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Docklands - 1.0 Released

Posted: 18 Feb 2017 15:48
by supermop
Inspired by the promising work on NotRoadTypes, I've drawn up and coded a basic proof of concept grf of road and tram types showing how they might be used in unconventional ways.
Docklands-1.png
Docklands-1.png (513.72 KiB) Viewed 31377 times
I've always wished the roads and tramways I build to larger industrial stations and harbor areas could look a little more congruent with the various industries and freight yards buildable with CHIPS and ISR. This grf aims to achieve that by providing road and tram types with graphics based on CHIPS and ISR tiles. Included are Mud, Cobble, and Asphalt pavement in CHIPS style, as well as the general ISR style pavement. Electric roadways and non-electric tramways are provided (no electrification is provided for mud as a judgement call to save roadtype slots. This may change). Custom FIRS based depots are provided, as are lane markings for roads and road stops in each style. Currently, there are no speedlimits or other special properties of these waytypes - a truck built in a cobblestone depot can drive on regular road and vis-versa.
Docklands.png
Docklands.png (368.48 KiB) Viewed 31377 times
Future work:
-Upload to Bananas
-Improve level crossing graphics
-Add different depots for each type
-Adapt or create some industrial yard specific vehicles
-Add new features as they become available in NRT


Naturally, you need a NRT compatible fork and road vehicle grf to use this. Get it here: https://www.openttd.org/en/download-ratt
Thanks!

Re: Docklands

Posted: 22 Feb 2017 13:59
by STD
A huge thank you to all the developers for adding new types of roads. I've uploaded a special version of OpenTTD. Loved it :)) . And are you planning to add new types of roads in the trunk to test the rest of the users?

Re: Docklands

Posted: 22 Feb 2017 15:12
by Pyoro
I'm drooling a little right now. :bow:

Re: Docklands

Posted: 23 Feb 2017 13:25
by Chrill
Fantastic. Give this man a medal. We need this in trunk yesterday.

Re: Docklands

Posted: 23 Feb 2017 14:12
by STD
Chrill wrote:Fantastic. Give this man a medal. We need this in trunk yesterday.
I fully support this proposal :D

Re: Docklands

Posted: 23 Feb 2017 14:41
by supermop
STD wrote:
Chrill wrote:Fantastic. Give this man a medal. We need this in trunk yesterday.
I fully support this proposal :D

Please give any credit and medals to Andy, Wolf, Frosch, Alberth, et al who finallly made road types a thing! I'm just the lucky moron who's first out of the gate with a set of roads. If you really must pay tribute, let's see it in the form of screenshots!

Re: Docklands

Posted: 23 Feb 2017 18:25
by SimYouLater
I'd like to congratulate you on your first release of this set. Can I give you the remains of the BARRB project? I doubt it (BARRB) can be completed and I'd rather see you succeed where I failed with some input from me than leave BARRB to rot.

Re: Docklands

Posted: 24 Feb 2017 15:47
by supermop
SimYouLater wrote:I'd like to congratulate you on your first release of this set. Can I give you the remains of the BARRB project? I doubt it (BARRB) can be completed and I'd rather see you succeed where I failed with some input from me than leave BARRB to rot.
Thanks for your kind words, however it seems in my experience, that open source coding is usually 'taken' rather than given. Coding of any kind is very difficult for me - I only was able to slog through this because 1)what I was trying to do was relatively simple, 2)I had a clear, strong conception of what I wanted to see realized, and 3)I was lamenting the lack of any roadtype sets and wanted to encourage other authors. You might notice that docklands is not very feature rich or complex- there is no scheme for various speeds, construction costs, or upkeep costs - only visual decoration.

To that end I strongly encourage anyone who wants to grab my code etc here: viewtopic.php?f=26&t=75960
The set is GPLv2, so you can do anything you want with it so long as you abide those terms.

Best,

Re: Docklands

Posted: 26 Feb 2017 16:41
by Quast65
Very nice to see that you are making things for this very interesting development!
Keep up the great work! :bow:

Re: Docklands

Posted: 04 Mar 2017 23:22
by ISA
What a nice piece of art! Thanks mate!

Re: Docklands

Posted: 06 Mar 2017 23:35
by supermop
A New Version is now available, with parameter to select CHIPS style, ISR style, or both. Should help declutter roadtype menus and help prevent running out of available slots.

Re: Docklands

Posted: 09 Mar 2017 01:30
by Railwaymodeler
This is incredibly awesome! I too had been a bit peeved by the roads and stations looking out of place in industrial yards. Often, especially when I use FIRS, when I have several industries very close to each other that take the same cargo, such as two that require coal or sand or something, I set up an industrial park, trains bring the raw materials in and "Transfer" it. Then trucks or freight streetcars make the final delivery. ensuring everything goes to the industry it is needed at. Now my industrial parks actually look right!

