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Kruemelchen's Cookie Jar

Posted: 03 Sep 2018 15:03
by Kruemelchen
Hi everyone :)

In this thread I'd like to release all my 'small' NewGRFs, which I don't fancy to open a thread in the Graphics Development section and give an overview about all my developed NewGRFs in a single jar.

And now get yourself some cookies and lay back ... :)

πŸͺ Kruemelchen's Cookie Jar πŸͺ

Road Water

Re: Kruemelchen's Cookie Jar

Posted: 03 Sep 2018 15:32
by Kruemelchen
Water Way Road [NRT]
Latest Version 0.2

This GRF provides a canal-like Road Type together with a basic set of small 'ships' to use with.

This GRF can only be used with NRT patched OpenTTD (RATT).

Features:
  • Road Type WWAY: support for Road Vehicle 'ships'
  • 5 'ships': Gondola (PAX, freight), Accumulator Boat (PAX), Solar Boat (PAX), Speedboat (PAX), Small Freighter (freight), which can run on WWAY 'roads'
  • 'ships' use 2X zoom graphics
  • 'ships' have custom half-load and full-load cargo graphics and run 'lower' on full load
  • look and decorations vary per town zone: rural area = riverbed look, urban area = concrete look with decorations in city centres
  • 4 styles of decorations (fences, bridges, locks, ...): Original, Mediterranean/..., CityObjects/French/..., Scandinavian/Australian/...
  • snow aware graphics
  • parameters to adjust to play style
  • 'ship' tunnels :lol:
version 0.2
version 0.2
show-off.png (53.88 KiB) Viewed 28181 times
The above image is not ingame, as only one style may be used at a time.

Download of GRF and Source is below. License is GPLv2 unless specified other.

Please share your comments and bug reports with me :)
And happy playing :D

Re: Kruemelchen's Cookie Jar

Posted: 05 Sep 2018 20:47
by Wolf01
Love at first sight :bow:

Re: Kruemelchen's Cookie Jar

Posted: 06 Sep 2018 15:08
by Kruemelchen
Wolf01 wrote:Love at first sight :bow:
Thank you so much, but all these GRFs wouldn't even be possible without the great work you've contributed to NRT! :bow:

Re: Kruemelchen's Cookie Jar

Posted: 06 Sep 2018 20:23
by kamnet
I'm testing out Water Roads 0.2 with openttd-ratt-geb78e579. I'm not getting any styles but OpenTTD-style rivers, no matter what I'm changing it to.

Re: Kruemelchen's Cookie Jar

Posted: 07 Sep 2018 12:54
by Kruemelchen
kamnet wrote:I'm testing out Water Roads 0.2 with openttd-ratt-geb78e579. I'm not getting any styles but OpenTTD-style rivers, no matter what I'm changing it to.
Thank you for testing it out :)

This is intended behaviour, I forgot to mention it in the post :oops: .
Outside of cities the Water Roads look like rivers, inside of cities they get a concrete containment, and in city centres decorations like fences and bridges etc. are drawn upon that. Only locks will appear in every town zone (randomly).
I get it, the picture above is also misleading :oops:

I'm sorry if this automation seems inconvenient. I didn't want to clutter the road menu with several eyecandy versions of the same.

Re: Kruemelchen's Cookie Jar

Posted: 04 May 2019 22:41
by kamnet
Now that NRT supports 63 roadtypes, would you consider allowing players to build each type of water road rather than have it based on the town zone?

Re: Water Way Road 0.3

Posted: 17 Apr 2020 14:42
by Kruemelchen
Water Way Road [NRT]
Version 0.3

This GRF provides water based road types together with a basic set of small 'ships' to use with them.

This GRF can only be used with OpenTTD 1.10 and later.

