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

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

Post by ufiby » 02 Jan 2019 14:24

Hello everyone!

I'm sorry that the old theme was a little informative.
Updated new theme to be clear and more informative


We know that development NRT. Details here:NotRoadTypes
Decided to create new sets using NML.
U&ReRMM - simplified railway sets with the new graphics.
U&RaTT - various road sets (from field road to highway) and tram tracks

Will post a few pictures:
Image
Image
Image
Is it interesting? Not finished yet!

Road and tram supports in climate: ARCTIC, TROPIC and DESERT
ARCTIC CLIMAT
Image
ALPINE CLIMAT (OpenGFX-Landscape)
Image

And I wanted you road sets depending on the year. For example not want see in game where the 1900 and before be asphalt roads, and 2000 and later - a dirt roads.
I know that you are not interested in independently all the cities to upgrade the road.
Decided to finalize only the Basic road
Now the Basic road is automatically updated depending on the year:
Image
For example, the road is automatically updated, not I manually update.
Image
How do you do it? Try to test :wink:
Now you can play not only in a single game and in a multiplayer game (I checked myself, no problem and no "Reboot required")
And then the station, the one way, the trees and the tunnel finished
Image
And settings
U&ReRMM
Parametr:
Fences: no fences/original
U&RaTT
Parametr:
Graphic mode: TTD/OpenGFX(includes OpenGFX-Landscape Alpine)
Electrified road: Off/On (off electrified road that is always on urban asphalt road with light)
Tram track: Off/On
Electrified tram track: Off/On

Connect newGRF: U&RaTT, You need to download here https://www.openttd.org/en/download-ratt

That's it! :D

Download the kits!Good luck
Attachments
U_ReRMM.grf
(388.12 KiB) Downloaded 427 times
U_RaTT.grf
(1.11 MiB) Downloaded 443 times

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

Post by ufiby » 06 Jan 2019 16:40

U&RaTT Added parametr
Heavy hauling road: Off/On
Heavy road you can drive on dirt, gravel, concrete and asphalt road. It is forbidden to drive on the field road, basic road, urban road and highway. :?:

Supports with kits HEQS(ratt)

Please answer if you have any questions

Sorry I'm not good with English. Use with translate :oops:
Attachments
U_RaTT.grf
(1.11 MiB) Downloaded 187 times

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

Post by Auge » 06 Jan 2019 17:24

Hello

Looks nice. I hope to see RATT on it's way to OpenTTD trunk/master within a medium time. One question. You say:
ufiby wrote:For example not want see in game where the 1900 and before be asphalt roads, and 2000 and later - a dirt roads.
Does that mean, that a player is not able to build dirt roads after the year 2000? I like the idea to build a street connection between a mine and a railway freight hub with only a kind of dirt road, where "normal" busses and lorries can't run on, independent from the game year.

Tschö, Auge

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

Post by ufiby » 06 Jan 2019 17:36

Does that mean, that a player is not able to build dirt roads after the year 2000? I like the idea to build a street connection between a mine and a railway freight hub with only a kind of dirt road, where "normal" busses and lorries can't run on, independent from the game year.
I don't turn off the dirt road after 2000, it's a separate road. The basic road changes depending on the year

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

Post by acs121 » 06 Jan 2019 18:41

Whoaaa !
Man, really, this is an awesome NewGRF. I love urban roads and trams, at least they allow having concrete on the roads anyway !
I love the depot graphics, they're really well done.

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

Post by STD » 07 Jan 2019 19:09

I downloaded all of this and checked in game. It looks very beautiful and great. I will now apply all these types of roads in the game. Well thought out and done, ufiby :)) .
And I also really liked the depot graphics. And thank you for the translation into Russian. Abruptly :D .

If I will find any buges and graphic mistakes, I will write in this theme.

You can also add converted bridges for road types, any road objects as in the Dutch Road Furniture set :wink: .

Regards, STD.
[OpenTTD] STD screenshots
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My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)

Post by PNDA_ » 08 Jan 2019 17:08

Hey. Looks cool so far, and is a great idea.
Also you seem to have changed some of the Roadvehicle Stations in your screenshots, that isn't possible as of my knowledge. Other thing is: do I need any patches to get different types of road or tram track?
Just one thing that I just noticed. On BaNaNaS you named the GRF with a "tm" at the end. Back in November 2018 these UTF-8 Characters caused some issues with BaNaNaS like its possibly doing now. Everytime anyone wants to upload something to BaNaNaS they will get a "Unhandled Exception". I know you can't edit the name yourself, I just wanted to point this out to you. Maybe try not to use non-UTF-8 characters anymore until it's fully compatible.
Read more on the GitHub Issue: https://github.com/OpenTTD/OpenTTD/issues/6967
Image

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

Post by ufiby » 08 Jan 2019 18:26

Just one thing that I just noticed. On BaNaNaS you named the GRF with a "tm" at the end. Back in November 2018 these UTF-8 Characters caused some issues with BaNaNaS like its possibly doing now. Everytime anyone wants to upload something to BaNaNaS they will get a "Unhandled Exception". I know you can't edit the name yourself, I just wanted to point this out to you. Maybe try not to use non-UTF-8 characters anymore until it's fully compatible.
Read more on the GitHub Issue: https://github.com/OpenTTD/OpenTTD/issues/6967
Ok. Soon fix that, to remove the symbol "™"
Other thing is: do I need any patches to get different types of road or tram track?
Here

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

Post by camvar97 » 07 Feb 2019 20:05

please be aware that openttd-ratt is no longer available through the site. this mod cannot run without it. if you know the fix please let me know

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

Post by vesgo » 07 Feb 2019 22:03

Hello Ubify, and thank you for the amazing work with your graphics. They are amazing.

