[UNIV] Swedish Rails Set 0.8.1

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planetmaker
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[UNIV] Swedish Rails Set 0.8.1

Post by planetmaker »

The Swedish rail set aims to provide a replacement and extension for the normal and electrified rail tracks, improving the look in many places, like new depots, snow awareness of all things and better graphics support in conjunction with alternate road sets. It is designed to work nicely along with the other Swedish newgrfs, but can also be used independently of any of them.

As of version 0.4.0 is the first feature-complete version for OpenTTD
; TTDPatch support is added in version 0.6.0 but only supports TTD and TTRS level crossings so far.

Swedish rails are drawn by Irwe and coded by myself and released under GPL v2 or later. For OpenTTD users it's recommended to at least use OpenTTD 1.0.0.

The current release version can be found on both, BaNaNaS and the DevZone. See the readme for parameters and further instructions and how to obtain the source code.


=================
Old posting:

Irwe has been pretty busy lately providing a number of sprites in order to create swedish tracks, which replace both normal rail and electric rail tracks. Here we proudly present a first version which we would like to get feedback on.

It should work for both OpenTTD and TTDPatch, though both of us don't have means to test it there, feedback from TTDP users is therefor especially welcome. For OpenTTD it will use the rail types, but enforce no speed limits or other modifications.

Parameters:
Parameter 0:
0: tunnel entrances with OpenGFX landscape underlay (default for OpenTTD)
1: tunnel entrances with TTD landscape underlay (default for TTDPatch)
2: use existing tunnels (might glitch wrt tracks)

What we don't have so far but plan to add:
- other depots
- more snow on the tracks above snow line
- level crossings: in OpenTTD they will just be plain without lights, in TTDP they're supposedly using the old sprites; this includes support for a few road sets, most importantly TTRS and NAroads.
- support for (future) bridge NewGRFs

See also the readme

Enjoy!
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Example screenshot from v0.1.0
Example screenshot from v0.1.0
Screenshot from v0.2.0
Screenshot from v0.2.0
Last edited by planetmaker on 15 Dec 2011 14:35, edited 12 times in total.
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Re: Swedish Rails Set

Post by Kogut »

planetmaker wrote:What we don't have so far but plan to add:
- level crossings: in OpenTTD they will just be plain without lights
It is already done.
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Re: Swedish Rails Set

Post by Irwe »

Execelt! The swe trains look A LOT more at home now.
Kogut wrote:
planetmaker wrote:What we don't have so far but plan to add:
- level crossings: in OpenTTD they will just be plain without lights
It is already done.
It means they are just plain without lights now but will be drawn later.
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Swedish Houses Version 1.1 Released
Swedish Road Vehicles Work in Progress
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Re: Swedish Rails Set

Post by Kogut »

Irwe wrote:Execelt! The swe trains look A LOT more at home now.
Kogut wrote:
planetmaker wrote:What we don't have so far but plan to add:
- level crossings: in OpenTTD they will just be plain without lights
It is already done.
It means they are just plain without lights now but will be drawn later.
I thought that it is a great feature.
Anyway, it is not working with my favourite ISR (see rail depot).
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Re: Swedish Rails Set

Post by planetmaker »

Are you missing a screenshot which explains what we should look at? ;-)
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Re: Swedish Rails Set

Post by Kogut »

Chrząszcz brzmi w trzcinie w Szczebrzeszynie.
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Re: Swedish Rails Set

Post by planetmaker »

Oh... trallala. I obviously wrongly assumed it'd fallback to the default depots. Thanks!
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Re: Swedish Rails Set

Post by lawton27 »

There is no depot sprites included for the rails so the depots aren't drawn yet, you can see the rails for the front 2 depot sprites as the depot sprites are layered over them.
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Re: Swedish Rails Set

Post by Irwe »

lawton27 wrote:There is no depot sprites included for the rails so the depots aren't drawn yet, you can see the rails for the front 2 depot sprites as the depot sprites are layered over them.
I'll try to get a new depot done today. If not we'll just use the old one for now.
Swedish Houses Version 1.1 Released
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Re: Swedish Rails Set

Post by planetmaker »

New version 0.2.0 out!

The changelog is brief, but adds quite a bit:
- Feature: Use snowy tracks for tracks over the snow line
- Feature: Make tunnels truely base set independent when railtypes are in use
- Fix: Provide depot sprites
- Fix: Alignment of some track tiles

These changes also mean: By default the tunnel sprites are NOT used as it means to decide for a specific base set. If you want to use the new tunnel sprites, you can activate them via parameter one (its meaning changed a bit):
0: Don't use new tunnel sprites (default, recommended for multiplayer)
1: Use TTD ground sprite - compatible tunnel sprites
2: Use OpenGFX ground sprite - compatible tunnel sprites

TODO list:
- snow aware depots

Enjoy and please report suggestions and bugs :-) Special thanks to Yexo but also Alberth and Hirundo for providing excellent and speedy support with NML, Ammler for the convenient compile farm and feature discussions and peter1138 for the railtypes and related discussions :-)

As usual get the lastest release from the DevZone or your favourite fruit store
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Re: Swedish Rails Set

Post by planetmaker »

