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NotRoadTypes

Posted: 25 Dec 2016 16:31
by andythenorth
Some said it couldn't be done. Some said it wouldn't be done. Some said it shouldn't be done.

Draft newgrf docs https://wiki.openttd.org/Frosch/NotRoadTypes

OpenTTD builds and forked repo
https://www.openttd.org/en/download-ratt
https://github.com/andythenorth/NotRoad ... tram-types

NML fork
https://github.com/andythenorth/nml-and ... tRoadTypes

Windows binary for NML: http://devs.openttd.org/~frosch/nml-nrt ... -win32.zip

Patched Road Hog grf attached, with 2 road types and 2 tram (light rail) types, and some vehicles to suit each.

frosch and Wolf patched OpenTTD, I patched a bit of nml and the Road Hog grf. Thanks also to Alberth and Eddi amongst others :D

This isn't done-done-done, but a lot of it is there.
  • grfcodec appears to work as expected with no changes needed
  • (nfo)renum does not work currently, and as yet, there is currently plan to fix it
  • no support
  • GUI icons only present when using original baseset graphics, OpenGFX and other basesets will need updated
  • it will break your savegames
  • don't load the patched Road Hog grf in vanilla OpenTTD, it will report an error
  • there's no timeline for moving this to trunk, asking will only slow it down ;)
Do please report any asserts or graphical glitches, cheers :)
road-hog.tar
(2.44 MiB) Downloaded 1692 times
Road, Heavy Haul Road, Tram, Electrified Tram
Road, Heavy Haul Road, Tram, Electrified Tram
NRT-screenshot.png (496.63 KiB) Viewed 39384 times

Re: NotRoadTypes

Posted: 25 Dec 2016 17:44
by ISA
Nice work! 8)

Re: NotRoadTypes

Posted: 25 Dec 2016 19:47
by Wolf01
I want to thank andythenorth and frosch123 for the work done together, Alberth and Eddi for the support.
I started this project with Andy to see if it could really be done, and it really happened, mainly thanks to frosch which carried out the most difficult parts :wink:

Re: NotRoadTypes

Posted: 25 Dec 2016 20:32
by J0anJosep
Looks great! Great work! :smile:

Re: NotRoadTypes

Posted: 25 Dec 2016 22:01
by zooks
Amazing news! Looking forward to testing it!

Re: NotRoadTypes

Posted: 26 Dec 2016 09:55
by wallyweb
andythenorth wrote:Patched Road Hog grf attached, with 2 road types and 2 tram (light rail) types, and some vehicles to suit each.
The heavy road loads and works.
I am not seeing any tram menu options.
If this is a bug, what would you like from me to help resolve it?
If this is not a bug, what would I need from you to help resolve it?

Re: NotRoadTypes

Posted: 26 Dec 2016 10:01
by andythenorth
wallyweb wrote:I am not seeing any tram menu options.
Screenshot the main toolbar? :) (Do you see the new tram/light rail icon?)

Re: NotRoadTypes

Posted: 26 Dec 2016 10:43
by wallyweb
andythenorth wrote:
wallyweb wrote:I am not seeing any tram menu options.
Screenshot the main toolbar? :) (Do you see the new tram/light rail icon?)
What I see is a "?" icon between the "build roads" and "build airports" icons.
The tool tip says it is "build ship docks".
While awating your reply I explored that "?". Those ship docks look an awfful lot like tram stuff.
1000_Words.png
1000_Words.png (18.04 KiB) Viewed 39276 times
EDIT: The real "build docks" icon has that "build airports" tool tip.

Re: NotRoadTypes

Posted: 26 Dec 2016 10:51
by adf88
Marvelous work! We needed this.

Minor bug:
2016-12-26-114608_1280x800_scrot.png
2016-12-26-114608_1280x800_scrot.png (33.22 KiB) Viewed 39275 times
Tram on the left stopped, as expected. Tram on the right is reversing.

