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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 17 Feb 2021 17:40
by ufiby
I remembered and decided to add a road icon to make it easier to look at and to clarity
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 (44.24 KiB) Viewed 7520 times
ID 0B
- Continuous_span_girder_bridge.png (46.97 KiB) Viewed 7520 times
ID 0C
- High_speed_bridge.png (50.29 KiB) Viewed 7520 times
This will be completed in the spring. It took only the evening, so long
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 17 Feb 2021 22:07
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!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 17 Feb 2021 23:59
by Erato
I absolutely love these bridges. I'd love to try this out in a new game soonish.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 18 Feb 2021 08:29
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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 20 Feb 2021 20:49
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
And compare them
And added a hint in the parameter to make it easier to read without going to the site
- menu_2.png (21.74 KiB) Viewed 7274 times
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 20 Feb 2021 22:57
by fridaemon
It looks very understandable and I appreciate these options.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 22 Feb 2021 17:52
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
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?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 23 Feb 2021 01:30
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
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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 09 Mar 2021 14:44
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: 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
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 09 Mar 2021 16:25
by Argus
Why isn't it on Bananas?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 09 Mar 2021 16:39
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?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 09 Mar 2021 16:43
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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 10 Mar 2021 13:36
by Argus
Problem solved
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 10 Mar 2021 14:39
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!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 10 Mar 2021 14:47
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 ?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 10 Mar 2021 23:47
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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Posted: 10 Mar 2021 23:55
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: 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
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!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 11 Mar 2021 08:18
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.
I hope that the tunnel project is not suspended!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 11 Mar 2021 08:33
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
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Posted: 11 Mar 2021 16:42
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!