Kruemelchen's Cookie Jar

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

User avatar
Quast65
Tycoon
Tycoon
Posts: 2661
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Kruemelchen's Cookie Jar

Post by Quast65 »

Very nice work! :bow:

I have a couple of requests... :oops:

1.
For the tile-wide Broad Fairway, would you be so kind to remove the markers at the side?
Or have them as a separate parameter? So that you can still have the extra's in other waterways.

A marker each tile is maybe just a bit too much...
GarryG has very nice markers in his objectsets, and as you still need objects next to the (water)road to keep it from flooding inside an actual lake/sea, you might as well use Garry's (and then you can space them out more, with empty water objects inbetween).
His set needs to be updated though, at the moment they wont show water if you build on dry land (which is needed to keep flooding away). I have informed him of that.

2.
I am working on a road/tramset myself. In that I have plans for 2 waterway roads.
However it is much better I think, if those are included in your set.
That way all the wet stuff can be found in one single set ;-)

The first one is very simple, its actually your Broad Fairway, but with sea-water graphics (also please without or with a separate parameter markers).
I dont think I need to donate graphics for that ;-)

3.
For this I will donate graphics, its a canal-waterway:
Example786.png
Example786.png (67.31 KiB) Viewed 5051 times
Q65Canal.png
(22 KiB) Not downloaded yet
Q65Canal_SNOW.png
(27.65 KiB) Not downloaded yet
I also did a frozen version, maybe you can think of something fun happening to "boats" when the canal freezes ;-)
I used seawater for the canals, up to you if you want to change that to lakewater...

I hope you will consider adding these to your set...
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Argus wrote: 30 Mar 2023 20:35 So Burlac to work :D
Now one can sing this classic song alongside playing OpenTTD :lol:


Quast65 wrote: 31 Mar 2023 13:40 Very nice work! :bow:
Thank you :bow:

I am also happy about your requests, actually :oops:

1. I have added this ;)
There will be a parameter to adjust the appearance of the Broad Fairways! Also, I've drawn new markers, as well as (blinking :lol: ) buoys.

2. I have added a seawater Fairway now :)
There will be a parameter to choose which fairway version to use (or both, actually)

3. Thank you for letting me use your graphics! :D
I think, they fit quite well! :bow:
Quast65 wrote: 31 Mar 2023 13:40 I also did a frozen version, maybe you can think of something fun happening to "boats" when the canal freezes ;-)
Sadly I don't plan on adding frozen-through canals :lol: :oops:

Edit: Here is the updated version 0.4.1:
waterway_0_4_1.grf
(1.36 MiB) Downloaded 77 times
Please let me know, if anything bugs you :)
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

Why doesn't an SUV drive on a frozen lake?
Version 0.4.1 cannot be used with URatt, too many roads :(
User avatar
kamnet
Moderator
Moderator
Posts: 8582
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Kruemelchen's Cookie Jar

Post by kamnet »

Argus wrote: 02 Apr 2023 15:28 Version 0.4.1 cannot be used with URatt, too many roads :(
This is a known issue with U&Ratt due to use of hidden roadtypes.
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Argus wrote: 02 Apr 2023 15:28 Why doesn't an SUV drive on a frozen lake?
Version 0.4.1 cannot be used with URatt, too many roads :(
1. This is going to be fixed in the upcoming release of SUV 👍

2. Have you tried to disable Fairways in the parameter settings? If you have updated the version in an existing game, you need to disable and enable the GRF to update the parameter settings (important: place the GRF in the exact order it was before disabling it!)

In arctic climate, WaterWayRoads uses min. 4 (without fairways) max. 8 (with fairways) road/tram-type slots.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

Thanks for the advice :)
If I turn off Fairways, it's hard for me to try all the new features, so I'll try the new version with RattRoads :) And I turn it off when using with URatt.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

Just a quick question: Is the gondola only available in the tropics? But the various game scenarios involving Venice are in a temperate climate.
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Argus wrote: 03 Apr 2023 17:04 Just a quick question: Is the gondola only available in the tropics? But the various game scenarios involving Venice are in a temperate climate.
The gondola should be available in both temperate climate and tropical climate.
User avatar
Quast65
Tycoon
Tycoon
Posts: 2661
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Kruemelchen's Cookie Jar

Post by Quast65 »

Could it also be available in Alpine climate?
(Temperate graphics in Arctic)

As an eccentric (moneycheating) billionaire Eyecandylover, I would like to take gondolarides in winter :tongue:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

Several game scenarios featuring Venice are actually in an Alpine climate. But I don't know if there is a way for the graphics to determine this, it's still a subarctic map, just with a different grass graphic.
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Argus wrote: 05 Apr 2023 16:18 Several game scenarios featuring Venice are actually in an Alpine climate. But I don't know if there is a way for the graphics to determine this, it's still a subarctic map, just with a different grass graphic.
Alpine climate can be determined by this line

Code: Select all

alpine_climate = param["OG+4", 1]
It'll be available in alpine climate from the next update on :wink:

I have another small boat planned for arctic climate, that's why I omitted the gondola from arctic climate in the first place. Maybe I can look into drawing that next :)