Re: NotRoadTypes

Posted: 26 Dec 2016 11:07
by NekoMaster
Nice, interesting to finally see some work on Road Types... sorta

Honestly though what I've always wanted with road types is slow and fast roads. Towns would build "City Roads" that are limited to 40-50 Km\h but the player can build slower or faster roads depending on their budget and needs. This way there would be a reason for players to build faster more expensive road types if they want to provide the best intercity service (Like building a 100+ Km\h Highway to allow faster trucks and coach busses to get from city to city quickly)

Oh well, maybe its too early to be thinking about stuff like that. I wonder if its even possible to add speed limits to road types like NuTracks did for Rail Types.
adf88 wrote:Marvelous work! We needed this.

Minor bug:2016-12-26-114608_1280x800_scrot.pngTram on the left stopped, as expected. Tram on the right is reversing.
They're electric trams are they not? The Trams on the lower right are reversing at the end of the electric tramline as theres nothing to power them past that point

EDIT : Only steam trams can run on "Tram Ways" while the other trams will need to run on "Electric Tram Way"

Re: NotRoadTypes

Posted: 26 Dec 2016 11:11
by adf88
Yes, yes. Electric.
I would expect that the second tram stops too. There is no reverse loop.

Re: NotRoadTypes

Posted: 26 Dec 2016 11:15
by NekoMaster
adf88 wrote:Yes, yes. Electric.
I would expect that the second tram stops too. There is no reverse loop.
Yeah but it would seem like for gameplay sake Trams can reverse at the end of a line and at the end of their compatible tram way type (or when a player forces them to reverse

Re: NotRoadTypes

Posted: 26 Dec 2016 11:24
by andythenorth
wallyweb wrote:While awating your reply I explored that "?". Those ship docks look an awfful lot like tram stuff
As per first post, the various alternative baseset grfs need updating for the tram toolbar icon :)

OpenGFX will need an update, but it's not very actively maintained currently ;)

Re: NotRoadTypes

Posted: 26 Dec 2016 11:40
by wallyweb
andythenorth wrote:As per first post, the various alternative baseset grfs need updating for the tram toolbar icon :)
You mean the line where you used italics for emphasis so that we would think its important or somesuch? :roll:
OpenGFX will need an update, but it's not very actively maintained currently ;)
WHAT? Do they think this is Christmas or something? :twisted:
:lol:

Re: NotRoadTypes

Posted: 26 Dec 2016 14:45
by adf88
wallyweb wrote:What I see is a "?" icon between the "build roads" and "build airports" icons.
andythenorth wrote:OpenGFX will need an update, but it's not very actively maintained currently ;)
As a temporary solution use this GRF
nrtgraphics.grf
(2.02 KiB) Downloaded 1261 times

Re: NotRoadTypes

Posted: 26 Dec 2016 22:30
by Leanden
Yay, glad to see this finally coming to fruition in one form or another :D

Re: NotRoadTypes

Posted: 26 Dec 2016 22:45
by Supercheese
It's a Christmas miracle! :P

Re: NotRoadTypes

Posted: 26 Dec 2016 22:51
by bokkie
Nice to see some action :) don't visit the forum often anymore but I always look around Christmas and April 1st. Good luck on the remaining steps!

Re: NotRoadTypes

Posted: 27 Dec 2016 17:36
by andythenorth
Some fixes went in on Dec 26th and 27th. https://github.com/andythenorth/NotRoad ... tram-types

Binaries are built around 03.00 GMT or so. https://www.openttd.org/en/download-ratt

Re: NotRoadTypes

Posted: 27 Dec 2016 18:28
by wallyweb
andythenorth wrote:Some fixes went in on Dec 26th and 27th. https://github.com/andythenorth/NotRoad ... tram-types
Change: added missing tramway construction tooltip for the main toolbar
:D

Question: Is it intentional that a vehicle built in a road type's depot be restricted to travel only on that road type?
If yes, that is unrealistic and will result in the player having to build a lot of unrealistic transfer stations.
Think of a supplies truck built in a town, collecting supplies in a suburb, accessing a highway to another town, exiting that town onto a paved rural road which connects to a dirt/gravel road that leads to a mine, the destination for the supplies. To have a road type specific depot is fine, but roads, stops and stations should be open to any vehicle.
Hopefully the only dfference between road types would be graphics and maximum speeds where a fast vehicle on a slow road would be speed restricted to the road's maximum.