[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

Auge
Director
Director
Posts: 633
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
Droideka30 wrote: 19 Aug 2021 22:54 I notice that the tram tracks seem to be missing the loop at the end, any way you could add that in?
The tram track does not "miss" the loop. It's the decision of the pixel artist to omit it (probably because of more clear graphics).

Tschö, Auge
cestkris
Engineer
Engineer
Posts: 33
Joined: 30 May 2019 12:44

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

Post by cestkris »

Hi,

Is this possible to keep older tunnel entrances ? I'm not fan of those who are in the set :cry: :cry:
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 »

An update has been released.
U&RaTT 0.6
• [DELETE]: Visual labels "HAUL", "OFFR". The default remains "ROAD", "ELRD".
• [DELETE]: City roads "TRD0", "TRD1".
• [DELETE]: Highway speed parameters. Highways can be set at unlimited speed.
• [CHANGE]: Highway is allowed to move to the railway
• [CHANGE]: The "Time Era used" parameters have been redone. Now there will be 3 options:
1. By default
2. Sequence
3. Always available (Compatibility with outdated AI)
• [CHANGE]: Speed limit options: "Very Slow", "Slow", "Default", "Fast", "Very Fast" and "Unlimited". Except for the unpaved road.
• [CHANGE]: Some road speed limit types have changed.
• [CHANGE]: The asphalt road is painted black.
• [CHANGE]: Objects available in the scenario editor.
• [CHANGE]: Toolbar caption was replaced with short words.
• [FIXED]: Some sprites have been fixed/redone.
• [ADDED]: Construction and maintenance cost parameters are added "Easy".
• [ADDED]: Road verge "URD3".
• [ADDED]: Asphalt concrete road "IRD3".
• [ADDED]: Pedestrian zone "TRD_".
• [ADDED]: Bus station and Lorry loading new graphic sprites. It will just be replaced with the original one

U&ReRMM 2 1.4
• [DELETE]: (flag)HIDDEN. "RAIL" and "ELRL" now no longer hide.
• [FIXED]: Some sprites have been fixed/redone.
• [FIXED]: The speed change parameters for each rail are now "correct".
• [FEATURE]: The list of compatible types has been completely redesigned. Some compatible rail types may work with a different rail type. For example, an electrified rail can be crossed over non-electrified ones without any problems.
RAIL.png
RAIL.png (28.59 KiB) Viewed 18978 times
• [CHANGE]: Dates are indicated on some railway lines.
• [ADDED]: The option to enable/disable the dual-gauge railway.
• [ADDED]: Enable/disable user tunnel option.
• [ADDED]: Construction and maintenance cost parameters are added "Easy".

U&Bridges 1.4
• [CHANGE]: Some speed limits on bridges have been changed. Also some bridges have dates entered.
• [CHANGE]: speed limit parameters "original", "X2", "X4”
• [CHANGE]: (Bridge ID 06) Truss bridge redesigned
• [CHANGE]: (Bridge ID 08) Cantilever bridge redesigned
Bridge06_08.png
Bridge06_08.png (43.61 KiB) Viewed 18978 times
The first release has been released:
U&ReRMM 2: Mini
U&RaTT: Mini
U&RaTT: Lighting

>> All update kits are incompatible with the current version! <<
The list of types of roads, railways and bridges is updated on the first page

I do not recommend switching to updated versions of NewGRF during the game, it may disrupt the game itself. If you don't want to start the game, leave with the current versions.

Enjoy!
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 »

Oh, It was really quick :)) I'll check it after my vaccation, thanks! :)
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:
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 »

Amazing release! I really like it! The pedestrian roads are superb, especially with tram tracks added on them, it makes for superb urban centers!

May I ask for one feature though, option to disable electrified roads in U&RATT?

I ask because even though I disable Electric road vehicles in Mop Vehicles, any road set that has electric roads will then turn them back on again. In principle I am not opposed to electric vehicles, but it makes menus very cluttered. I suppose this may be a feature request for Mop Vehicles as well, but some other road sets allow disabling electric roads so I thought I would ask ❤️.
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
mxnp
Engineer
Engineer
Posts: 17
Joined: 08 Mar 2021 14:48

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

Post by mxnp »

Hey ufiby, thanks for the continued updates, appreciate your work. The new roads are perfect :shock:.

