[NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

User avatar
wicket-303
Engineer
Engineer
Posts: 21
Joined: 19 Sep 2017 05:52
Location: Japan
Contact:

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by wicket-303 »

I want the High Speed Line to be buildable in 1964.
Attachments
無題.png
無題.png (87.39 KiB) Viewed 12445 times
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by ufiby »

LaChupacabra wrote: 19 Apr 2021 23:28
Thank you, it will be fixed as soon as possible
But for the more important things, it would be nice if you add similar speed settings for roads.
It's not planned yet, it's too early. The development of the NRT is not yet fully completed. Because there are no sprites for the tunnel, etc. I'm afraid the possibility in case of completion of the NRT looks like a completely different one.
Just some feedback: I think the previous rail naming system made more sense, but that's just my opinion (maybe I'm just used to it) and you may disagree.
Just you will get used to it. In the future, I will not change the name of the rails, forever. Only if you notice that there are errors and so we fix them.
I want the High Speed Line to be buildable in 1964.
In the meantime, we need to think carefully. I don't want a high-speed line to be available until 1970. There are possibilities that I can change the date when the new railway tracks will appear
KeepinItRail
Engineer
Engineer
Posts: 18
Joined: 07 Sep 2020 15:14

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by KeepinItRail »

Hi Ufiby, I love the NewGRFs.
wicket-303 wrote: 20 Apr 2021 13:10 I want the High Speed Line to be buildable in 1964.
ufiby wrote: 20 Apr 2021 20:57 In the meantime, we need to think carefully. I don't want a high-speed line to be available until 1970. There are possibilities that I can change the date when the new railway tracks will appear
I also think it would be great to start the High Speed Line from 1964. The background being it was in 1964 the first High Speed Rail was launched in Japan. The JapanSet introduces the Shinkansen 0 series in 1964, so having the High Speed Line launch at the time would be great.
User avatar
Weer
Engineer
Engineer
Posts: 10
Joined: 26 Apr 2021 21:10

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Weer »

i have to say i really like you mode. but i have encountered with an interesting glitch.
Image
there is no snow at my tunnels o.O
User avatar
Aegir
Tycoon
Tycoon
Posts: 2883
Joined: 09 Feb 2004 10:02
Contact:

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Aegir »

Weer wrote: 29 Apr 2021 15:53 i have to say i really like you mode. but i have encountered with an interesting glitch.
Image
there is no snow at my tunnels o.O
Look at your roads, they have no snow at that level as well.

There is a particular height where the ground is partially snowy, but buildings or other sprites that are either snowy or not snowy (no in-between like ground) has to pick one or the other. This height level isn't something the .grf author has control over... unless they want to control the entire snow height line.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
User avatar
Weer
Engineer
Engineer
Posts: 10
Joined: 26 Apr 2021 21:10

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Weer »

Aegir wrote: 29 Apr 2021 21:27
Weer wrote: 29 Apr 2021 15:53 i have to say i really like you mode. but i have encountered with an interesting glitch.
Image
there is no snow at my tunnels o.O
Look at your roads, they have no snow at that level as well.

There is a particular height where the ground is partially snowy, but buildings or other sprites that are either snowy or not snowy (no in-between like ground) has to pick one or the other. This height level isn't something the .grf author has control over... unless they want to control the entire snow height line.
yeah. actually. seems so opengfx landscapes not really likes water lvl :D
User avatar
acs121
Tycoon
Tycoon
Posts: 1956
Joined: 03 Nov 2017 18:57
Location: Courbevoie, near Paris, France

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by acs121 »

Has anybody got the 0.1 version of U&RaTT on BaNaNaS ? I can't find it for download.
User avatar
CMircea
Chairman
Chairman
Posts: 887
Joined: 29 Dec 2006 14:05

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by CMircea »

ufiby wrote: 09 Mar 2021 14:44
  • Feature: Labels for conventional rails are completely redesigned, narrow-gauge rails remain unchanged
  • Add: Rail (Dual power)
Aaand... UKRS2 "with fixes" broke :lol: I'll look into it. Is the picture with rail labels from the first post updated?
EG0611
Engineer
Engineer
Posts: 49
Joined: 19 Feb 2012 08:39

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by EG0611 »

Hello ufiby.

Your mods are used on JGR Community Servers and I have to say U&RaTT is mesmerizing.

