[NRT]Ufiby's Road, Tram, Trolleybus and Rail track

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MrRB
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by MrRB »

Argus wrote: 27 Jan 2024 21:15 You have a highway there twice, that means you probably forgot to turn off your own road at Polroad. This then creates various problems.
Roads with a different limit color are definitely Polroad ones. It happened to me too when I overlooked it once. Check the Polroad parameters and turn off their roads.
If you don't turn them off, you have to put up with the fact that you will always place a stop with Polroad only on the Polroad road and also at URatt.
Thanks Argus. I'll try that ;)
ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ufiby »

U&RaTT 1.0 now available on Bananas. (The mysterious road)

Not savegame compatible with U&RaTT releases before 1.0

Recall that U&RaTT 0.8 is not supported with OpenTTD version 14.0. Upgrade to version 1.0

Upgrade the road type in the latest game.
PARAMETERS
• Removed “Pedestrian zone”. Allowing vehicles to drive through the pedestrian zone forever. You can prohibit driving by using a blocking tile (ONE-WAY).
• Removed “Enable the icon in the menu”. Show the icon (bus and train) forever
• Removed “Remove unnecessary and unused some types”. This parameter is useless nonsense
• Change “Average speed on unpaved roads”
• Change “Average speed on asphalt roads”
• Change “Speed limit: Highway (km/h)”. Set speed limits on Highway (90-160 km/h). Default: 130 km/h. Set the value above 160 so that the speed is unlimited.
• Add “GUI” – OpenGFX Classic (icon and cursor)
• Add “Disallow house construction along road”. By default, it is allowed to build houses along the road: Asphalt road /w lines and Asphalt road (class A).
• Add “Custom tunnel”. OpenGFX - Landscape is not supported, thanks to the new OPENGFX 2 graphics. Now you can choose which specific landscape design (temperate, arctic and tropical)
• Features: “Time era used” replaces it with a new function “Road landscape”.
Road landscape:
• Default
• Temperate climatic
• Sub-tropical climatic
• Town design
• Living street
• Suburban area
• Style TTRS
• Country scenery

CHANGES
• Removed of a field and forest dirt road. Combining in one "field road"
• Removed of an asphalt road (class B) and (class A). Combining in one "asphalt road with lines". Available in 1965 year.
• Removed the "magic" road. Moved to the Town Road.
• Removed label: ORD4, ARD5.
• Changing some labels.
• Adding some labels.
• Change date of introduction.
You can look at the full table on the first page in the spoiler.
• Removed (ROADTYPE_FLAG_ HIDDEN). Moreover, the main thing is that hiding some roads does not make sense. For each type of road, there should be a road built by the players, a city, a world map generation and a map editor.
• Removed Roadstops base graphics. Moved to another NewGRF: “U&RaTT: Roadstops”

ADD NEW ROAD
• Town road. The town road looks like a magical one, available in 1930. By default, the road is built by town (players can build it), and over time it is gradually upgraded. The speed limit is 50 km/h.
• Concrete road.
• Red road.
• Gray pavement.
• Mud dirt road.
• Concrete road (black, gray, white).

ROAD NEW STYLE GRAPHICS
• Completely redesigned new graphics for all roads and trams.

Also updated U&RaTT: Mini v6
The first release: U&RaTT: Roadstops 0.1

Once in the forest he slackened his pace, and began a careful examination of all the trees, advancing, step by step, as though seeking and following a mysterious road known to himself alone.
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fridaemon
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by fridaemon »

few screenshots are welcomed :)

Can't find U&RaTT: Roadstops under this name on Bananas

I've just tried your U&RaTT set and honestly previous graphics were closer to my heart. :roll:
ImageImageImageImageImage
Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
Modular Warehouses * Trucks & Buses Parking Lots * Bus Depots * Bus Terminals
Road Waypoints * Road Stops * Eyecandy Objects * Building Set

