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

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

Post by Joubarbe »

French translation for the top bar buttons. I don't know where all the other strings are, so I left them in English for now. My translation is a bit different from the original RattRoads.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Joubarbe wrote: 07 Dec 2019 12:20 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).
Thanks for compliments.

When you use my set alone you will get the games default road which is called "Road Construction" plus my 6. If you load both RattRoads and my set you will get 12 roads. The default road will be one from the RattRoads set.

You will need either the default road or the set from RattRoads so can have roads in towns without fences and white posts.

Andrew360 and I wondering if we should join the 2 and make it just one file with the 12 roads. What do you and others think of that idea?
Joubarbe wrote: 07 Dec 2019 12:20 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
Sometimes wonder if remove the dates and players can choose which roads they want and what year. Not sure when asphalt roads was first introduced in real. I imagine in the 1900s when cars started to become more popular. If any one knows actual date let us know.
Joubarbe wrote: 07 Dec 2019 12:20 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).
I slowed the speeds on dirt and gravel for my roads see if they work better. Sometimes wonder with asphalt roads don't have s speed limit as vehicles have their own speed. The slow speed for dirt and gravel just to slow down those drivers suffering from lead feet :D
Joubarbe wrote: 07 Dec 2019 12:20 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!
Not sure if that can be done.

I just recoded the game with your French so here copy see if all look good. This copy also has the flood ways but they not finished yet.

Time for my beauty sleep .. catch up with you all when the sun shines again. Cheers
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Joubarbe »

Yeah there's a problem with "STR_SETT_PAVEMENT_ROAD". SettPaved Road cannot be translated (and it is in the file: STR_SETT_PAVEMENT_ROAD_NAME :Routes pavées).
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

The following roads belong to the original RattRoads.
STR_DIRT_ROAD_NAME :Routes en terre
STR_SETT_PAVEMENT_ROAD_NAME :Routes pavées
STR_BASIC_ASPHALT_ROAD_NAME :Routes en asphalte basique
STR_IMPROVED_ASPHALT_ROAD_NAME :Routes en asphalte amélioré
STR_MODERN_ASPHALT_ROAD_NAME :Routes en asphalte modern
STR_HIGHWAY_ROAD_NAME :Autoroutes

I should have removed the reference to them from my .lng files but kept them for future use and also so I wouldn't accidently use the same name for any mine.

So I will remove them from my .Ing file to save future confusion.

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

Post by Andrew350 »

Joubarbe wrote: 07 Dec 2019 12:20 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!
The final specs for NotRoadTypes haven't been published yet, but I believe this is something that should be possible. I just don't have any info on how to do it yet :) Rest assured though, if/when it is possible this is on the top of my list also :)
Joubarbe wrote: 07 Dec 2019 13:01 French translation for the top bar buttons. I don't know where all the other strings are, so I left them in English for now. My translation is a bit different from the original RattRoads.
Mind if I use your translation also for RattRoads itself?
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Joubarbe »

You can use my translation, sure. But again, SettPaved Road is NOT translated in the game, and it should, because in the file, I've translated the corresponding string. So there's definitely a problem somewhere on this specific road type (all the others work fine).
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Joubarbe wrote: 08 Dec 2019 07:43 You can use my translation, sure. But again, SettPaved Road is NOT translated in the game, and it should, because in the file, I've translated the corresponding string. So there's definitely a problem somewhere on this specific road type (all the others work fine).
Yeah, the person who did the initial translation never updated it after I added the sett-paved road, so it stayed in English since I don't know French and didn't want to butcher it in a translator :)

On that note, I'm probably going to add some more things to the set such as a basic tramtype, electrification, and even some highway objects. I can post the .lang file once I'm ready to release it, so if you'd be willing to translate that as well I'd be grateful. That goes for other languages as well :)
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Just an update to what been happening.
One of the gravel roads I removed the fences and guide posts so that one of the gravel roads can be used in towns.

Been adding road signs and Depot Objects (the depot objects are from one of my AuzObjects sets, but I added them to the RattRoadaddons as well). Hiding inside that Object Depot is the actual Depot. Hope to make a old looking Depot when get chance.
RattRoads_01.png
RattRoads_01.png (23.89 KiB) Viewed 3251 times
Also making some UK style highway additions.
RattRoads_02.png
RattRoads_02.png (26.58 KiB) Viewed 3251 times
Sorry game file not ready for you to try the new additions just yet.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Combined the RattRoads 0.4 and RattRoadsAddons into one file.

For now it is called RattRoadsAll.

Still a lot of work to do to the set before it can be officially released.

At the moment there are 14 roads.
Roads.png
Roads.png (75.61 KiB) Viewed 3180 times
When you load the game file go "Set Parameters" here you can make some changes and choose if you want American or UK style roads. The image above is the UK style.
Trying to make roads with 2 sets of each. One suitable for towns and those who don't like fences and and the other with Fences.
The Dirt, Gravel and Paved roads are the same in both US and UK sets. Need to make a country style set when get chance. Might make a concrete set to replace the paved roads in the UK set.
Far right are 2 roads from the ISR/DWE set. If you use the ISR/DWE set would you like to use actual roads instead of the Fake Roads? Please let us know is like so can decide if to keep them or remove them.

