I'm starting a new discussion in the suggestion forum to talk about RoadTypes and TramTypes (RATT). THESE ARE NOT YET IN OPENTTD, AND THEY MAY NOT EVER BE
. But we do finally have the starts of a spec for both, and a forked copy of OpenTTD to play with. For more information, click here
, but keep in mind that it's a discussion about the development of the specs themselves as implemented in OpenTTD code, and I don't want to clutter it with anything that doesn't directly contribute to it. It's why I'm splitting this discussion off.
We've speculated for many years on what to do with RoadTypes. Now we are closer to that, and with the work of Andythenorth, Frosch, and Wolf, we have a spec which specifies 15 RoadTypes AND 15 TramTypes, with a limitation of one type of each per tile. Just like with RailTypes, NewGRF authors will be responsible for designing the new types of paths.
I realize that this discussion is probably going to sprawl all over the place. So with that in mind, I'm going to attempt to keep a summary of discussion and linked replies here in the main post. I won't promise I'll do a good job of it, but I'll give it a try.WHAT HAS BEEN ACCOMPLISHED SO FAR?
Download binary releases
for Linux, MacOS X and Windows.
Andythenorth has posted a RATT-enabled version of Road Hog
with two types of road systems and two types of tram systems, with appropriate vehicles, as a sample of how the new feature works.
Supermop has posted OGFX+ Style Trolley Truck and Buses
, which provides a new trolley catenary for rubber-tyre vehicles, with the goal of eventually moving it into OpenGFX+ Road Vehicles.
Supermop has posted Docklands
provides four roadtypes and four tramtypes with pavements that match the popular ISR and CHIPS NewGRF sets. (Also see the [url=https://www.tt-forums.net/viewtopic.php?f=26&t=75960]developer thread[/url).