground slopes down for the culverts to go under the roads.

There are 4 culvert types. On their own just look like flood ways that not seen much rain for a while. You can add the narrow creeks with and without water if you want a different effect like in image.
Object roads-14.png
Object roads-14.png (28.75 KiB) Viewed 698 times
and see if can male the creeks look sunken down and have the river banks.
Object roads-17.png
Object roads-17.png (26.94 KiB) Viewed 698 times
Would you like to try :?:
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Joubarbe »

French translation:
Sett Paved Road construction should be Construction de routes pavées.
Thanks for this. Best road grf I've tried so far.

Would be great to see the excellent work of GarryG as default roads :)

Also, is there a way to make cities build the roads of their era? (or the roads we want them to build)

EDIT: And "amméliorées" should be "améliorées" (one "m")

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

French translation:
Sett Paved Road construction should be Construction de routes pavées.
I forgot to add the new roads to the French.lng file. Thanks to remind me. A copy of the file here if you like to translate the remainder.
french.lng
(8.2 KiB) Downloaded 29 times
Thanks for this. Best road grf I've tried so far.

Would be great to see the excellent work of GarryG as default roads :)
Thanks for the compliment. You need Andrews360's RattRoads to load as those roads suitable for in towns where the roads I been making are for out in the country.
Also, is there a way to make cities build the roads of their era? (or the roads we want them to build)
We can code roads to be come available certain years and that reminds me I not been checking these dates. Shall do that later today.

Cheers pal
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Since it a start of a weekend you might be able to test these new ideas.

So I added some road signs. These road signs are object and a slight overlap so the signs are placed closer to the edge of the roads.

Most signs look the same so can be used anywhere and not necessary for the purpose I made them for.
Object roads-19.png
Object roads-19.png (29.02 KiB) Viewed 558 times
There are 9 types so far.
:finger boards, :Curve Ahead, :Curve Ahead, :Junction Ahead, :Junction Ahead with stop sign, :Road Narrows

If there any others you can think of let me know.

Some signs I can think of is speed signs, stock crossing ahead, warning of kangaroos and Koalas ahead.

Cheers
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Joubarbe »

The roads thing (about current date) is a problem in the original file as well. It kinda break the whole thing in my opinion, because no matter if you are in 1700 or 2100, cities will build based asphalt roads, and most importantly, will continue to build them endlessly (and I play with infrastructure costs, so I need to redesign everything and forbid them to build new roads :) ).

The original file has a lot more french translation right (all the other roads except Sett Paved Roads are translated); are you basing your work on the latest version? Just asking, I think I will translate it nonetheless, I kinda like to have all my GRF in the same language :)

Also... I'm planning a new game; how does the AI handle these new roads? Maybe it's just like the cities, something has to tell them which one to build? "The latest available" would be a good option.

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Joubarbe wrote:
07 Dec 2019 11:15
The roads thing (about current date) is a problem in the original file as well. It kinda break the whole thing in my opinion, because no matter if you are in 1700 or 2100, cities will build based asphalt roads, and most importantly, will continue to build them endlessly (and I play with infrastructure costs, so I need to redesign everything and forbid them to build new roads ).
Unfortunately my coding not the best. The credit goes to Andrew360. I will leave most of the coding to Andrew360 or anyone else who has a suggestion.
Joubarbe wrote:
07 Dec 2019 11:15
The original file has a lot more french translation right (all the other roads except Sett Paved Roads are translated); are you basing your work on the latest version? Just asking, I think I will translate it nonetheless, I kinda like to have all my GRF in the same language
If like can leave the translation for now as I keep adding more items to the set.
Working on flood way at the moment (needs some tweaking still) and want to add connections so can join the object roads that are to narrow to make them proper roads.
Object roads-20.png
Object roads-20.png (10.29 KiB) Viewed 513 times
Some of the roads like "Sett Paved Roads" belong to the original RattRoads that Andrew360 released. I just kept it in my .lng files for now.
Joubarbe wrote:
07 Dec 2019 11:15
Also... I'm planning a new game; how does the AI handle these new roads? Maybe it's just like the cities, something has to tell them which one to build? "The latest available" would be a good option.
I haven't tested them with Al as yet. If the original RattRoads work with Al than these add-ons should also.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Joubarbe »

Your new roads should definitely replace the Ratt originals, IMHO. Would make the UI cleaner. Lots of lovely details, and for me those details are what makes 8-bit graphics enjoyable. I've tried many packs, and your roads are simply the best (and they give a choice instead of replacing everything).
I like the new starting dates ; the fact that you added gravel roads removes a certain gap that gave asphalt road in 1850, which doesn't make much sense :)
Personally, I think that dirt roads should be slower, and gravel in between. 40km/h on a dirt road is pretty high. And currently, asphalt doesn't give any good reason to replace an entire network (the gap between dirt/gravel and asphalt should be important, more than basic asphalt to modern ones).

As I said, the only complaint I have is concerning cities. If, at least, they could start with the roads that are available at their era, that would be great! :) I kinda enjoy building the roads myself now, because the AI is not very good at it.

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