[NRT] RattRoads - 1.2.1 released 05-20-23!

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

Update to the RattRoadAddons.

This set has several new roads that I called Industrial Roads and also 2 dirt tracks, but one of them I intend to remove once it is decided which is the better one.
Normally your industry would look like this just a normal road and the loading bay.
Industry1.png
Industry1.png (37.4 KiB) Viewed 2607 times
But with the depot Extensions which can also be used to cover bus stops and loading bays you could end up something like this.
Industry2.png
Industry2.png (48.18 KiB) Viewed 2607 times
It has the 2 Industrial Roads .. concrete that goes in the sheds and out side the shed is a stone one.
These was based on idea from the ISR sets and the fake roads. At first I made set of ISR roads but replaced them with these Industry roads so can be used anywhere (I hope).

There are/was 2 dirt roads .. 1 in the RattRoads normal set (which is still there and I originally had a dirt road with guide posts, bt like to replace it with one of these dirt tracks.
Dirt Tracks.png
Dirt Tracks.png (44.67 KiB) Viewed 2607 times
This way you if you start the game before motor vehicles you will have the Dirt Road for in towns and these dirt tracks for out of towns and entry to farms and some Industries.

Which Track do you think looks best? One on the right or one on the left.

I'll put the game file in next post in a few moments so you can try what been done so far.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

Here the latest game file called RattRoadsAll.
Attachments
RattRoadsAll.grf
(2.08 MiB) Downloaded 52 times
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
MagicBuzz
Tycoon
Tycoon
Posts: 1354
Joined: 15 Feb 2003 17:32
Location: Vergezac, France

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

Post by MagicBuzz »

Andrew350 wrote: 13 Dec 2019 22:41
MagicBuzz wrote: 12 Dec 2019 14:04 Second, ATM the "hard" speed limits for European style roads if surprising : both first are 40 km/h (way too fast !) and the third is 60 km/h. I think 15 / 30 / 50 should be preferable.
Really? In my game "Hard" settings give a speed of 15 mph/24 kmh for the first two roads. Are you sure you set it to Hard? Also I don't think speeds are supposed to change between US/UK styles, so if they do that may be an issue as well. :)
Ooops, sorry, you're right.

Isn't possible to change those two speed limits to be differents ?
And may be also the introduction date to fit some common GRF that provide early vehicules (by exemple eGRVTS).

PS : And about speeds in km/h, in the past, there were a few limits ending by 5, but now they are almost always multiple of 10.
https://en.wikipedia.org/wiki/Speed_limits_by_country

And most countries that still use "5" ending speeds are old english colonies, and kepts original speed limits while leaving imperial system.
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

Be a while before I do any more to this project due to Earthquakes where I am. I in Philippines and 200 km south of me was a 6.8 earthquake on Sunday and been hundreds of aftershocks 4.6 and larger since the main one. Been feeling some of them where I am staying and it often causes power brown outs. I lost some work because of the brown outs so I best to leave project alone for a few days.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Joubarbe
Engineer
Engineer
Posts: 17
Joined: 06 Dec 2019 16:14

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

Post by Joubarbe »

You can deactivate Disasters in the settings panel.
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

Shame that not affect things in real. Only been 356 aftershocks in past 48 hours. They long way from here but still feel the larger ones.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Joubarbe
Engineer
Engineer
Posts: 17
Joined: 06 Dec 2019 16:14

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

Post by Joubarbe »

Wow... I only felt one very small earthquake in my life (living in France), 356 aftershocks is hard to imagine... About your work, you should consider saving it regularly to a cloud. Nothing more frustrating to lose even 1 day of work :(
Good luck anyway...
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

I try save regular, but power seems to go off between saves and so frustrating spending all that time doing something just to have to do it all again. A few times when the power off quick it damages the file I been working on. So I just play simple games for a few days.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

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

Post by Quast65 »

GarryG wrote: 14 Dec 2019 12:33 But with the depot Extensions which can also be used to cover bus stops and loading bays you could end up something like this.
Very nice, is it possible though to show the actual road a bit more? For example slightly darker (because of the use of the road)?
With just the centre-lines it looks a bit odd to me.
Joubarbe wrote: 17 Dec 2019 08:18 You can deactivate Disasters in the settings panel.
This just made my top-5 of favourite funny remarks in this forum :mrgreen:
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.
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

