[NRT] RattRoads - 1.0.2 released 05-17-20!

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

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Andrew350
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Heh, I too have been continuing work on snowy stuff. Dirt and Sett roads are done and I've got a decent start on the rest of them.
dirt_ttd_snow.png
dirt_ttd_snow.png (263.88 KiB) Viewed 4002 times
sett_snow.png
sett_snow.png (150.77 KiB) Viewed 4002 times
I also got distracted making some parking spaces for modern roads, but thought they looked too busy so decided against them:
Fobrook Marsh Transport, 02_07_19303.png
(437.59 KiB) Not downloaded yet
I thought I would like it, but after seeing the result it just looks too busy. But let me know if you think different :)

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

Post by wallyweb »

Andrew350 wrote:
12 Jan 2020 05:01
... it just looks too busy.
Too busy?? Are you kidding? They look like the day after the radical left won an election and banned all vehicles!
Add some random cars.
Also ... NOT in Zone 4. That's the commercial core of the city where all parking is off-street.
Also ... NOT in Zone 3 ... unless you can keep the trees.
Zone 2 (and/or 1) would be the most logical.
Zone 0 is too rural.

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

Post by Andrew350 »

wallyweb wrote:
12 Jan 2020 05:38
Add some random cars.
Adding cars just means all tiles will end up looking exactly the same...unless there's a way to randomize the graphics? (I don't know of any)
wallyweb wrote:
12 Jan 2020 05:38
Also ... NOT in Zone 4. That's the commercial core of the city where all parking is off-street.
Zone 4 is where the streetlights are...and my parking spaces go around them...
wallyweb wrote:
12 Jan 2020 05:38
Also ... NOT in Zone 3 ... unless you can keep the trees.
Zone 3 is where the trees are...they are unavoidable, so no parking spaces...
wallyweb wrote:
12 Jan 2020 05:38
Zone 2 (and/or 1) would be the most logical.
These zones do have parking spaces. All of the above zones (including these ones) are in the above screenshot(s).

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

Post by wallyweb »

Andrew350 wrote:
12 Jan 2020 06:31
wallyweb wrote:
12 Jan 2020 05:38
Add some random cars.
Adding cars just means all tiles will end up looking exactly the same...unless there's a way to randomize the graphics? (I don't know of any)
RandomAction2

My other suggestions were purely conceptual. I was was just trying to suggest ways to avoid flooding the town with parking spaces.
A consideration for zone 0 ... All tiles outside a town's zone limits are considered as zone 0 by the game even though they are unowned.

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

Post by Diesel Power »

Wow! This has come a hellava long way since I last checked in here. Great job guys!

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

Post by GarryG »

Still experimenting with ideas.

We like wide Freeways/Highways .. at the moment we only have fake extra lanes and vehicle do not use them.

I manage to turn this freeway.
Freeway Highway1.png
Freeway Highway1.png (29.52 KiB) Viewed 3881 times
To look like this.
Freeway Highway2.png
Freeway Highway2.png (40.41 KiB) Viewed 3881 times
The buses can use all lanes. Just unfortunately the buses do not change lanes smoothly, I do a zigzag course to change lanes. But at least it still looks like a dual freeway or highway.

Still some more tweaking to do before I let you try.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

This where I up to with the roads. All the roads in AuzRattRoads are snow aware.

Much thanks and credit goes to Andrew360 for providing me with the coding and use of his sand roads also to Kruemelchen the maker of "Country Roads (NRT)" viewtopic.php?f=26&t=76017&start=60 for allowing us to use his snow sprites.
snow aware 1.png
snow aware 1.png (132.62 KiB) Viewed 3748 times
There is 2 different styles dirt/sand tracks, 2 dirt/sand roads and some bitumen/asphault roads.

It only has roads designed for those who drive on left side of road. Hope eventually have some right handed roads coded later.

Added a few more road signs and tweaked the fake lane changers. Got a few more ideas with these.

Anyway if like to try what been done so far here the newgrf file.

Have not made the Industrial Roads snow aware yet. It still same as previous issue in one of the previous posts.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Added 2 roads to the ISRRoadtypeSetAddon.

In my AuzFreightStations are some Mining station tiles of different types, so I made a road to go with these.
Coal Roads2.png
Coal Roads2.png (75.85 KiB) Viewed 3656 times
Also made one without the spilt coal to use in Railway Yards and other industry areas.

There is 6 roads in this set now.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Made a new depot and road set to go with ISRRoadtypeSetAddon.

A Service Station (Petrol Station) you probably have other names for the location you fill up your vehicle with petrol/fuel.

In Australia many many years a go most service stations also provided a vehicle service where could get mechanical problems checks, tires changed and more. The person working at the service station also filled your tank, checked your oil and cleaned your window. Hence why it was called a Service Station as you got service.

These days the only thing the person who works there does is collect your money.

