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

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

Post by ufiby »

arikover wrote: 22 Aug 2020 09:47
I remembered and decided to add a road icon to make it easier to look at and to clarity
Image
The red locomotives icon means it is forbidden to cross the railway across the road. Red bus icon - don't build a building near the road. The green icon truck means off-road vehicles and purple icon - heavy haul vehicles. And I have already added to the parameter to conveniently hide/show the icon.
EDIT It seems to me that the green truck icons are superfluous here in the menu, perhaps they should be removed

Currently, the tubular bridges I have made and completed. The graphics are tubular and glass-like in vanilla, I exclude. A little different, looks like a modern bridge
ID 0A
Modern_concrete_Viaduct.png
Modern_concrete_Viaduct.png (44.24 KiB) Viewed 6766 times
ID 0B
Continuous_span_girder_bridge.png
Continuous_span_girder_bridge.png (46.97 KiB) Viewed 6766 times
ID 0C
High_speed_bridge.png
High_speed_bridge.png (50.29 KiB) Viewed 6766 times
This will be completed in the spring. It took only the evening, so long :)
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by arikover »

ufiby wrote: 17 Feb 2021 17:40
The green truck is not really helpful, but the other icons should help when constructing roads.
That bridges look really nice!
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by Erato »

I absolutely love these bridges. I'd love to try this out in a new game soonish.
No pics no clicks. Seriously.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by Valdez »

The green truck is superfluous in terms of "can the roadtype support off-road vehicles", as they should be able to use all road types.

But IMO it would be useful for road types that can be traversed only by vehicles with off-road capability.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by ufiby »

It is not difficult, it is good to remember where the off-road vehicle will go. They drive almost everywhere, both on the road and in the city, and prohibit driving at a higher speed on roads and highways. So I removed the green truck icon. By the way, no one is interested in using off-road vehicles with support. But I'm not going to remove the OFFR label and leave it the same!
The icon in the menu with red colors seems a little irritated to me. Replaced the color with gray. Here is the result
Image
And compare them
And added a hint in the parameter to make it easier to read without going to the site
menu_2.png
menu_2.png (21.74 KiB) Viewed 6520 times
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by fridaemon »

It looks very understandable and I appreciate these options. :] :bow:
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:
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by Kruemelchen »

It's nice to see where this road set is heading :)
I like the idea of a nomenclature with symbols! I think, I'll reuse that with my own sets :D

By the way,
ufiby wrote: 20 Feb 2021 20:49By the way, no one is interested in using off-road vehicles with support.
what do you mean by that?
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by Gadg8eer »

Kruemelchen wrote: 22 Feb 2021 17:52 It's nice to see where this road set is heading :)
I like the idea of a nomenclature with symbols! I think, I'll reuse that with my own sets :D

By the way,
ufiby wrote: 20 Feb 2021 20:49By the way, no one is interested in using off-road vehicles with support.
what do you mean by that?
He means that HEQS (and possibly other vehicle sets) isn't limited to the OFFR roadtype. I'll take a look at the HEQS source code and see if I can fix that!

EDIT: Sonofa- It's in NFO, and even andythenorth hasn't touched it in so long that he no longer knows how to fix it.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by ufiby »

Small, but good news!

U&RaTT v0.4
  • Changes: Some road and tram sprites have been redesigned and improved
  • Deleted: Parameter: Disable station bus and lorry
  • Deleted: Parameter: New tiles for road stop
  • Feature: According to the sequence, the road changes depending on the time, it was 4 times, it became up to 3
  • Add: Added two town roads
  • Add: Paving slab, cobble stones road
  • Add: For trolleybuses: paving slab, paved stone road
  • Add: Parameter: Speed limit for all unpaved roads
  • Add: Parameter: Speed limit for Highway
On the first page, the list is updated in the spoiler

