[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.

Moderator: Graphics Moderators

User avatar
Andrew350
Director
Director
Posts: 579
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

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

Post by Andrew350 »

alluke wrote:
09 Aug 2020 12:02
Would it be possible to add an option to disallow houses and sidewalks along dirt roads? I use them mainly for forestry/mining and houses don't really fit there.
Sure, that seems reasonable. I'll add it to my to-do list :)

User avatar
alluke
Transport Coordinator
Transport Coordinator
Posts: 335
Joined: 27 Dec 2010 16:26
Location: Finland

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

Post by alluke »

Thanks, please do the same for 90km/h roads, Theyre mostly connecting smaller towns together.
Attachments
Näyttökuva 2020-8-15 kello 10.15.54.png
Näyttökuva 2020-8-15 kello 10.15.54.png (182.45 KiB) Viewed 353 times
Image

User avatar
Andrew350
Director
Director
Posts: 579
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

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

Post by Andrew350 »

[this is a slightly offtopic rant-idea-thing; and don't worry this isn't directed at you alluke, just thinking out loud here!]

So I've been thinking on all these parameters people want: individual speed limits, introduction dates, houses, etc. for every single roadtype. I totally understand wanting lots of customization, but the sheer amount of parameters it would take to accommodate everything is just massive. I've said before: implementing it isn't a problem, but what holds me back from actually doing it is the thought of opening up the parameter window and just seeing a huge wall of text and numbers, that to most people is just nonsense. I would like for more experienced players to have options to tailor things to their playstyle, but I also don't want the setup to be overwhelming and tedious for everybody else (including me :mrgreen:)

What I would love to see, is some form of expandable tree system for the NewGRF parameter window, similar to the game settings window. This way only the "basic" settings could be displayed at first (these are just mockups btw) :
grfsettingsbasic.png
grfsettingsbasic.png (6.47 KiB) Viewed 285 times
But by clicking on an option it could be expanded out to allow customizing things individually:
grfsettingsexpanded.png
grfsettingsexpanded.png (13.53 KiB) Viewed 285 times
(Bonus points if the so-called "preset" in my example could change the individual values in its child parameters below it on-the-fly, but that might be asking too much :wink:)

Just being able to better organize settings and/or hide advanced tweakables behind a collapsible menu would go a long way to make NewGRF setup so much better, especially for new players.

I think something like this would be very useful for many authors who want similar levels of customization without the linear, unorganized settings menu that currently comes with it, but that's just my thoughts. Dunno if any devs read through the graphics forums anymore, but I wanted to put this out there anyway in case someone might feel the desire to make it happen or have some thoughts on it. I at least think it would be very useful and awesome, and would love to see something like it in OpenTTD :)

[end idea-thing]

User avatar
GarryG
Tycoon
Tycoon
Posts: 3756
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

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

Post by GarryG »

Like that idea with main menu and a sub-menu so it easy to find the sections you want. :bow: :bow:

Maybe OpenTTD could do something similar in the Selection Menus in game and have the Menu and sub-menus too :D

Like this menu from my games:
Selection Menu.png
Selection Menu.png (13.96 KiB) Viewed 263 times
Instead of seeing everythiong that is "AuzAddOns" you would click on it and it would then open up a sub-menu to list them.

Same with the others so all you would see the main folders

AuzAddOns
AuzBeaches
AuzWater
AuzSwamp
AuzLandscape
and so on.

Just click on the one you want to open the sub-menus.

But this wrong place to talk about this too.

Cheers
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

Diesel Power
Traffic Manager
Traffic Manager
Posts: 221
Joined: 18 Jun 2016 19:05

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

Post by Diesel Power »

YES!!! Please do this. I've been waiting for somome to add customisable speed limits since NRT was first muted. The parameter tree is a great idea. Feels intuitive as it matches the setting menu.

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 13 guests