So why not have the depot as part of the Service Station.
Service Station Depots_1.png
Service Station Depots_1.png (29.51 KiB) Viewed 3401 times
The building on left with the dark grey floor is the actual depot. Rest of buildings are Objects. Depot always need to be closest to you due to the design of the roof of the depot and other buildings.

To get this depot need to select the Concrete Roads.

Give it a try and let us know what you think.

EDIT: Woops forgot to add the game file so here it is.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Kruemelchen »

Dear Andrew, Garry and the others working on this great set, it is turning out really good :D

I finally came around testing AuzRattRoads with snow aware graphics. It looks really awesome!

The upcoming release of my off-road truck set (SUV) will ship with full support for RATT roads 0.4.1!

However, I couldn't get it to work properly with AuzRattRoads. So it'd be nice to name the road types so I can support it :wink:

Cheers and thanks for the great work!

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

Post by GarryG »

Kruemelchen wrote:
20 Feb 2020 16:31
Dear Andrew, Garry and the others working on this great set, it is turning out really good
Thank you appreciated.
Kruemelchen wrote:
20 Feb 2020 16:31
I finally came around testing AuzRattRoads with snow aware graphics. It looks really awesome!
The upcoming release of my off-road truck set (SUV) will ship with full support for RATT roads 0.4.1!
However, I couldn't get it to work properly with AuzRattRoads. So it'd be nice to name the road types so I can support it
Here the source of the 2 road sets I been working on so you can get what info you need.

In AuzRattRoads been experimenting with switching Depots. Have a look at "Dirt Tracks2 - AUZB". Depends if you build the depot in town or out of town to what depot you end up with.

My idea is when build in town the depot would be say brick and large. If build out of town it be smaller and maybe weatherboard.

Let me know if need anything else.

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

Post by Gadg8eer »

Would you be willing to give some of your roads compatibility (powered_roadtypes) with UTIL, TELE, WIRE and PIPE? I'm building a roadtype set that gives roads designed to look like utility lines, and it would be nice if urban roads had "underground utility corridors" for power, telecom and plumbing. Thanks for your time, I really like what you've done with your roadsets.

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

Post by Andrew350 »

Gadg8eer wrote:
21 Feb 2020 00:53
Would you be willing to give some of your roads compatibility (powered_roadtypes) with UTIL, TELE, WIRE and PIPE? I'm building a roadtype set that gives roads designed to look like utility lines, and it would be nice if urban roads had "underground utility corridors" for power, telecom and plumbing. Thanks for your time, I really like what you've done with your roadsets.
Are you planning on making a specialized "vehicle" set to go with this, or just making some eyecandy stuff? If it's only the latter, I'm not sure there's any point in adding compatibility if nothing will ever use it.

If you are going to make a vehicle set then maybe we can talk ;) But it should be noted, neither I nor Garry have a road specifically intended for urban areas, and if your "roads" ever connect perpendicular to these normal roads (like at crossings) you will get weird random intersections and the possibility that the "vehicles" may wander off down a shorter, unintended route. Not a showstopper, especially since bridges are a thing, just something to take into consideration :)

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

Post by Gadg8eer »

Andrew350 wrote:
22 Feb 2020 05:20
Gadg8eer wrote:
21 Feb 2020 00:53
Would you be willing to give some of your roads compatibility (powered_roadtypes) with UTIL, TELE, WIRE and PIPE? I'm building a roadtype set that gives roads designed to look like utility lines, and it would be nice if urban roads had "underground utility corridors" for power, telecom and plumbing. Thanks for your time, I really like what you've done with your roadsets.
Are you planning on making a specialized "vehicle" set to go with this, or just making some eyecandy stuff? If it's only the latter, I'm not sure there's any point in adding compatibility if nothing will ever use it.

If you are going to make a vehicle set then maybe we can talk ;) But it should be noted, neither I nor Garry have a road specifically intended for urban areas, and if your "roads" ever connect perpendicular to these normal roads (like at crossings) you will get weird random intersections and the possibility that the "vehicles" may wander off down a shorter, unintended route. Not a showstopper, especially since bridges are a thing, just something to take into consideration :)
Yes, there will be vehicles for these roadtypes. I've already started on the roadset in question...
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Hi all, been fiddling around with some ideas. Thanks to the Screenshot Of The Month Competition - March 2020 - and this months subject "Highways". It got me interested in my road set again.

LaRoso has already contributed and in his screen shot shows some Sound Proof Fences from "Korean Object Set" which I didn't no existed till now :oops:

Sometime back I started working on Sound Proof fences for my AuzRailSet and AuzRattRoads but never got around to finishing them as they needed to be high and the Fence Templates for my AuzRailSet wasn't the right size and needed adjustments which at the time I didn't feel like doing. I now have some available for testing. Still need a few more such as L shape fences.