Basic Features:
  • Road Type WWAY (water way) and RWAY (river way): support for Road Vehicle 'ships' (WWAY)
  • 5 'ships': Gondola (PAX, freight), Accumulator Boat (PAX), Solar Boat (PAX), Speedboat (PAX), Small Freighter (freight), which can run on WWAY 'roads'
  • 'ships' use 2X zoom graphics
  • 'ships' have custom half-load and full-load cargo graphics and run 'lower' on full load
  • different styles: water way = concrete canal look, river way = riverbed look
  • decorations vary per town zone
  • 3 styles of decorations (fences, bridges, locks, ...): Mediterranean, CityObjects-esque, 'Scandinavian'
  • style of decorations is automatically set by climate (changeable via parameter)
  • snow aware graphics
  • parameters to adjust to play style
  • 'ship' tunnels :lol:
Additional Features:
  • Road Type FORD (fording of river way): only available if 'off road' vehicles are presentΒΉ
  • Road Type FRZN (frozen river way): only available in arctic climateΒ²
1) at the moment, only my SUV set (see first posting) is supported
2) this road type does support usual ROAD vehicles, unless my SUV set (see first posting) is loaded


Possible Features of Next Version:
  • water way for swamps and lakes
  • broader rivers and canals to give more visual space (for bigger boats)
  • parallel use of different styles via different road type (this process started in this version by separating canal and river type)
  • new objects for decoration
Download of GRF and Source is below. License is GPLv2 unless specified other.

Please share your comments and bug reports :)
And happy playing :D

Re: Kruemelchen's Cookie Jar

Posted: 29 Apr 2020 20:46
by Kruemelchen
All my NRT sets can now be downloaded ingame via bananas :D

happy playing~

Re: Kruemelchen's Cookie Jar

Posted: 21 Aug 2020 13:27
by Meltmann
Hello,

I have a question; if I install these files like the Water Way Road, where should I be able to find the building menu's for them in the game?

Thanks in Advanced!

Re: Kruemelchen's Cookie Jar

Posted: 21 Aug 2020 14:54
by kamnet
Meltmann wrote: ↑21 Aug 2020 13:27 Hello,

I have a question; if I install these files like the Water Way Road, where should I be able to find the building menu's for them in the game?

Thanks in Advanced!
Water Way Roads will be under Roads.

Re: Kruemelchen's Cookie Jar

Posted: 27 Aug 2020 05:38
by reyasem
Hi.

About the water roads, can it connect to real water? (Eg, lake or sea) and can the ships be used on real water as well?

Re: Kruemelchen's Cookie Jar

Posted: 27 Aug 2020 11:04
by Auge
Hello
reyasem wrote: ↑27 Aug 2020 05:38 About the water roads, can it connect to real water? (Eg, lake or sea) and can the ships be used on real water as well?
No, it can't. It's only a road (not looking like a road).

TschΓΆ, Auge

Re: Kruemelchen's Cookie Jar

Posted: 31 Jan 2022 02:02
by Kruemelchen
Horse Carts Road Vehicle Set
Version 1.0

"Horse Carts" is a reality-inspired road vehicle set, that provides carts, wagons or carriages pulled by horses (among others).

Features:
  • 8 different carts/wagons/carriages
  • multiple variants in pulling means (speed, power), including horses and oxen (more to come)
  • generic carts get tyre upgrade around 1900 (need to buy new)
  • horse courier and logging horse
  • available since medieval times to cater very early game starts
  • vehicles are available in their realistic time period (per standard, vehicles never expire)
  • slightly-realistic horse speeds (hopefully balanced)
  • parameters to adjust to play style
  • native 2X-Zoom graphics
  • animated horses πŸ‡ (and cattle πŸ„)
  • cargo graphics
  • carts can go off-road and cross rivers (needs WaterWayRoad*)
*the fording feature in WaterWayRoad 0.3.3 is only available when used together with SUV (see first post)

Vehicles:
vehiclelist.png
vehiclelist.png (25.22 KiB) Viewed 19588 times

Disclaimer: Due to "realism" capacity and speed of the horse carts might not be suitable for a fast-paced game after 1920. Best use with daylength-patch, pre-1900 and with reduced cargo production.

Upcoming Features:
  • camels in subtropical climate!
License:
GPLv2 unless specified other

Download the GRF and source below! :) (Will upload to Bananas, unless bugs are reported)

Re: Kruemelchen's Cookie Jar

Posted: 31 Jan 2022 05:05
by GarryG
Like your horse and carts. Wonder can I steal your wagons and horse and add them to the farm animals and Old Objects Pre-1900 as objects. I did some object wagons not long ago, but nice if players have a choice to match sets they use.

