Kruemelchen's Cookie Jar

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

Post Reply
Kruemelchen
Traffic Manager
Traffic Manager
Posts: 167
Joined: 18 Feb 2017 17:47

Kruemelchen's Cookie Jar

Post by Kruemelchen »

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 21 Apr 2020 00:57, edited 8 times in total.

Kruemelchen
Traffic Manager
Traffic Manager
Posts: 167
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

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 5446 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 232 times
WaterWayRoad_Source_0_2.7z
source version 0.2
(552.68 KiB) Downloaded 137 times
Last edited by Kruemelchen on 07 Sep 2018 13:01, edited 1 time in total.

User avatar
Wolf01
Tycoon
Tycoon
Posts: 2013
Joined: 24 Apr 2004 10:43
Location: Venezia - Italia
Contact:

Re: Kruemelchen's Cookie Jar

Post by Wolf01 »

Love at first sight :bow:

Kruemelchen
Traffic Manager
Traffic Manager
Posts: 167
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

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:

User avatar
kamnet
Moderator
Moderator
Posts: 7299
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

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.

Kruemelchen
Traffic Manager
Traffic Manager
Posts: 167
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

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.

User avatar
kamnet
Moderator
Moderator
Posts: 7299
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

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?

Kruemelchen
Traffic Manager
Traffic Manager
Posts: 167
Joined: 18 Feb 2017 17:47

Re: Water Way Road 0.3

Post by Kruemelchen »

Water Way Road [NRT]
Version 0.3

This GRF provides water based road types together with a basic set of small 'ships' to use with them.

This GRF can only be used with OpenTTD 1.10 and later.

Basic Features:
  • Road Type WWAY (water way) and RWAY (river way): support for Road Vehicle 'ships' (WWAY)
  • 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
  • different styles: water way = concrete canal look, river way = riverbed look
  • decorations vary per town zone
  • 3 styles of decorations (fences, bridges, locks, ...): Mediterranean, CityObjects-esque, 'Scandinavian'
  • style of decorations is automatically set by climate (changeable via parameter)
  • snow aware graphics
  • parameters to adjust to play style
  • 'ship' tunnels :lol:
Additional Features:
  • Road Type FORD (fording of river way): only available if 'off road' vehicles are present¹
  • Road Type FRZN (frozen river way): only available in arctic climate²
1) at the moment, only my SUV set (see first posting) is supported
2) this road type does support usual ROAD vehicles, unless my SUV set (see first posting) is loaded


Possible Features of Next Version:
  • water way for swamps and lakes
  • broader rivers and canals to give more visual space (for bigger boats)
  • parallel use of different styles via different road type (this process started in this version by separating canal and river type)
  • new objects for decoration
Download of GRF and Source is below. License is GPLv2 unless specified other.

Please share your comments and bug reports :)
And happy playing :D
Attachments
WaterWayRoad_Source_0_3.7z
Source File (version 0.3.)
(896.53 KiB) Downloaded 48 times
waterway_0_3.grf
GRF File (Version 0.3)
(603.97 KiB) Downloaded 72 times

Kruemelchen
Traffic Manager
Traffic Manager
Posts: 167
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

All my NRT sets can now be downloaded ingame via bananas :D

happy playing~

Meltmann
Engineer
Engineer
Posts: 1
Joined: 21 Aug 2020 13:07

Re: Kruemelchen's Cookie Jar

Post by Meltmann »

Hello,

I have a question; if I install these files like the Water Way Road, where should I be able to find the building menu's for them in the game?

Thanks in Advanced!

User avatar
kamnet
Moderator
Moderator
Posts: 7299
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

Meltmann wrote:
21 Aug 2020 13:27
Hello,

I have a question; if I install these files like the Water Way Road, where should I be able to find the building menu's for them in the game?

Thanks in Advanced!
Water Way Roads will be under Roads.

reyasem
Engineer
Engineer
Posts: 9
Joined: 15 May 2020 11:46

Re: Kruemelchen's Cookie Jar

Post by reyasem »

Hi.

About the water roads, can it connect to real water? (Eg, lake or sea) and can the ships be used on real water as well?

Auge
Route Supervisor
Route Supervisor
Posts: 420
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: Kruemelchen's Cookie Jar

Post by Auge »

Hello
reyasem wrote:
27 Aug 2020 05:38
About the water roads, can it connect to real water? (Eg, lake or sea) and can the ships be used on real water as well?
No, it can't. It's only a road (not looking like a road).

Tschö, Auge

Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 3 guests