This is a picture I took:

Image

However as you can see on picture, it feels like something is missing. City center roads and sidewalks look empty, bland like lifeless. Do you think a new road type as "city road" with lamp posts, small details and even with eye-candy traffic light posts could be created? What do you say? Urban Metro Rail X Road crosses have nice lamp post model as you can see on right bottom of picture.
Fredinho
Traffic Manager
Traffic Manager
Posts: 238
Joined: 16 Mar 2019 00:46
Location: Oslo, Norway
Contact:

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Fredinho »

Is there a particular reason U&RaTT objects aren't available in the Scenario Editor?
User avatar
fridaemon
Director
Director
Posts: 625
Joined: 27 Oct 2019 21:06
Location: Czech Republic

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by fridaemon »

EG0611 wrote: 14 May 2021 08:19 However as you can see on picture, it feels like something is missing. City center roads and sidewalks look empty, bland like lifeless. Do you think a new road type as "city road" with lamp posts, small details and even with eye-candy traffic light posts could be created? What do you say? Urban Metro Rail X Road crosses have nice lamp post model as you can see on right bottom of picture.
Have to admit. These trees are missing in the game. Any chance to have them in next update?
Attachments
svmoinE - Imgur.png
svmoinE - Imgur.png (12.22 KiB) Viewed 17007 times
ImageImageImageImageImage
Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
Modular Warehouses * Trucks & Buses Parking Lots * Bus Depots * Bus Terminals
Road Waypoints * Road Stops * Eyecandy Objects * Building Set

Winner of the Screenshot of 09/20, 11/20, 02/21, 06/21, 07/21, 05/22 and 06/22.:twisted:
Wahazar
Tycoon
Tycoon
Posts: 1451
Joined: 18 Jan 2014 18:10

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Wahazar »

I propose to make 0 year city roads as dirt roads in case of tropical climate. Cobblestone roads looks weird surrounded by huts.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
matyy
Engineer
Engineer
Posts: 3
Joined: 16 Jan 2014 10:30

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by matyy »

Awesome road set. Everything I'd need was there.

Where do I find the source? It's still GPL3, isn't it? I'd love to add NO_HOUSES to the cemenent concrete road, since there is no road before 1945 with no_houses that looks decent on a brigde. The cement concrete road looks perfect for that job. Or would it be possible, to make that configurable?
Auge
Director
Director
Posts: 632
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Auge »

Hello
matyy wrote: 20 Jun 2021 10:07 Where do I find the source?
The source is available (in an older state) at Github.
matyy wrote: 20 Jun 2021 10:07 It's still GPL3, isn't it?
Of course, it is.

Tschö, Auge
bugreporter
Engineer
Engineer
Posts: 13
Joined: 02 Jun 2021 01:25

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by bugreporter »

Auge wrote: 21 Jun 2021 06:46 Hello
matyy wrote: 20 Jun 2021 10:07 Where do I find the source?
The source is available (in an older state) at Github.
matyy wrote: 20 Jun 2021 10:07 It's still GPL3, isn't it?
Of course, it is.

Tschö, Auge
how old is the source? i am teaching myself to code and would like to take a look.
Auge
Director
Director
Posts: 632
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Auge »

Hello
bugreporter wrote: 24 Jun 2021 02:55
Auge wrote: 21 Jun 2021 06:46
matyy wrote: 20 Jun 2021 10:07 Where do I find the source?
The source is available (in an older state) at Github.
how old is the source? i am teaching myself to code and would like to take a look.
Then take a look on the repos frontpage. Currently it tells us that the latest commit was transferred to Github on March, the 14th 2021.
u-ratt-latest-commit.png
u-ratt-latest-commit.png (6.98 KiB) Viewed 16619 times
Tschö, Auge
bugreporter
Engineer
Engineer
Posts: 13
Joined: 02 Jun 2021 01:25

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by bugreporter »

Auge wrote: 24 Jun 2021 06:47 Hello
bugreporter wrote: 24 Jun 2021 02:55
Auge wrote: 21 Jun 2021 06:46

The source is available (in an older state) at Github.
how old is the source? i am teaching myself to code and would like to take a look.
Then take a look on the repos frontpage. Currently it tells us that the latest commit was transferred to Github on March, the 14th 2021.

u-ratt-latest-commit.png

Tschö, Auge
thank you
Auge
Director
Director
Posts: 632
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Auge »

Hello
Auge wrote: 24 Jun 2021 06:47 Currently it tells us that the latest commit was transferred to Github on March, the 14th 2021.
To correct myself: the date is the date of the commit itself, not its transer/push to Github. It's possible that the push to Github was made later.

Tschö, Auge
User avatar
justaplayer
Engineer
Engineer
Posts: 40
Joined: 12 Dec 2020 12:37

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by justaplayer »

The U&bridges is really good especially the miracle bridge since it looks like a drawbridge and it goes nice with sea level terrain over lakes:
DrawBridge.png
(157.13 KiB) Not downloaded yet
And i also have tiny suggestion...what about a road with a solid line?
Droideka30
Engineer
Engineer
Posts: 9
Joined: 04 Aug 2021 03:06

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.04.2021)

Post by Droideka30 »

I notice that the tram tracks seem to be missing the loop at the end, any way you could add that in?
Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 7 guests