https://users.tt-forums.net/ameecher/newdepots.html

He's released use for his stuff in other projects.
Moderator: Graphics Moderators
I think we can do that. See if can make some object pieces to go with it.kamnet wrote: 22 Dec 2019 15:22 If you have no objections, could you replace one of those depots with Amecheer's similar looking "New Depot"?
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By Gavin Dowland (Ameecher)
(C) 2006 Gavin Dowland
These are new depots to replace the default TT depots. It should work fine in both TTDP and OTTD. Version 2.0 is a depot without false doors painted on the rear, 2.1 is with the above doors.
**PLEASE DO NOT EDIT THIS .GRF AND DISTRIBUTE IT AS YOUR OWN***
This .grf is free for everyone to use and no-one should be charged for it's use. I allow distribution of it but please give me suitable credit.
The way I read Amecheer text that his depot can be used, but not changed. The looks still the same just used for road instead of rail. So wonder if that is changing it.kamnet wrote: 23 Dec 2019 04:15 Augh, I looked back through all messages here and in e-mail, and I can't find our correspondence now. Very frustrating. I guess I should drop him a message then.
Nicely doneAndrew350 wrote: 25 Dec 2019 02:09 As shown a couple pages ago I started recoloring the dirt roads so that brown horses would be more visible.
These looking good too. I been making some Road Signs to go with these and tweaking signs that I did previous.Also behind-the-scenes I've been working a little here and there on the highway objects, I've managed to finally finish drawing and coding the corner pieces to work properly. Just need to draw slopes and the basics for the 3-lane pieces will be done:
That should keep the heavy footed players happy.And last but not least I have gone ahead and added a new "speed units" parameter so that those of you preferring metric units will get more sensible speed limits. As part of that change I removed the cost factor from the "difficulty" parameter (it now only changes speed limits) and added another option for even lower speeds.
I got no intentions of having 64 roadskamnet wrote: 01 Jan 2020 01:56 Could I make a request to add parameters to select which roads to enable? There's a lot of stuff being added here, and while there are 64 slots these expansions are already taking up 15 of them. Some people may not need or want all that is here because they want to add some eyecandy from other sets.
Just my 2 cents, I would go with the normal ISR road so it would fit in more places around an industrial area. I think I like the new gravel roads better alsoGarryG wrote: 07 Jan 2020 09:22 Also are 2 Industrial Roads. One of this need to be removed but not sure which one. Do I keep the ISR one or the new one using ISR roads, but has pathways. Any suggestions?
I accept your 2 cents and go that direction.Andrew350 wrote: 08 Jan 2020 06:20 Just my 2 cents, I would go with the normal ISR road so it would fit in more places around an industrial area.
I think they look a better and natural. Whether I can tweak them now so middle might be a bit lighter and where wagons, horse and vehicle travel be the darker look .. but that is a lot like doing snow .. boring.
Does this mean we can make roads depending on the climate?Andrew350 wrote: 08 Jan 2020 06:20 Drawing the rest of the snowy stuff is the "big" thing left to do now, it just takes a while because it's kind of boring
Yes, sure. There is a terrain_type variable to check for the ground type (TILETYPE_NORMAL, TILETYPE_DESERT, TILETYPE_RAIN_FOREST, TILETYPE_SNOW )
Hi GarryGarryG wrote: 07 Jan 2020 09:22 These are my gravel roads which have been changed by using terrains from the Sub-Tropic Deserts.
I think they look better. Other gravel looked too clean.
It can be boring, but the snowy roads look really endearing and are worth it to get a bit bored.Andrew350 wrote: 08 Jan 2020 06:20 Drawing the rest of the snowy stuff is the "big" thing left to do now, it just takes a while because it's kind of boring![]()
Deciding dirt colours for roads now easy as different as some colours don't suit some areas. The dark brown look good but as mention previous if you start a game using horses they not easy to see and in some cased you can not see the horse. That one of the reasons for the change.LaChupacabra wrote: 09 Jan 2020 00:57 I don't know if they look better because previous versions both lighter and darker looked equally good
I not used the Australian landscape add-on as to be honest didn't know it was available. I know some guys was working on it many years ago but didn't know if it was finished.LaChupacabra wrote: 09 Jan 2020 00:57 For me, they certainly look more Australian. And to be honest, what I miss most about your roads and the rest of your addons is the Australian Landscape addon.
They be separate game files, but we designing them so can be used together. I hope Andrew360s original RattRoads be the main file people use and mine be additions to most of his roads. For instance has Asphalt roads I have the same but mine have the fences.LaChupacabra wrote: 09 Jan 2020 00:57 Such a question: in what direction do You want your addition to develop? Will it be a part of Ratt Roads or a separate addition? At the moment,
That probably be a good idea .. have sets designed for each country. Maybe when Andrew360 and I finish coding and have most of our roads we can upload the source here and that way players from each country can use the source to make their own style of roads.In my opinion you could go both towards creating a set of typical Australian roads, but an equally interesting option would be to develop Ratt Roads and enable it to choose the style of roads, separately for asphalt roads and separately for gravel / dirt roads. Or maybe both options?
The ISR industrial road are same as used in ISR. I like to try use some buildings from ISR with a overlap section so it will hide the bus stations and loading bays. So hope this will overcome that incite. The lines do look a bit odd on these roads, but that how it is in ISR.Industrial roads
I could leave fences out and players can add fences using the object fences. But it a long process adding one fence piece at a time when if included as part of road can built the fence and road same time.Fences
That is something I been looking at too .. maybe have a object sign to place on side of road with a fake road overlap to cover the arrows. That something I hope to work on soon.Direction markings
Back in the 1960s and probably a lot sooner that I can remember Asphalt roads edges was not even and also some gravel roads due to they didn't have the technology to make them so neat. Not sure what year they learned to lay the asphalt straight and even and asphalt where the edges didn't break away.Road Edges
Still work to be done to these. But I like to design them so can be used for RV, trams and trains. You could be right that some are a bit high. The base depot I did not design and I agree it looks to low.Vehicle Depot
Something we still working on. Not sure if we can control the speeds on same road so in cities it lower and out of the city speed higher. As mentioned above .. I think once Andrew360 and I have a good working copy of both our roadsets we can upload the source here and players can use to make their own roads for their countries and just simply change the speeds to suit.Speed limit
Don't know how you ended up with so many version cause each time I upload a version here and you copy it into your "newgrf" directory it should overwrite the previous version. I suggest you delete all the files of my roads from your directory and download the last version I did. I don't change version numbers yet until I have something that closer to a more permanent solution.File and version naming
These files cannot be distinguished which is newer and which is older. You have to click and check on each of them. Sometimes the latest version is at the bottom, other times at the top and sometimes inside. This can be really annoying...
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