Not savegame compatible with any previous version of U&RaTT

U&ReRMM2 v1.1
  • Feature: Labels for conventional rails are completely redesigned, narrow-gauge rails remain unchanged
  • Add: Rail (Dual power)
  • Add: Normal + Narrow Rail #2
  • Add: Normal + Narrow Rail #2(Electrified)
  • Changes: Normal+ Narrow Rail #1 Redone, will be available earlier if there is RAIL and NAAN
  • Add: New parameters: Speed limit for Normal rail and Narrow Gauge rail
On the first page, the list is updated in the spoiler

Not savegame compatible with any previous version of U&ReRMM2

U&Bridges
  • First release released
Argus
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Argus »

Why isn't it on Bananas?
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

I attached the files in a banana. Apparently that the banana server has problems, I do not know when it will be ready?
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by KeepinItRail »

Argus wrote: 09 Mar 2021 16:25 Why isn't it on Bananas?
I'm not seeing it in game (yet?) either, but can see it has been put on Bananas
https://bananas.openttd.org/package/newgrf/55464989

We probably just need to wait.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Argus »

Problem solved :)
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

Yesterday I got a little excited and thought I made a mistake to put in the BaNaNaS. Yes, the problem is solved. Thank you in advance!
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

The fact that I've done everything with my kit is enough. But it's a pity that there aren't enough graphics tunnels here. Does anyone know what development is going on with the tunnel ?
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by wallyweb »

ufiby wrote: 10 Mar 2021 14:47 The fact that I've done everything with my kit is enough. But it's a pity that there aren't enough graphics tunnels here. Does anyone know what development is going on with the tunnel ?
I have nothing on the NRT dev end, but I am about to complete an overlay process that is quite promising. Stay tuned. 8)
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by Gadg8eer »

ufiby wrote: 09 Mar 2021 14:44 Small, but good news!

U&RaTT v0.4
  • Changes: Some road and tram sprites have been redesigned and improved
  • Deleted: Parameter: Disable station bus and lorry
  • Deleted: Parameter: New tiles for road stop
  • Feature: According to the sequence, the road changes depending on the time, it was 4 times, it became up to 3
  • Add: Added two town roads
  • Add: Paving slab, cobble stones road
  • Add: For trolleybuses: paving slab, paved stone road
  • Add: Parameter: Speed limit for all unpaved roads
  • Add: Parameter: Speed limit for Highway
On the first page, the list is updated in the spoiler

Not savegame compatible with any previous version of U&RaTT

U&ReRMM2 v1.1
  • Feature: Labels for conventional rails are completely redesigned, narrow-gauge rails remain unchanged
  • Add: Rail (Dual power)
  • Add: Normal + Narrow Rail #2
  • Add: Normal + Narrow Rail #2(Electrified)
  • Changes: Normal+ Narrow Rail #1 Redone, will be available earlier if there is RAIL and NAAN
  • Add: New parameters: Speed limit for Normal rail and Narrow Gauge rail
On the first page, the list is updated in the spoiler

Not savegame compatible with any previous version of U&ReRMM2

U&Bridges
  • First release released
I love these bridges! I was going to make a series of bridge grfs that take JGRPP's custom bridge heads into account, but it looks like you've got all the bases covered!
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

wallyweb wrote: 10 Mar 2021 23:47
ufiby wrote: 10 Mar 2021 14:47 The fact that I've done everything with my kit is enough. But it's a pity that there aren't enough graphics tunnels here. Does anyone know what development is going on with the tunnel ?
I have nothing on the NRT dev end, but I am about to complete an overlay process that is quite promising. Stay tuned. 8)
I hope that the tunnel project is not suspended! :]
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

I love these bridges! I was going to make a series of bridge grfs that take JGRPP's custom bridge heads into account, but it looks like you've got all the bases covered!
I didn't try it with JGRPP's package there, I don't know what you've achieved so far in my project. I want to see what you did :)
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Gadg8eer »

ufiby wrote: 11 Mar 2021 08:33
I love these bridges! I was going to make a series of bridge grfs that take JGRPP's custom bridge heads into account, but it looks like you've got all the bases covered!
I didn't try it with JGRPP's package there, I don't know what you've achieved so far in my project. I want to see what you did :)
Here they are! I guess you followed that bridge tutorial by wallyweb (I think it was his?), because they work perfectly with custom bridge heads!
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