Re: Docklands

Posted: 11 Mar 2017 23:45
by supermop
New version out today - 0.1.1
Some, but not all, depots to choose from
Some, but not all, depots to choose from
Dockland Depot Selection.png (180.45 KiB) Viewed 30210 times
This release adds new depot graphics, and trolleywire sprites from Unspooled.

Additionally, two parameters are added, to select amount of road and tram types, and to select depot graphics. You can reduce the number of types when using Docklands to save slots for use by other roadtype grfs, now that we have a couple out there.

Have fun!

Re: Docklands

Posted: 12 Mar 2017 07:19
by STD
Looks very beautiful. Thank you very much :)) .

Re: Docklands

Posted: 25 Apr 2017 00:48
by Railwaymodeler
I have a suggestion. For those of us who like to start early, as in 1800 early, could a roadtype be made that has streetcar rails but no overhead wires? Horse drawn streetcars look funny under wires in 1800. Even if the lack of wires is strictly cosmetic - where one could use the wire-less tracks to run electric cars (Which was possible in real life. Some cities, such as Washington DC prohibited overhead wires, so electric streetcars picked up power through a slot in the middle of the track from a buried wire), it would be very welcomed for early starters like me.

Re: Docklands

Posted: 25 Apr 2017 02:16
by supermop
Railwaymodeler wrote:I have a suggestion. For those of us who like to start early, as in 1800 early, could a roadtype be made that has streetcar rails but no overhead wires? Horse drawn streetcars look funny under wires in 1800. Even if the lack of wires is strictly cosmetic - where one could use the wire-less tracks to run electric cars (Which was possible in real life. Some cities, such as Washington DC prohibited overhead wires, so electric streetcars picked up power through a slot in the middle of the track from a buried wire), it would be very welcomed for early starters like me.

Please try the grf - It does indeed include several types of tramway without overhead wires. My other roadtype grf, Unspooled, includes even more, and has various early paving surfaces.

Thanks!

Re: Docklands

Posted: 25 Apr 2017 08:40
by Railwaymodeler
OK, I just found I had not updated to version 0.1.1 but even after doing so, I do not see the option for wireless streetcar tracks. Also, I cannot set parameters, that option is ghosted out. There's got to be something I am either doing wrong, or some prerequesite I do not have installed.

Re: Docklands

Posted: 25 Apr 2017 13:52
by supermop
Railwaymodeler wrote:OK, I just found I had not updated to version 0.1.1 but even after doing so, I do not see the option for wireless streetcar tracks. Also, I cannot set parameters, that option is ghosted out. There's got to be something I am either doing wrong, or some prerequesite I do not have installed.
At least for Docklands, you need to have a tram set loaded that uses non-electric trams for the non-electric tramways to show up (unspooled might be a bit different). Try using the NRT fork of Road Hog - I am not away of any other sets that provide steam trams / etc. so far.

I am not sure why parameters are not working for you - the first versions had no parameters, but on 0.1.1, they are working fine on my end.

Re: Docklands

Posted: 26 Apr 2017 02:01
by Railwaymodeler
I downloaded unspooled and that works for me. Running unspooled along Docklands gives me exactly what I want.

I am using eGRVS which has horsecars and steam streetcars. I think it is a British set that has steam trams, but I am unsure of the name offhand. It has a few steam dummys that pull either one or two double deck cars, a few light industrial diesels, such as a Rapier loco, and a Hunslet Wagonmaster, as well as a loco that looks like a WWI trench locomotive. Plus a vertical boiler loco.

Re: Docklands

Posted: 26 Apr 2017 02:12
by supermop
Railwaymodeler wrote:I downloaded unspooled and that works for me. Running unspooled along Docklands gives me exactly what I want.

I am using eGRVS which has horsecars and steam streetcars. I think it is a British set that has steam trams, but I am unsure of the name offhand. It has a few steam dummys that pull either one or two double deck cars, a few light industrial diesels, such as a Rapier loco, and a Hunslet Wagonmaster, as well as a loco that looks like a WWI trench locomotive. Plus a vertical boiler loco.
As far as I know, Zephyris has not been active since Roadtypes have been developed, so eGRVTS does not actually 'support' NRT. All of the trams in that set, whether steam or horse-drawn, would be functionally identical to the electric trams included, so there would be no differentiation in power supply by streetcar rail type. I considered forking eGRVTS myself to make a NRT version, but it is cc-by, not GPL, so I was wary of how the license would work. Furthermore, the set is quite complex for me to get my head around, so I figured best to wait until Zeph next has some free time. When I am able, I'd like to instead add some NRT specific vehicles to an OGFX+ RV fork or add-on.