I'm surprised to see you remove the old bus/truck station graphics, they were quite well made! (Edit: Perhaps it could be a toggle option, like the tunnels?) Also, the old cantilever bridge design was very unique and well done too, but I can see you have remade it to better fit the overall style.
Last edited by mxnp on 14 Nov 2021 09:58, edited 1 time in total.
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 »

Могу ли я попросить одну функцию, возможность отключить электрифицированные дороги в U&RATT?
No, I won't add a function. U&RaTT works pretty well. If you don't add any trolleybus kits, then the electrified road will be disconnected. Mop's Expanded Road Vehicles noticed they have errors, you can contact the author to solve the problem.
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 »

ufiby wrote: 13 Nov 2021 14:16
Могу ли я попросить одну функцию, возможность отключить электрифицированные дороги в U&RATT?
No, I won't add a function. U&RaTT works pretty well. If you don't add any trolleybus kits, then the electrified road will be disconnected. Mop's Expanded Road Vehicles noticed they have errors, you can contact the author to solve the problem.
Yes, I have contacted SuperMop, on further investigation I noticed inconsistent behavior with how he implemented the option on his set.

Thankyou!
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!
Wahazar
Tycoon
Tycoon
Posts: 1451
Joined: 18 Jan 2014 18:10

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by Wahazar »

Very nice bridges, however I was not happy with their date/price/speed balance.
Therefore, I created add-on for fixing these: betabridgesu (for of betabridges newgrf), available on bananas.
Bridges parameters, if bridgesu.grf is located below U&Bridges, are as follows:

Code: Select all

bridge type		year		lmin	lmax	(+2 bridge heads)	p.factor	v km/h
arched			0		0	32					9		60
grider			1840		0	6					10		80
suspension 		1860		3	18					11		80
truss grider		1870		2	16					15		100
beam 			1895		0	5					26		120
truss 			1910		2	18					22		120
urban concrete		1930		0	6					40		160
cantilever 		1935		4	20					76		160
susp. cable  		1970		4	32					20		120
modern concrete		1980		0	6					85		300
miracle 		1990		5	5					80		250
continuous span 	2000		4	64					180		800
high speed bridge	2020		0	32					256		4000
Betabridgesu will be available on bananas.
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.
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by ufiby »

Thanks you! McZapkie.
It took a while, I thought about it. I admit myself that the parameters of the bridge were set to "originals", "X2" and even up to 65K. These useless.
I figured out the NFO, and it turned out that way. It looks different. This is the best option. But work was a headache. :mrgreen:
As for with a long bridge, up to 16 tiles it works well. Installed 16 tiles and above, in fact OpenTTD ignores, it looks like the developers are disabling, but does not solve the problem. You will be able to see the events
OczeQ wrote: 22 Jun 2008 10:29
Something I tried to set the bridge length to 20 tiles or 40... And it didn't work out. So I set part of the bridge to 16 tiles and other bridges to unlimited tiles.
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by ufiby »

A small update has been released
U&Bridges 1.5
  • [DELETED] Param speed limit: "original", "X2", "X4"
  • [DELETED] Cost build bridges
  • [DELETED] Cost build tunnel
  • [CHANGES] Date Introduction
Now the bridge has no parameters. The cost of bridge construction is set at X4. The price can be different from cheap to expensive.

U&Bridges param speed limit

Now you will be able to choose the speed limits for each bridge, this is the choice!
Available in bananas.
U_Bridges param speed limit.png
U_Bridges param speed limit.png (11.4 KiB) Viewed 18334 times
tabytac
Engineer
Engineer
Posts: 3
Joined: 04 Jul 2021 14:50

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by tabytac »

Is it possible to add infrastructure shading like other track sets such as NuTracks.
eg. branch lines are brown, Main Lines are blue, Highspeed lines are gray etc...

