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

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Andrew350
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Andrew350 »

Heh, I too have been continuing work on snowy stuff. Dirt and Sett roads are done and I've got a decent start on the rest of them.
dirt_ttd_snow.png
dirt_ttd_snow.png (263.88 KiB) Viewed 776 times
sett_snow.png
sett_snow.png (150.77 KiB) Viewed 776 times
I also got distracted making some parking spaces for modern roads, but thought they looked too busy so decided against them:
Fobrook Marsh Transport, 02_07_19303.png
(437.59 KiB) Not downloaded yet
I thought I would like it, but after seeing the result it just looks too busy. But let me know if you think different :)

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

Post by wallyweb »

Andrew350 wrote:
12 Jan 2020 05:01
... it just looks too busy.
Too busy?? Are you kidding? They look like the day after the radical left won an election and banned all vehicles!
Add some random cars.
Also ... NOT in Zone 4. That's the commercial core of the city where all parking is off-street.
Also ... NOT in Zone 3 ... unless you can keep the trees.
Zone 2 (and/or 1) would be the most logical.
Zone 0 is too rural.

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

Post by Andrew350 »

wallyweb wrote:
12 Jan 2020 05:38
Add some random cars.
Adding cars just means all tiles will end up looking exactly the same...unless there's a way to randomize the graphics? (I don't know of any)
wallyweb wrote:
12 Jan 2020 05:38
Also ... NOT in Zone 4. That's the commercial core of the city where all parking is off-street.
Zone 4 is where the streetlights are...and my parking spaces go around them...
wallyweb wrote:
12 Jan 2020 05:38
Also ... NOT in Zone 3 ... unless you can keep the trees.
Zone 3 is where the trees are...they are unavoidable, so no parking spaces...
wallyweb wrote:
12 Jan 2020 05:38
Zone 2 (and/or 1) would be the most logical.
These zones do have parking spaces. All of the above zones (including these ones) are in the above screenshot(s).

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

Post by wallyweb »

Andrew350 wrote:
12 Jan 2020 06:31
wallyweb wrote:
12 Jan 2020 05:38
Add some random cars.
Adding cars just means all tiles will end up looking exactly the same...unless there's a way to randomize the graphics? (I don't know of any)
RandomAction2

My other suggestions were purely conceptual. I was was just trying to suggest ways to avoid flooding the town with parking spaces.
A consideration for zone 0 ... All tiles outside a town's zone limits are considered as zone 0 by the game even though they are unowned.

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

Post by Diesel Power »

Wow! This has come a hellava long way since I last checked in here. Great job guys!

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

Post by GarryG »

Still experimenting with ideas.

We like wide Freeways/Highways .. at the moment we only have fake extra lanes and vehicle do not use them.

I manage to turn this freeway.
Freeway Highway1.png
Freeway Highway1.png (29.52 KiB) Viewed 655 times
To look like this.
Freeway Highway2.png
Freeway Highway2.png (40.41 KiB) Viewed 655 times
The buses can use all lanes. Just unfortunately the buses do not change lanes smoothly, I do a zigzag course to change lanes. But at least it still looks like a dual freeway or highway.

Still some more tweaking to do before I let you try.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

This where I up to with the roads. All the roads in AuzRattRoads are snow aware.

Much thanks and credit goes to Andrew360 for providing me with the coding and use of his sand roads also to Kruemelchen the maker of "Country Roads (NRT)" viewtopic.php?f=26&t=76017&start=60 for allowing us to use his snow sprites.
snow aware 1.png
snow aware 1.png (132.62 KiB) Viewed 522 times
There is 2 different styles dirt/sand tracks, 2 dirt/sand roads and some bitumen/asphault roads.

It only has roads designed for those who drive on left side of road. Hope eventually have some right handed roads coded later.

Added a few more road signs and tweaked the fake lane changers. Got a few more ideas with these.

Anyway if like to try what been done so far here the newgrf file.

Have not made the Industrial Roads snow aware yet. It still same as previous issue in one of the previous posts.
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AuzRattRoads.grf
(1.76 MiB) Downloaded 60 times
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All my projects are GPLv2 License unless stated.
Auz Project Releases: viewtopic.php?f=67&t=84725
AuzTrains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
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AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
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AuzTracks: viewtopic.php?f=26&t=82691
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Added 2 roads to the ISRRoadtypeSetAddon.

