[NRT] RattRoads - 1.2.1 released 05-20-23!

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

GarryG wrote: 20 Dec 2019 09:43
leifbk wrote: 20 Dec 2019 09:36 Although I think there should be only three "tracks", the middle one being used in both directions
I been thinking something like that too. Keep this design, but put some extra gravel in the middle.
As you have it now, the cart wheels are running on dirt and a helium filled horse is pulling on grass.
Most horses weigh more than an old wooden cart.
You only need two sort of wide dirt tracks ... one going to town and one going home with a little grass where a horse rarely walks to separate the two directions.
If that dirt road sees a bit of traffic, there wouldn't be any grass at all.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by leifbk »

wallyweb wrote: 20 Dec 2019 11:05 As you have it now, the cart wheels are running on dirt and a helium filled horse is pulling on grass.
Most horses weigh more than an old wooden cart.
You only need two sort of wide dirt tracks ... one going to town and one going home with a little grass where a horse rarely walks to separate the two directions.
If that dirt road sees a bit of traffic, there wouldn't be any grass at all.
That's only true for one horse carts. When there are two or four horses, they are walking side by side.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Here 2 designs of the dirt tracks. One with the wider centre and other 2 separate tracks.

Which is best well either would be ok in some respects.
Gravel Track-1.png
Gravel Track-1.png (49.95 KiB) Viewed 3903 times
So lets start a debate .. which be better, or maybe one be better if I do a bit more to it.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by leifbk »

GarryG wrote: 20 Dec 2019 11:30 Here 2 designs of the dirt tracks. One with the wider centre and other 2 separate tracks.
I vote for the left one, no doubt about it :)
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

leifbk wrote: 20 Dec 2019 11:21 That's only true for one horse carts. When there are two or four horses, they are walking side by side.
Quite right, but my assumption is that there will be a mix of "horse power".
Also, maintenance of those old dirt roads usually consisted of a board the width of the road dragged along to level out the grade and fill in the ruts.
GarryG wrote: 20 Dec 2019 11:30 .. which be better, or maybe one be better if I do a bit more to it.
The one on the left but it still has too much grass where one-horse cart horses walk.
Last edited by wallyweb on 20 Dec 2019 12:04, edited 2 times in total.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by leifbk »

wallyweb wrote: 20 Dec 2019 11:36 Also, maintenance of those old dirt roads usually consisted of a board the width of the road dragged along to level out the grade and fill in the ruts.
Sure, but then you'll end up with something too similar to the Country gravel road.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Looks like the left is the way to go. I'll make up a few ideas using that one and see how it looks.

Tune in same place a bite later.

P.S. Should I allow for horse poops :D
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

Needs texture ...
Dirt left ... Gravel right
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Ok I made it a bit messier. Whatcha reckon.
Gravel Track-2.png
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One on left is same as above post .. one on right new style.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

GarryG wrote: 20 Dec 2019 12:07 Ok I made it a bit messier. Whatcha reckon.
Gravel Track-2.png
One on left is same as above post .. one on right new style.
see my post above yours.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by leifbk »

I don't know, wallyweb's idea look nice. Of GarryG's two suggestions, I think that the right one looks slightly better.

Although IRL you'd see one horse carts as well as two horse and four horse carts, (and maybe even the occasional Russian Troika), in OTTD the two and four horse carts are prevalent (at least in my games). And, given that the dirt roads also will be used by cars, I still think that the three-track approach is the right way to go.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

This roughly what I think might be ok. It just a bit to smooth along the edges.
Gravel Track-3.png
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When I think of it the two roads I first showed the one on right might be the one to work on, but just have the grass down the middle.

Andrew360 and I made up a RattTest file that we try different ideas so can compare them side by side, so I'll make up several of the ideas you all mentioned and shall see which one turns out the bgetter.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

A thousand pictures is worth a thousand words ... :mrgreen:

https://duckduckgo.com/?q=dirt+roads&t= ... &ia=images
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by leifbk »

wallyweb wrote: 20 Dec 2019 12:36 A thousand pictures is worth a thousand words ... :mrgreen:

https://duckduckgo.com/?q=dirt+roads&t= ... &ia=images
I don't think any of those pictures actually show dirt tracks used by horse carts. What looks like two-lane dirt roads are probably showing ruts from cars on rarely frequented roads where you hardly ever meet anyone.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

What ever road design I use need to be natural and no graders and bulldozers been used to create it. Something made before cars and before I was born.

But guess there wouldn't be many roads left not driver on by motor vehicles.

Any way getting near my bed time so I look at this more tomorrow.

Cheers all
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Here is 3 styles of dirt tracks that might have been around before the 1900s.

These are for the country, not in towns and cities.

Top left same as above that all liked but needed improvements.

Top Right added a little bit more dirt to give it the effect of a single horse cart uses that road too.

Bottom added more dirt.

Whatcha all think of those and which be best. I'll only be using 1 of them as like to make a grey one as well.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by wallyweb »

GarryG wrote: 21 Dec 2019 01:57 Whatcha all think of those and which be best. I'll only be using 1 of them as like to make a grey one as well.
Bottom added more dirt.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

I've coded the dirt road into my set so can try and see if suitable for your style of game play.

(Most of the buildings in these towns are what I was trying to make but not finished as having problems understanding some codes. Hope eventually get back to it).

If you replace roads in towns with this dirt track you will get this effect.
Dirt Roads.png
Dirt Roads.png (83.71 KiB) Viewed 3701 times
If you use the "Gravel Road with Fences Construction" and replace roads in towns you will get this effect.
Dirt Roads2.png
Dirt Roads2.png (92.42 KiB) Viewed 3701 times
Same idea applied with Basic Road with Fences Construction, Improved Road with Fences Construction and Modern Road with Fences Construction.

The unfortunate thing is on the outer skirt of town you have the fences in front of some houses.

They been coded so be no fence in these locations. (Code courtesy of Aundrew360):
TOWNZONE_CENTRE:
TOWNZONE_INNER_SUBURB:
TOWNZONE_OUTER_SUBURB:
TOWNZONE_OUTSKIRT:

I tried adding TOWNZONE_EDGE but it removed the fence no matter how far the road was from town.

Like to try? here the game file.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Found out I can make a different depot for each road type.

Here sample.

1st is original with roads I not done yet with there own depot.
other 4 are all depots that I done so far.
Depots-1.png
Depots-1.png (39.23 KiB) Viewed 3656 times
When I finish the other 4 will let you try.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Finished 8 different Road Depots.

Might change some later if I find images of depots I think could be better.
Depots-2.png
Depots-2.png (47.49 KiB) Viewed 3585 times
If like to try and let us know what you think or any thing like to change.
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