Quast65 wrote: 17 Dec 2019 10:20 Very nice, is it possible though to show the actual road a bit more? For example slightly darker (because of the use of the road)? With just the centre-lines it looks a bit odd to me.
You think maybe I should use these ISR Industrial Roads? Players can than expand it using the ISR/DWE sets.
ISR.png
ISR.png (44.64 KiB) Viewed 2401 times
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

GarryG wrote: 17 Dec 2019 10:34 You think maybe I should use these ISR Industrial Roads? Players can than expand it using the ISR/DWE sets.
ISR roads in NRT would be interesting. Code them as "ROAD" so that they could be used with any NRT set.
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

wallyweb wrote: 17 Dec 2019 10:47 ISR roads in NRT would be interesting. Code them as "ROAD" so that they could be used with any NRT set.
If they was coded as ROAD wouldn't they build in all the towns at start of a game?
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

Here the roads I been doing with the ISR road. Have a try and see what you all think.

There still 2 Industrial roads .. the ISR and the concrete one. Probably could remove the concrete one and just have the ISR. Whatcha all think of that idea?

Still need to remove one of the dirt tracks, just haven't decided which one it should be yet.
Attachments
RattRoadsAll.grf
(2.08 MiB) Downloaded 38 times
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

GarryG wrote: 17 Dec 2019 10:52
wallyweb wrote: 17 Dec 2019 10:47 ISR roads in NRT would be interesting. Code them as "ROAD" so that they could be used with any NRT set.
If they was coded as ROAD wouldn't they build in all the towns at start of a game?
Not if Action 0, Property 10 [roadtype_flags, tramtype_flags] is properly set.
How about using RISR instead while including ROAD in the roadtype_list?
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

See what Andrew360 thinks about it as I don't want my roads to override his if it can be helped.

You got me wanting to do some work to it, but not game as still getting some brown outs. Had one a few minutes ago. Aftershocks now 372. Wonder if that where Jerry Lee Lewis got the inspiration for his song "Whole Lot of Shaking Going On"?
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

GarryG wrote: 17 Dec 2019 11:43 You got me wanting to do some work to it, but not game as still getting some brown outs. Had one a few minutes ago. Aftershocks now 372.
Good that you and your family are safe. Hopefully your home was not damaged. Is your PC a laptop? If yes, run it on the battery while saving/doing your work.
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

wallyweb wrote: 17 Dec 2019 11:50 Good that you and your family are safe. Hopefully your home was not damaged. Is your PC a laptop? If yes, run it on the battery while saving/doing your work.
Thanks for wishing safety of me and family. No damage where I am, but lots where the actual earthquakes been happening. It the 5th major earthquake in that area since October 16.

I use a desktop computer so power outages affect me.. Rough count been 7 power outages today 4 or 5 this morning with in a few hours, one about 6 hours ago and one not that long ago. If any one has a look at map of Philippines I on the big island at the bottom called Mindanao in Ozamiz City. The earthquakes are further south. Closest was a few weeks ago just 125 km away. The other further south towards Digos City and west of Mt Apo.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
kamnet
Moderator
Moderator
Posts: 8589
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

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

Post by kamnet »

ISR Roads is something I started a long time ago, and I'm supportive of them in NRT because they go well with lots of stations.

I also hate ISR Roads because they have too much green in them and I sure wish that we had something nicer in 2019. :)
User avatar
GarryG
Tycoon
Tycoon
Posts: 5893
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

kamnet wrote: 17 Dec 2019 17:10 ISR Roads is something I started a long time ago, and I'm supportive of them in NRT because they go well with lots of stations.
Guess I will keep these in the set :D What about the other road in ISR? The object ones are a bit narrow so wonder how they would go if they made a bit wider.
kamnet wrote: 17 Dec 2019 17:10 I also hate ISR Roads because they have too much green in them and I sure wish that we had something nicer in 2019.
Would you like some weed spray sprayed on the roads to kill some of the grass?
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

GarryG wrote: 18 Dec 2019 00:07 Guess I will keep these in the set :D What about the other road in ISR? The object ones are a bit narrow so wonder how they would go if they made a bit wider.
I wouldn't worry about the ISR roads. They are station tiles ... not objects. I have the sprites and they can be fixed later.
On the other hand, Quast65's stuff are indeed objects. You should check with him on how to handle them.
Another thought ... Make your ISR roads as a stand-alone NRT set.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Amazon [Bot] and 70 guests