In my AuzFreightStations are some Mining station tiles of different types, so I made a road to go with these.
Coal Roads2.png
Coal Roads2.png (75.85 KiB) Viewed 430 times
Also made one without the spilt coal to use in Railway Yards and other industry areas.

There is 6 roads in this set now.
Attachments
ISRRoadtypeSetAddon.grf
(317.38 KiB) Downloaded 26 times
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All my projects are GPLv2 License unless stated.
Auz Project Releases: viewtopic.php?f=67&t=84725
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AuzBridges: viewtopic.php?f=26&t=75248
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AuzTracks: viewtopic.php?f=26&t=82691
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by GarryG »

Made a new depot and road set to go with ISRRoadtypeSetAddon.

A Service Station (Petrol Station) you probably have other names for the location you fill up your vehicle with petrol/fuel.

In Australia many many years a go most service stations also provided a vehicle service where could get mechanical problems checks, tires changed and more. The person working at the service station also filled your tank, checked your oil and cleaned your window. Hence why it was called a Service Station as you got service.

These days the only thing the person who works there does is collect your money.

So why not have the depot as part of the Service Station.
Service Station Depots_1.png
Service Station Depots_1.png (29.51 KiB) Viewed 175 times
The building on left with the dark grey floor is the actual depot. Rest of buildings are Objects. Depot always need to be closest to you due to the design of the roof of the depot and other buildings.

To get this depot need to select the Concrete Roads.

Give it a try and let us know what you think.

EDIT: Woops forgot to add the game file so here it is.
ISRRoadtypeSetAddon.grf
(387.94 KiB) Downloaded 57 times
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Auz Project Releases: viewtopic.php?f=67&t=84725
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AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!

Post by Kruemelchen »

Dear Andrew, Garry and the others working on this great set, it is turning out really good :D

I finally came around testing AuzRattRoads with snow aware graphics. It looks really awesome!

The upcoming release of my off-road truck set (SUV) will ship with full support for RATT roads 0.4.1!

However, I couldn't get it to work properly with AuzRattRoads. So it'd be nice to name the road types so I can support it :wink:

Cheers and thanks for the great work!

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

Post by GarryG »

Kruemelchen wrote:
20 Feb 2020 16:31
Dear Andrew, Garry and the others working on this great set, it is turning out really good
Thank you appreciated.
Kruemelchen wrote:
20 Feb 2020 16:31
I finally came around testing AuzRattRoads with snow aware graphics. It looks really awesome!
The upcoming release of my off-road truck set (SUV) will ship with full support for RATT roads 0.4.1!
However, I couldn't get it to work properly with AuzRattRoads. So it'd be nice to name the road types so I can support it
Here the source of the 2 road sets I been working on so you can get what info you need.

In AuzRattRoads been experimenting with switching Depots. Have a look at "Dirt Tracks2 - AUZB". Depends if you build the depot in town or out of town to what depot you end up with.

My idea is when build in town the depot would be say brick and large. If build out of town it be smaller and maybe weatherboard.

Let me know if need anything else.

Cheers
Attachments
AuzRattRoads.grf
(1.77 MiB) Downloaded 21 times
AuzRattRoadsSource21Feb2020.rar
(3.5 MiB) Downloaded 8 times
ISRRoadtypeSource21Feb2020.rar
(561.39 KiB) Downloaded 1 time
Soot Happens
All my projects are GPLv2 License unless stated.
Auz Project Releases: viewtopic.php?f=67&t=84725
AuzTrains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
AuzSubwayStations: viewtopic.php?f=26&t=85335

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

Post by Gadg8eer »

Would you be willing to give some of your roads compatibility (powered_roadtypes) with UTIL, TELE, WIRE and PIPE? I'm building a roadtype set that gives roads designed to look like utility lines, and it would be nice if urban roads had "underground utility corridors" for power, telecom and plumbing. Thanks for your time, I really like what you've done with your roadsets.
If you have some spare time and $3.00 to spend, check out my books on Amazon!

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