Besides the amazing work i got an error with U&RaTT NewGRF:

Code: Select all

A fatal newGRF has occured: Unknown Action 0 property 0x16(sprite7)
I only have both your newgrf's inside for testing. Tested with both original and GFX graphics on nightly 06.02.2019.

Thank you once again for the amazing work, and by the way do you need the translation of your newgrf in portuguese? I would be glad to do so.

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

Post by andres1555 » 07 Feb 2019 23:17

vesgo wrote:Hello Ubify, and thank you for the amazing work with your graphics. They are amazing.

Besides the amazing work i got an error with U&RaTT NewGRF:

Code: Select all

A fatal newGRF has occured: Unknown Action 0 property 0x16(sprite7)
I only have both your newgrf's inside for testing. Tested with both original and GFX graphics on nightly 06.02.2019.

Thank you once again for the amazing work, and by the way do you need the translation of your newgrf in portuguese? I would be glad to do so.


I have the same problem :(

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

Post by camvar97 » 08 Feb 2019 01:45

vesgo wrote:Hello Ubify, and thank you for the amazing work with your graphics. They are amazing.

Besides the amazing work i got an error with U&RaTT NewGRF:

Code: Select all

A fatal newGRF has occured: Unknown Action 0 property 0x16(sprite7)
I only have both your newgrf's inside for testing. Tested with both original and GFX graphics on nightly 06.02.2019.

Thank you once again for the amazing work, and by the way do you need the translation of your newgrf in portuguese? I would be glad to do so.
same here please see my msg above... this mod will only work on openttd-ratt which i cant find anything on that is recent. last version of openttd-ratt that i can find is 1.6.1

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

Post by Auge » 08 Feb 2019 09:15

Hello
vesgo wrote:Besides the amazing work i got an error with U&RaTT NewGRF:

Code: Select all

A fatal newGRF has occured: Unknown Action 0 property 0x16(sprite7)
I only have both your newgrf's inside for testing. Tested with both original and GFX graphics on nightly 06.02.2019.
As stated in the opening posting this GRF will only work with a NRT-build (NRT: Not Road Type) and not with the "normal" OpenTTD because NRT is currently not part of OpenTTD.

Read in the NRT-thread for details.

Tschö Auge

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

Post by SimYouLater » 08 Feb 2019 21:13

Apparently NRT/RATT is just being moved to a new host. It'll be ready soon enough.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

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

Post by peter1138 » 08 Feb 2019 22:46

SimYouLater wrote:Apparently NRT/RATT is just being moved to a new host. It'll be ready soon enough.
That is not the case, that link is tracking current development of NRT. It does not refer to "a new host" and does not mean pre-built binaries are being made.
He's like, some kind of OpenTTD developer.

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

Post by Arnoud » 08 Feb 2019 22:55

camvar97 wrote:please be aware that openttd-ratt is no longer available through the site. this mod cannot run without it. if you know the fix please let me know
NRT is allso a part of the Joker patch , which can be downloaded at his youtube video, though the video itself seems outdated the patch seems to be in sync with openttd 1.8.0

link to jokers youtube video

=========================
This is exactly the kind of tram track graphics I was hoping for and more, thank you for making these.

One recommendation regarding the parameter settings though, by default unelectrified tram tracks are turned off, this mode is very buggy though; 1 type of unelectrified tramtrack is still available, has no speedlimit but looks like the slowest electrified track and perhaps most importantly it is not visually drawn over roads.
This had me very confused for a while if your newgrf was broken, untill I looked in the paramaters.

I would recommed turning different unelectrified tracks ON by default because that mode has no bugs and I think the type of player that plays NRT doesnt really mind the longer track type drop down menu, and they can still reduce it if they really want to by changing the parameter.

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

Post by SimYouLater » 09 Feb 2019 00:31

peter1138 wrote:
SimYouLater wrote:Apparently NRT/RATT is just being moved to a new host. It'll be ready soon enough.
That is not the case, that link is tracking current development of NRT. It does not refer to "a new host" and does not mean pre-built binaries are being made.
...
andythenorth wrote:
kamnet wrote:This page is no longer found. Was this meant to be taken down, or an accident after the recent upgrades to the website and compile farm?
It's a side effect of the move to the new compile farm. The NRT fork is not currently built by the farm.

I don't know if the old binaries are still there on the mirrors, it's plausible that they are and we might be able to find the links to them, but I don't know if that will get done.

Meanwhile, keep an eye on https://github.com/OpenTTD/OpenTTD/pull/6811
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

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

Post by ufiby » 09 Feb 2019 07:43

Hi there!
I do not know what is missing OpenTTD Ratt
Don't worry. I have an archive Here

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

Post by SimYouLater » 13 Mar 2019 02:43

ufiby wrote:Hi there!
Is there a chance that you would release the rails under GPL v2?

If not, can you please make this set have a compatibility mode for using it with AuzTracks?
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

peter1138
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Re: Ufiby's Road, Tram, Trolleybus and Rail track (renewed)

Post by peter1138 » 13 Mar 2019 11:20

Don't forget to draw and include your custom toolbar icons. This looks a bit bland:

Image

EDIT planetmaker: I split some off-topic discussion of the GUI and these sprites to viewtopic.php?f=26&t=84957
Last edited by planetmaker on 14 Mar 2019 12:02, edited 1 time in total.
He's like, some kind of OpenTTD developer.

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