Screenshot of the Map view for reference

Thanks for making such a great trackset :)
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by ufiby »

Hello, friends! I do not know, at least I do not use it. If there is an opportunity to add, but still far away (I'm probably too lazy).
User avatar
Quast65
Tycoon
Tycoon
Posts: 2654
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by Quast65 »

ufiby wrote: 20 Jan 2022 08:42 Hello, friends! I do not know, at least I do not use it. If there is an opportunity to add, but still far away (I'm probably too lazy).
You can do that by just adding property

Code: Select all

map_colour
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by ufiby »

Preparing for release:
U&RaTT 0.7
  • [FIXED]: Some sprites have been fixed/redone
  • [CHANGE]: Sidewalk basic graphics redesigned
  • [CHANGE]: Urban asphalt roads have been redesigned, the sidewalks are drawn like the base one
  • [CHANGE]: All asphalt roads were renamed
  • [Add]: Metro line (3rd powered) Only on tram infrastructure
  • [Add]: Urban metro line (3rd powered) Only on tram infrastructure
U&RaTT Mini v2
  • [FIXED]: Some sprites have been fixed/redone
  • [CHANGE]: Sidewalk basic graphics redesigned
  • [CHANGE]: Urban asphalt roads have been redesigned, the sidewalks are drawn like the base one
  • [CHANGE]: All industrial roads remove speed limits
  • [Add]: Cement concrete road
  • [Add]: Concrete slab of road
U&RaTT Lighting v2
  • [FIXED]: Some sprites have been fixed/redone
  • [FIXED]: Lighting right and left remade
  • [CHANGE]: Urban asphalt roads have been redesigned, the sidewalks are drawn like the base one
U&RaTT Lighting v2 can be downloaded on the first page

The list is updated on the first page in the spoiler.
Does not support with previous versions

EXAMPLE: Sidewalk
U_RaTT.gif
U_RaTT.gif (50.82 KiB) Viewed 17739 times
EXAMPLE: Lighting right and left
URaTT_Lighting.png
URaTT_Lighting.png (23.03 KiB) Viewed 17739 times
Last edited by ufiby on 20 Jan 2022 09:48, edited 1 time in total.
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by ufiby »

Quast65 wrote: 20 Jan 2022 09:12

Code: Select all

map_colour
I know this code. But I still don't know how and what color is suitable for the rail. For example, is the railway painted brown or Light green? High-speed railway color - yellow or white? :D
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by ufiby »

tabytac wrote: 18 Jan 2022 19:39
I tried to add something to the color of the railway on the maps of the world.
Starting with the railway (Branch Line), the color is dark gray and so on.. At the end of the maglev - orange. I tried to distinguish each other's colors so as not to be "blindly".

EXAMPLE: maps of world
GIF 20.01.2022 15-44-00.gif
GIF 20.01.2022 15-44-00.gif (8.15 KiB) Viewed 17667 times
P/S. On the world map coloring purple color looks better.
tabytac
Engineer
Engineer
Posts: 3
Joined: 04 Jul 2021 14:50

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by tabytac »

ufiby wrote: 20 Jan 2022 13:01
tabytac wrote: 18 Jan 2022 19:39
I tried to add something to the color of the railway on the maps of the world.
Starting with the railway (Branch Line), the color is dark gray and so on.. At the end of the maglev - orange. I tried to distinguish each other's colors so as not to be "blindly".

EXAMPLE: maps of world
GIF 20.01.2022 15-44-00.gif

P/S. On the world map coloring purple color looks better.
Yeah that looks amazing. Apreciate the work! :D
Can't wait to use it! :))
ufiby
Traffic Manager
Traffic Manager
Posts: 158
Joined: 18 Nov 2017 13:58

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

Release, but very small
U&ReRMM2 1.5
  • [ADDED]: Added colors on each railway router on the world map
The list is updated on the first page. The colours in the background list are colored according to the color of the railway router on map.
Compatible with previous versions of U&ReRMM2 1.4a

Enjoy it!
arikover
Route Supervisor
Route Supervisor
Posts: 466
Joined: 15 Jun 2007 09:27
Skype: madchimiste
Location: Berlin, Deutschland

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (12.11.2021)

Post by arikover »

Super work!
ufiby wrote: 20 Jan 2022 09:33 ...
  • [Add]: Metro line (3rd powered) Only on tram infrastructure
  • [Add]: Urban metro line (3rd powered) Only on tram infrastructure
...
Cool idea! Are there vehicle NewGRFs that are compatible with these already?
ufiby wrote: 20 Jan 2022 09:33 EXAMPLE: Sidewalk
U_RaTT.gif
Real nice graphic improvement!
Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 10 guests