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

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ufiby
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)

Post by ufiby »

Dear developers of Openttd!
I want to add flag types "FLAG_NO_BUILD_ROAD"

FLAG_NO_BUILD_ROAD - it is to forbid in the city to build the road independently.
For example, the highway I just built, and then the city to build further, looks ugly

ufiby
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)

Post by ufiby »

Hello!
Restored a new one from scratch and remade the sprites. I don't repeat like the old U&Ratt. Looks a little different.
D to publish here a new newgrf and all well. However we are still waiting for an update NRT

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

I would like to add a small feature with NRT!
Type tram tracks are divided into 3 options, allow to build on the road, across the road and prohibit
Image

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by McZapkie »

May I have a suggestion: to add switch for disabling rail tracks - they currently make a mess with other track systems.

Another suggestion: field road without ROAD type - only slow vehicles can drive here - it would be helpful for, for example, filtering flow of vehicles trough stations (to avoid jam of vehicles waiting for loading while other want to unload on the same station).
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, preindustrial houses, wired, ECS industry extension, V4 CEE train set.
Addicted to freeciv longturn.

ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

May I have a suggestion: to add switch for disabling rail tracks - they currently make a mess with other track systems.
I do not understand ) This UReRMM ? Or tram tracks ?
Another suggestion: field road without ROAD type - only slow vehicles can drive here - it would be helpful for, for example, filtering flow of vehicles trough stations (to avoid jam of vehicles waiting for loading while other want to unload on the same station).
I'll think about it, too. I can add parameters to select options that prohibit or allow normal vehicles on the road at a slower speed.
Vehicles without to support for NRT(OFFR) i can't nothing to test, except HAUL

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by McZapkie »

ufiby wrote:
20 Jan 2020 11:47
May I have a suggestion: to add switch for disabling rail tracks - they currently make a mess with other track systems.
I do not understand ) This UReRMM ? Or tram tracks ?
Train tracks, but seems it is already implemented (selection track U&RaTT gives train tracks, others not)

ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

I understood. These are tram tracks. I don't plan to add parameters to enable / disable tram tracks. Tram and trolleybus tracks are available automatically if trams and trolleybuses are available. Understanding that other sets are compatible with our set will conflict. So patiently

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by LaChupacabra »

Hi Ufiby,
I would have three question/suggestions:
1. Is it possible to prevent the connection of tram tracks with unpaved road types?
2. Is it possible to change the tram track graphics when connected to the road? Current tracks look very good apart, but on the road they are too bright and stand out too much.
3. Is it possible to change the speed limit depending on the presence of a building nearby?

Btw. In general, your roads look great, especially the winter versions. If you would like to see how players use your roads, they are currently used on the Visegrad map dedicated server.
Btw2. Some other speed limits could be useful so that vehicles in cities do not drive so fast.
I am sorry for may English. I know is bed.

ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

I have restored the lost UReRMM, not only restored it to its original form, and will redo the new graphics.
By the way, PRECOMBINED is better than UNDERLAY :)
I noticed that the appearance of PRECOMBINED is there, then the UNDERLAY does not need to be laid, it only works on the slope
Attachments
mono.png
mono.png (70.78 KiB) Viewed 4930 times

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by Gadg8eer »

Ooh, I like those monorail tracks!

Can I make a suggestion for your roadtypes? Add "UTIL", "TELE", "WIRE", and "PIPE" to the list of powered roadtypes on urban roads. This would allow my upcoming Utility Road Set to function properly with your roadset.

Thank you!

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

Hello! Thanks. What are they, anyway? I usually do the standard type of ROAD, OFFR, HAUL. it is unlikely to add something incomprehensible and non standard types.
By the way I work here UReRMM
Image
And added a narrow Gauge railway and metro.

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by Gadg8eer »

ufiby wrote:
22 Feb 2020 07:02
Hello! Thanks. What are they, anyway? I usually do the standard type of ROAD, OFFR, HAUL. it is unlikely to add something incomprehensible and non standard types.
By the way I work here UReRMM
Image
And added a narrow Gauge railway and metro.
UTIL is a generic utility roadtype. TELE is telecom, I adapted Wired into a set of road vehicles that is meant to travel on both roads and utility wires. WIRE is electrical, similar to how TELE is set up. PIPE is pipeline pumps, similar to TELE and WIRE.

Thanks!

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

Got it. But I don't

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by Gadg8eer »

ufiby wrote:
26 Feb 2020 17:15
Got it. But I don't
Here, I'll provide you with source code so you can see what I mean...
Attachments
URSsrc.7z
(1.25 MiB) Downloaded 94 times

ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

No, I won't look at your source code. You have a lot of opportunities, then do your own. I work for my own line.

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by Gadg8eer »

ufiby wrote:
27 Feb 2020 16:40
No, I won't look at your source code. You have a lot of opportunities, then do your own. I work for my own line.
Okay, I've realized that the issue was that I misread the purpose behind powered_roadtype_list.

Can I please have a list of the roadtype labels you use? That's all I ask. I can make URS compatible with your roadset by myself.

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by ufiby »

See the first page and open in the spoiler

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by Gadg8eer »

ufiby wrote:
27 Feb 2020 20:33
See the first page and open in the spoiler
Thank you.

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by Gadg8eer »

ufiby wrote:
27 Feb 2020 20:33
See the first page and open in the spoiler
No, the roadtype labels, please. Check the

Code: Select all

label: "????";
sections. Otherwise I can't make my NewGRF compatible with yours.

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (19.12.2019)

Post by NSMMilos »

Cool NewGRF, but how i can upgrade roads to other levels?

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