Moderator: Graphics Moderators
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
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
Type tram tracks are divided into 3 options, allow to build on the road, across the road and prohibit
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.
I do not understand ) This UReRMM ? Or tram tracks ?May I have a suggestion: to add switch for disabling rail tracks - they currently make a mess with other track systems.
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.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).
Vehicles without to support for NRT(OFFR) i can't nothing to test, except HAUL
Train tracks, but seems it is already implemented (selection track U&RaTT gives train tracks, others not)
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.
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
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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.
By the way I work here UReRMM
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.
Here, I'll provide you with source code so you can see what I mean...
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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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