Another new version with some improvements in both depots and fences mainly and some internal changes like version differences treated better.
changelog wrote: - Feature: Make depots snow aware and allow an old and a modern version. Transition date is set via parameter 1
(OpenTTD > r20003 recommended for best user experience)
- Feature: In the absence of railtypes replace the default depot by the old-style normal rail depot
- Feature: Provide new fences. Usage controlled via parameter 3
- Change: Allow for debuging purposes also the de-activation of railtypes when using recent OpenTTD versions
- Fix: Alignment of straight overlay tracks
- Fix: Alignment of replacement ground sprites
Note also the use of the parameters:
excerpt from readme wrote:param0: tunnels sprites to use
0 = Use default tunnels (compatible with all base sets, default)
1 = Use OpenGFX - compatible tunnel sprites
2 = Use TTD - compatible tunnel sprites.
3 = Disable the use of rail types (only sprite replacements, only for debugging)

param1: introduction year for modern depots (no effect for TTDP or param0=3)
0 = 1975 / never* (default)
else: introduction year
* for OpenTTD > r20003 the introduction year sets the date when new
depots will be built in the modern style. Earlier versions of
OpenTTD don't support this; thus the parameter sets the date when
ALL depots change their style from old to modern.

param2: Choice of rail fences
0 = Use swedish rail fences whereever possible (default)
1 = Use fences only with SwedishRails rails (OpenTTD only)
2 = Don't change the fences, use the default ones
3 = Use no fences at all
4 = Use no fences for Swedish Rails only (OpenTTD only)
5 = Use non-CC fences wherever possible
6 = Use non-CC fences only with SwedishRails (OpenTTD only)
As usual get the lastest release from the DevZone or your favourite fruit store
Enjoy! :-)
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Re: Swedish Rails Set

Post by Kogut »

planetmaker wrote:
excerpt from readme wrote: param0: tunnels sprites to use
0 = Use default tunnels (compatible with all base sets, default)
1 = Use OpenGFX - compatible tunnel sprites
2 = Use TTD - compatible tunnel sprites.
3 = Disable the use of rail types (only sprite replacements, only for debugging)
Why that great new tunnels are not enabled by default? And is it possible to write in description: "To enable new, great tunnels set first parameter to 1 (OpenGFX) or 2 (default graphics)."
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Re: Swedish Rails Set

Post by planetmaker »

Tunnel portal sprites are a bit difficult: they need to match the ground tiles - which depend upon the base set being used by the player. In multiplayer games different players use different base sets - thus by choosing any tunnel portal by default, this set would glitch for at least one third or two thirds of the players (depending upon which option I'd chose). If you play in single player only, I'd chose the proper parameter myself, too - the new tunnel portals are after all much nicer than either originals :-)
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Re: Swedish Rails Set

Post by Kogut »

Cut is it possible to add that information? It is probably the most interesting parameter and I prefer to have information about important parameters in grf description.
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Re: Swedish Rails Set

Post by planetmaker »

Obviously the "compatible with all base sets" is not elaborate enough :-) I'll extend the readme on that with what I wrote here. Thanks for pointing it out.

EDIT: here a small advertizement screenshot :-)
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Re: Swedish Rails Set

Post by Ammler »

Kogut doesn't read readmes, that is why he would like to have it as grf description. ;-)

@Kogut: btw. default base set depends on the user, for some it is OpenGFX, the ttd baseset is mostly called original. ;-)
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Re: Swedish Rails Set

Post by Kogut »

I prefer to have important informations without searching for one of 30 readmes.
So it can be called "old" and "new".
Last edited by Kogut on 23 Jun 2010 08:37, edited 1 time in total.
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Re: Swedish Rails Set

Post by planetmaker »

Readme extended:
readme wrote:param0: tunnels sprites to use
0 = Use default tunnels (compatible with all base sets, default)
strongly recommended for multiplayer games
1 = Use OpenGFX - compatible tunnel sprites
2 = Use TTD - compatible tunnel sprites.
3 = Disable the use of rail types (only sprite replacements, only for debugging)

Tunnel portal sprites are a bit difficult: they need to match the ground tiles -
which depend upon the base set being used by the player. In multiplayer games
different players use different base sets. Thus by choosing any tunnel portal
by default, this set would glitch for at least one third or two thirds of the
players (depending upon which option one choses). If you play in single player
only, you know your base set, then feel free to chose the new tunnel portals;
they are after all nicer than either original :-)

param1: introduction year for modern depots (no effect for TTDP or param0=3)
0 = 1975 / never (default, see text)
else: introduction year

For OpenTTD > r20003 the introduction year sets the date when new
depots will be built in the modern style. Earlier versions of
OpenTTD, including the 1.0.x series don't support this; thus the parameter
sets the date when ALL depots change their style from old to modern.
Defaults are 1975 for OpenTTD > r20003 or never for other versions;
you can still force such change in the graphics on a fixed date via this
parameter.

param2: Choice of rail fences
0 = Use swedish rail fences whereever possible (default)
1 = Use fences only with SwedishRails rails (OpenTTD only)
2 = Don't change the fences, use the default ones
3 = Use no fences at all
4 = Use no fences for Swedish Rails only (OpenTTD only)
5 = Use non-CC fences wherever possible
6 = Use non-CC fences only with SwedishRails (OpenTTD only)

It is recommended to use in multiplayer games the company colour version
of the fences. It allows to find the owner of a piece of track more easily.
EDIT: Hm... in the ingame description? I'll see. But there's too little space to explain them IMHO.
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Re: Swedish Rails Set

Post by planetmaker »

New release!

Version 0.4.0 is released; it can be considered feature-complete for OpenTTD as it supplies everything what a rail set needs:
- full compatibility to all kind of ground sprites and road sets
- full snow awareness
and as bonus
- new depots, fences and tunnel portals, all configurable by the newgrf parameters
Changelog wrt 0.3.0 wrote: - Feature: Level crossings for railtypes
- Fix: Rail fence alignment
- Doc: Elaborate on parameters, their defaults and the reasons for them much more
And of course a typo in the docs :-) Find it and win a virtual cookie.

As usual get the lastest release from the DevZone or your favourite fruit store. Also have a look at the readme for parameters.
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Re: Swedish Rails Set

Post by Bob_Mackenzie »

I rather like the look of these - I think I'll be using them in my next game :)
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