Also been looking at some new road ideas. City Roads left and right lanes with a medium strip down the middle of trees, grass and lights. Also looking at idea of Single Lane Roads.
NewRoads Added.png
NewRoads Added.png (39.46 KiB) Viewed 2396 times
Everything (except the buses) in this image comes with the AuzRattRoads. The Sound Proof Fence looks good, but think that the "Korean Object Set" are better, but I can not use those idea as they have licenced it as Creative Commons. I hoping the maker of that set will see this and give me permission to use one of his fences that similar size as the one I done.

The Roads with the medium strip comes as 2 roads. "City Roads Front Section" and "City Roads Back Section". And the Single Lane Roads also come in 2 sections .. "Lane Road Left Side" and "Single Lane Road Right Side".

These roads to make sure vehicle use them properly you need to place the arrows on the Roads. The Single lane roads vehicles will drive down the part of road that been removed if you forget those arrows. Also if you have a slow vehicle a faster vehicle will overtake the slow vehicle just like those impatient drivers idiots do in real.

Like to try? Appreciate comments and anything I might have missed.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Added some overlap lane changing objects for the single roads and also done a bit more to the Sound Proof Fences.

The overlaps glitch sometimes at the junctions.
NewRoads Added2.png
NewRoads Added2.png (41.64 KiB) Viewed 2339 times
Different styles of SoundProofFences. Can not build them north-south and East-West directions, added a gate, corner sections and can also build them in middle of tiles.
SoundProofFences1.png
SoundProofFences1.png (50.32 KiB) Viewed 2339 times
Unfortunate that the lights in the City Roads I do get run over by vehicles. Not sure at this stage if still leave the lights and put up with the problem or maybe remove the lights. What you think?

Here the new version.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Will be another issue of AuzRattRoads, ISRRoadtypeSetAddon, AuzRailSet, AuzFenceObjects, and AuzTownObjects in coming days.

Found a few problems with the sets I released before and made a few improvements.

Some of the Slope Aware Sound Proof Fences was out of alignment and also changed the design of these fences on slopes.

Adjusted the lights on the City Roads by lowing them and changing the way they face to try stop RV running over the top of them.

Also made adjustments to the Service Station Depot and Objects. You can now use the Depot on its own or with the objects. Before it could only go on the left side of the Service Station Objects, but now it can go on either side. Also these Depot Service Station is available in AuzRattRoads with the new City Roads and the Single Lane Roads. Also available in ISRRoadtypeSetAddon and a set been added to AuzTownObjects.

A few minor things to do to the Object depot .. will change the floors to match that of the Depot Section.

The Depot and City Road changes.
Improvement made to some roads1.png
Improvement made to some roads1.png (40.66 KiB) Viewed 2246 times
The changes to the fences.
SoundProofFences2.png
SoundProofFences2.png (37.81 KiB) Viewed 2246 times
Updated file will be available in a day or 2 .. I hope.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Managed to update the AuzRattRoads sooner than I expected. Not easy to judge time when have to share computer with the kids.

You will find both game file and the source.

Changes:
* Altered the design of the Sound Proof Fence on slopes.
* The Sound Proof Fence middle tiles can now be built on slopes.
* Add the Depot-Service Station and the object pieces to this set.
* Also changed the design slightly so that the Depot can go with the object sets better.
* The Object buildings now have dirty concrete floors same as the Depot. Question is now which building is which?
Service Station.png
Service Station.png (28.58 KiB) Viewed 2225 times
For the concrete road effect you will need the "ISRRoadtypeSetAddon"
* The City Roads I altered the street lights so hope they don't glitch now with RVs.
* The City Roads and The Single Lane Roads all have the Depot Service Station.

I've included the game file and the source. The ISRRoadtypeSetAddon will be in next post.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Here the latest "ISRRoadtypeSetAddon".

This set also has the Depot Service Station and object pieces. You will find it with the Concrete Roads.
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Game File
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Source
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by NekoMaster »

GarryG wrote:
22 Mar 2020 06:25
Managed to update the AuzRattRoads sooner than I expected. Not easy to judge time when have to share computer with the kids.

You will find both game file and the source.

Changes:
* Altered the design of the Sound Proof Fence on slopes.
* The Sound Proof Fence middle tiles can now be built on slopes.
* Add the Depot-Service Station and the object pieces to this set.
* Also changed the design slightly so that the Depot can go with the object sets better.
* The Object buildings now have dirty concrete floors same as the Depot. Question is now which building is which?
Service Station.png
For the concrete road effect you will need the "ISRRoadtypeSetAddon"
* The City Roads I altered the street lights so hope they don't glitch now with RVs.
* The City Roads and The Single Lane Roads all have the Depot Service Station.

I've included the game file and the source. The ISRRoadtypeSetAddon will be in next post.
Oh wow, that looks nice, I hope to play around with it some time but at the moment I've been playing around with other games. Perhaps its time to get back to OpenTTD :)
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