Kruemelchen's Cookie Jar

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Kruemelchen
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Kruemelchen's Cookie Jar

Post by Kruemelchen » 03 Sep 2018 15:03

Hi everyone :)

In this thread I'd like to release all my 'small' NewGRFs, which I don't fancy to open a thread in the Graphics Development section and give an overview about all my developed NewGRFs in a single jar.

And now get yourself some cookies and lay back ... :)

Kruemelchen's Cookie Jar
Road Water
Last edited by Kruemelchen on 08 May 2019 13:46, edited 4 times in total.

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Re: Kruemelchen's Cookie Jar

Post by Kruemelchen » 03 Sep 2018 15:32

Water Way Road [NRT]
Latest Version 0.2

This GRF provides a canal-like Road Type together with a basic set of small 'ships' to use with.

This GRF can only be used with NRT patched OpenTTD (RATT).

Features:
  • Road Type WWAY: support for Road Vehicle 'ships'
  • 5 'ships': Gondola (PAX, freight), Accumulator Boat (PAX), Solar Boat (PAX), Speedboat (PAX), Small Freighter (freight), which can run on WWAY 'roads'
  • 'ships' use 2X zoom graphics
  • 'ships' have custom half-load and full-load cargo graphics and run 'lower' on full load
  • look and decorations vary per town zone: rural area = riverbed look, urban area = concrete look with decorations in city centres
  • 4 styles of decorations (fences, bridges, locks, ...): Original, Mediterranean/..., CityObjects/French/..., Scandinavian/Australian/...
  • snow aware graphics
  • parameters to adjust to play style
  • 'ship' tunnels :lol:
version 0.2
version 0.2
show-off.png (53.88 KiB) Viewed 2622 times
The above image is not ingame, as only one style may be used at a time.

Download of GRF and Source is below. License is GPLv2 unless specified other.

Please share your comments and bug reports with me :)
And happy playing :D
Attachments
waterway_0_2.grf
version 0.2
(461.66 KiB) Downloaded 145 times
WaterWayRoad_Source_0_2.7z
source version 0.2
(552.68 KiB) Downloaded 84 times
Last edited by Kruemelchen on 07 Sep 2018 13:01, edited 1 time in total.

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Wolf01
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Re: Kruemelchen's Cookie Jar

Post by Wolf01 » 05 Sep 2018 20:47

Love at first sight :bow:

Kruemelchen
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Re: Kruemelchen's Cookie Jar

Post by Kruemelchen » 06 Sep 2018 15:08

Wolf01 wrote:Love at first sight :bow:
Thank you so much, but all these GRFs wouldn't even be possible without the great work you've contributed to NRT! :bow:

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kamnet
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Re: Kruemelchen's Cookie Jar

Post by kamnet » 06 Sep 2018 20:23

I'm testing out Water Roads 0.2 with openttd-ratt-geb78e579. I'm not getting any styles but OpenTTD-style rivers, no matter what I'm changing it to.

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Re: Kruemelchen's Cookie Jar

Post by Kruemelchen » 07 Sep 2018 12:54

kamnet wrote:I'm testing out Water Roads 0.2 with openttd-ratt-geb78e579. I'm not getting any styles but OpenTTD-style rivers, no matter what I'm changing it to.
Thank you for testing it out :)

This is intended behaviour, I forgot to mention it in the post :oops: .
Outside of cities the Water Roads look like rivers, inside of cities they get a concrete containment, and in city centres decorations like fences and bridges etc. are drawn upon that. Only locks will appear in every town zone (randomly).
I get it, the picture above is also misleading :oops:

I'm sorry if this automation seems inconvenient. I didn't want to clutter the road menu with several eyecandy versions of the same.

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Re: Kruemelchen's Cookie Jar

Post by kamnet » 04 May 2019 22:41

Now that NRT supports 63 roadtypes, would you consider allowing players to build each type of water road rather than have it based on the town zone?

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