Also in the next update (it won't take long) you'll find fake canal end pieces for building ground-level "bridges" or "underground canals". Boats cannot travel under these "fake" bridges, but it'll be a nice eyecandy :D
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

WaterWayRoad 0.4.2

Post by Kruemelchen »

Update to WaterWayRoad: 0.4.2 (also on bananas)

What's new?
- parameter for disabling towways*
- road type compatibility fixed
- canal fences improved
- in alpine climate, canal decoration for temperate climate is used
- gondolas are now available in alpine climate
- fake bridge sidings as NewObjects
- NewObjects sorted into categories
- parameters reorganized*

*Automatic update disabled. To update in running games, please remove, update files and then re-add the GRF at the same location in the NewGRF list. Make sure to enable tow ways!

Download:
waterway_0_4_2.grf
(1.39 MiB) Downloaded 80 times
Source files:
waterway_0_4_2_source.7z
(1.58 MiB) Downloaded 66 times
User avatar
Quast65
Tycoon
Tycoon
Posts: 2661
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Kruemelchen's Cookie Jar

Post by Quast65 »

Excellent work! :bow:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

If I can get to URatt Waterway, AATV and Waterway, Horse carts won't fit :(
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

Sometimes I get this message - most recently when I bought one of the Unimog vehicles.
Also tested in pure play to exclude the effect of changing graphics :oops:
It only says this on the first purchase, but the vehicle doesn't seem to be malfunctioning.
Attachments
Adams & Co., 3. lis 1992.png
(231.88 KiB) Not downloaded yet
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Argus wrote: 29 May 2023 16:41 Sometimes I get this message - most recently when I bought one of the Unimog vehicles.
Also tested in pure play to exclude the effect of changing graphics :oops:
It only says this on the first purchase, but the vehicle doesn't seem to be malfunctioning.
Thank you for the bug report :)
The error is because the Unimogs have a 0t capacity for certain cargoes (i.e. wood)
The vehicles will function normally nevertheless.
Argus wrote: 05 May 2023 13:16 If I can get to URatt Waterway, AATV and Waterway, Horse carts won't fit :(
I am working on this so please be patient :bow:
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Kruemelchen's Cookie Jar

Post by Argus »

Oops, I wrote Waterway twice, it should have been SUV of course :D
Thanks for the info, I thought it was something similar - HEQS had the same problem :)
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Update to WaterWayRoad (0.4.3)
Main feature: introduction of standardised roadtype scheme

Changes in roadtypes:

Code: Select all

WABN    Water Way: use with boats
WAAN    River Way: use with boats
TWAY	Tow Way: use with boats, best with towable boats
		(towed boats are enhanceable via refit option)
WACN	Lake Fairway: use with boats
WBCN	Sea Fairway: use with boats
SWAY	Swamp Fairway: use with amphibious vehicles
		(this road type is only available with AUZ WATER OBJECTS loaded)
SABN    Frozen River Way: use with off road vehicles
        (if none of the above GRFs is loaded, all ROAD vehicles can use this road type)
SACN	Frozen Lake Fairway: use with off road vehicles
        (if none of the above GRFs is loaded, all ROAD vehicles can use this road type)
FORD    River Ford: use with boats or off road vehicles
        (this road type is not available if none of the above GRFs is loaded)
Besides that, you'll find a parameter to enable canal walls meant to enclose broad fairways as "tramway", so you can place them above streets.
Attachments
waterway_0_4_3.grf
(1.42 MiB) Downloaded 58 times
waterway_0_4_3_source.7z
(1.58 MiB) Downloaded 50 times
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

Horse Carts 1.1

Horse Carts sees a further update!

New:

- compatibility mode just as with my SUV set. By selecting "standard" this GRF does not use any hidden roadtype anymore. Instead, standardised roadtype labels are being used.

- mail compartments just as with my SUV set. These are mostly available per mail coaches, which would historically transport both PAX and MAIL. Needs to be activated in the parameters after update.

- a cattle herd to bring the cattle from farms directly to stations or industries, without the need to use trains or trucks. Just like the old days. The herd can take up to 200 cattle and is separated into 4 individual patches of up to 50 cattle (shown are max. 12 :lol: ) plus the shepherd and their dogs (everything fully animated). The number of cattle being shown varies accordingly. Also support of washing cattle in the ford, see picture below 8)
cattle in a puddle.png
cattle in a puddle.png (7.24 KiB) Viewed 3831 times
Attachments
horsecarts_1_1.7z
(626.72 KiB) Downloaded 63 times
horsecarts_1_1.grf
(655.02 KiB) Downloaded 64 times
Kruemelchen
Transport Coordinator
Transport Coordinator
Posts: 287
Joined: 18 Feb 2017 17:47

Re: Kruemelchen's Cookie Jar

Post by Kruemelchen »

AATV 0.1.3

What's new?
compatibility with standardised roadtype scheme
Attachments
aatvset_0_1_3.grf
(227.85 KiB) Downloaded 67 times
Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: Google Adsense [Bot], Limyx826 and 21 guests