Also see if I can make some corrals and a place so the wagons and the Mail Rider travelling long distance will have a place to get fresh horses.

Cheers

Re: Kruemelchen's Cookie Jar

Posted: 31 Jan 2022 09:55
by kamnet
Going through some of the road sets to check compatibility.

Docklands: Will not run on any roads, including Mudyard and Non-electric Cobblestone.
Ratt Roads: Will run on Dirt Roads, Sett-paved Roads and Basic Asphalt Roads.
Polroads: Will not run on Improved Asphalt Roads or Highway Roads, will run on all others including Concrete Slab Highway.
U&Ratt: Will not run on Field Roads, Asphalt Roads, Urban Asphalt, or ISR Roads. Will run on Dirt Roads, Gravel Roads, Basic Roads.
Unspooled: Will not run on any road with electric overhead, but will run on Rough Dirt, Gravel, Stone and Asphalt.

I haven't checked all vehicles yet, but so far I really like this, this is very extensive! I think this may be my new preferred early road vehicles set.

Re: Kruemelchen's Cookie Jar

Posted: 31 Jan 2022 13:50
by Kruemelchen
Thank you for your positive reaction :)
GarryG wrote: ↑31 Jan 2022 05:05 Like your horse and carts. Wonder can I steal your wagons and horse and add them to the farm animals and Old Objects Pre-1900 as objects. I did some object wagons not long ago, but nice if players have a choice to match sets they use.

Also see if I can make some corrals and a place so the wagons and the Mail Rider travelling long distance will have a place to get fresh horses.
Yes, you may reuse any of the graphics under GPLv2! I'm glad you like them :)

In the next release (1.1 maybe) I'll add camels and mules. Just need to draw the animation and do some coding. Then I'll add caravans, too :D

It'd be awesome seeing horse change stations, or even possibly a caravansary :)

I have many ideas left :)
kamnet wrote: ↑31 Jan 2022 09:55 Going through some of the road sets to check compatibility. […]
I haven't checked all vehicles yet, but so far I really like this, this is very extensive! I think this may be my new preferred early road vehicles set.
Thank you, I'm glad you like it :)
I'm very glad you did a compatibility check! Seems like I haven't been up-to-date with some changes made to some road sets :oops:
I've updated the compatibility accordingly, though I refrained from letting the carts go on speedways (imagine the poor horses) as even the fastest coach never reaches 50kph.
However, it is possible for horse couriers and small carts to go through pedestrian zones :wink:

Re: Kruemelchen's Cookie Jar

Posted: 04 Feb 2022 23:10
by RoyalExamination9410
Like where this set is going! If you are adding camels, can you make them available in all climates? Here in British Columbia, they were briefly used as pack animals during the Cariboo Gold Rush, would be interesting to recreate this in game. Some links with more background info:
https://www.vancouverisawesome.com/hist ... ia-1946187
https://www.dawsoncreekmirror.ca/opinio ... ls-3505467

Re: Kruemelchen's Cookie Jar

Posted: 05 Feb 2022 03:36
by GarryG
In the days when horses and wagons ruled the roads,they had staging posts when towns where far apart. about every 20 km there was a place where the wagons could get fresh horses and drivers and passengers could get something to eat and some places had a Inn for overnight accommodation.

I seeing if I can make some to be placed between towns for a bit of realism.

There be stables, corrals, Inns, Livery Stables, and places for people to eat.
Stage Stops.png
Stage Stops.png (15.73 KiB) Viewed 19264 times
Stage Stops 2.png
Stage Stops 2.png (10.32 KiB) Viewed 19264 times
Be nice if the wagons and did actually stop there, but the Bus Stops and Loading Bays not look nice, so I making some buildings with a overlap that should hide the bus stops like in this image.
Rest stops for coaches.png
Rest stops for coaches.png (15.65 KiB) Viewed 19264 times
Still a lot of work to do to them and lately I unable to spend much time at the computer to work on them. Hoe things will speed up in a few more days.

Cheers

Re: Kruemelchen's Cookie Jar

Posted: 11 Feb 2023 10:51
by Argus
Beauty