Made 2 old style Object Depots. The actual depot can hide inside these.
Depots.png
Depots.png (29.27 KiB) Viewed 3180 times
Weekend coming up so hope you have the chance to try these and let us know what you think. Feed back very much appreciated as helps us decide what we keep and what we remove.

Here the game file .. enjoy
RattRoadsAll.grf
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by MagicBuzz »

Hello,

I'm using the RattRoads 0.4.1and I have a suggestions and something that looks like to be a bug to report :

First, it would be nice if it was possible to set the speed limits manually, not only choose "hard or normal".

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

Post by GarryG »

Making some Depot Extensions.
Normal Depots
Normal Depots.png
Normal Depots.png (12.04 KiB) Viewed 3104 times
Depots with the object extensions.
Extended Depots.png
Extended Depots.png (33.53 KiB) Viewed 3104 times
The big depot with the tricks only has one normal depot hidden under the objects but had 2 entry/exit locations.

One on right something I been wanting to make for a long time .. depot extension for horses.

Not sure when you be able to try these .. you just have to wait :D .
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

MagicBuzz wrote: 12 Dec 2019 14:04 First, it would be nice if it was possible to set the speed limits manually, not only choose "hard or normal".
While that would be great, the only way to do that would be adding a parameter for each individual road which the user would have to input manually. That doesn't seem like a great idea to me to be honest, but your thoughts may be different :) I could also add a third difficulty option if the differences aren't enough currently.
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. :)

On a related note, currently using metric units gives odd speed limits on account of me defining them in mph. I think it would be preferable if metric speed units were more "normal", i.e. ending in 5s and 0s, but the only good way to do that is adding a NewGRF parameter to select your preferred speed units. So I think this is something I'll have to do, unless there's any objections :)
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

Andrew350 wrote: 13 Dec 2019 22:41 the only good way to do that is adding a NewGRF parameter to select your preferred speed units. So I think this is something I'll have to do, unless there's any objections :)
Wrong! Speed units are set in the Settings windows under Localization.

Also, maximum speed for a vehicle is set in NewGRF Action0 - Properties. This is for NFO.
NML and NRT are probably similar
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

wallyweb wrote: 13 Dec 2019 22:49 Wrong! Speed units are set in the Settings windows under Localization.
Yes, but that just means OpenTTD auto-converts the NewGRF-defined speed limit to the new units. For example I define a road with a speed limit of 15 mph, then if someone is using metric units in OpenTTD they will see 24 km/h instead. It is the same, but not a clean "realistic" number. By adding a parameter to choose which units you prefer, then I can adjust the speeds to look correct depending on what units you use. Obviously the user has to actually have the OpenTTD setting set properly for that to work, but hopefully that's...well, obvious :P
wallyweb wrote: 13 Dec 2019 22:49 Also, maximum speed for a vehicle is set in NewGRF Action0 - Properties. This is for NFO.
NML and NRT are probably similar
Yes, but they will only go as fast as the road speed limit will allow ;)
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

Andrew350 wrote: 13 Dec 2019 23:06 Yes, but they will only go as fast as the road speed limit will allow ;)
Ok. Perhaps a better example. How did you do the speed limits for your bridges? 8)
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Hmm, I'm not sure I understand what you're getting at? That doesn't have anything to do with unit conversions ?(
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

Andrew350 wrote: 13 Dec 2019 23:47 Hmm, I'm not sure I understand what you're getting at? That doesn't have anything to do with unit conversions ?(
Bridge speed limits are set in mph km/h. Settings will convert those to km/h mph. :oops:
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Yes, that's not really the issue; what I'm saying is that almost every speed limit in the world is going to be set to a multiple of 5 - metric is no different. So it is weird when playing with metric units that you end up with roads with 24 km/h or 57 km/h speed limits because I set the speeds internally in mph - that just isn't normal. (the same goes for bridges too, but that's a separate issue)

My proposal with the parameter is to fix that discrepancy and slightly adjust the speed limits to be more practical, such as 25 km/h and 55 km/h, when using different units :) Yes, there will be a slight difference in actual speed depending on your unit preference, but it won't make any practical difference since you won't be able to change it during a game anyway.

It's just a very minor visual quirk, but it bothers me nonetheless so I'd like to fix it, and a parameter seems the only way to do it :)
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

Andrew350 wrote: 14 Dec 2019 00:23 It's just a very minor visual quirk, but it bothers me nonetheless so I'd like to fix it, and a parameter seems the only way to do it :)
I see what you mean.
Here is what I did for my three bridges where I wanted mph:

Code: Select all

// 0C	W	Max. speed
		0C 30 00 // 48 km/h 30 mph
//		0C 20 00 // 32 km/h 20 mph
//		0C 82 00 // 130 km/h 80 mph
//=================================
//		0C 32 00 // 50 km/h
//		0C 23 00 // 35 km/h
//		0C 78 00 // 120 km/h
I included in the example the hex values to use for km/h.
Simply use one parameter setting for metric and a second setting for imperial. :D
Be prepared to deal with players who use the Settings GUI instead of your parameters to make the changes. :roll:

It'll be interesting to see how you get it to work for NRT in NML.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Oh yeah in NML it is easy because you can define the units to use as well. NRT will be no different :)
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