Winner of the Screenshot of 09/20, 11/20, 02/21, 06/21, 07/21, 05/22 and 06/22.:twisted:
ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ufiby »

fridaemon wrote: 08 Feb 2024 19:32 few screenshots are welcomed :)

Can't find U&RaTT: Roadstops under this name on Bananas

I've just tried your U&RaTT set and honestly previous graphics were closer to my heart. :roll:
Now it's in bananas
A new style will get used to. :)
ebla71
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ebla71 »

ufiby wrote: 08 Feb 2024 19:23 U&RaTT 1.0 now available on Bananas
Thank you very much for this major update and congratulations to finally reaching version number 1.0

Still, a few quick comments:

- The "town road" with speed 50 km/h is shown in the "Build roads" menue and also the tool bar with lines but when actually building the road, there are none, the road looks pretty much the same like the 90 km/h "Asphalt road w/lines" with the exception of a slightly different shade of grey for the pavement. Also, the latter has no lines, neither in the menue nor when drawn?!?

- The icons look very strange compared to the standard train ones, as they are at about 45° angle relative to the text, while the "standard rail icons" and most others I've seen are much smaller, maybe tilted by just 20-30° relative to horizontal alignment. I find that visually very disturbing, almost to a degree that I don't really like to use the NewGRF, besides many other positive features.

- Why are some icons just showing the road tile while other appear to be in a octagonal(?) shape that looks almost like a "STOP" sign?!? I don't recognize any trend in speed or something else so it is also confusing.

- Why is the "mud dirt road" not grouped with the other dirt road?

- Some of the speed limits are very strange in km/h, like 32, 48, 52, 62, 74, and 86 km/h - can this be set to next full 10 km/h?!?

- For the three asphalt road, the build menue shown "?lass A/B/C" instead of "Class A/B/C" with a "?" instead of capital "C"
ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ufiby »

- For the three asphalt road, the build menue shown "?lass A/B/C" instead of "Class A/B/C" with a "?" instead of capital "C"
Thanks! They're fixing it now.
ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ufiby »

Now available on Bananas.
U&RaTT 1.1
U&RaTT: Mini v6.1
  • Fixed the language "c" "C"
ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ufiby »

Because of the problem with the keyboard, especially the letter C, they got confused
keyboard.png
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Argus
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by Argus »

I just started the game with the new roads, but the error is only cosmetic, so I won't change the graphics anymore. :)
The style change isn't that bad. :)
ebla71
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ebla71 »

ufiby wrote: 08 Feb 2024 19:23 The first release: U&RaTT: Roadstops 0.1
How can you hide such an important new addition almost as a "footnote" :o

Some kind of "gantry crane" would be a cool addition - I think there is one in AuzFreightStations that would fit nicely, since it is only 1x1 tile.
gantry crane.jpg
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ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ufiby »

Then. We need some time to release versions up to 0.2. When is it too early to tell. If I have time.
ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by ufiby »

I will briefly tell you about the road stop. The animation of the cargo will be displayed when there are available cargo. But not all cargo support at once, for example ECS, FIRS and other NewGRF: Industry. Currently, road stop is supported only by vanilla industry, partly by FIRS and ECS. We may add cargo in the future.
URaTT_Roadstop.png
URaTT_Roadstop.png (24.68 KiB) Viewed 1923 times
CRATES CARGO - accepted goods, food, mail and building materials (FIRS).
CONTAINERS CARGO - goods.
AGRICULTURAL - grain, wheat (arctic climate), maize (tropic climate).
MINERAL - coal, iron ore, copper ore (tropic climate).
BARREL - oil, water, rubber, goods.
METAL PRODUCTS - steel, metal (FIRS)
WOOD PRODUCTS - goods, timber (FIRS)
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track

Post by kamnet »

I've come across a curiosity in U&Ratt. In 1830, Paved Stone Road is disabled (it doesn't activate until 1840). But Paved Stone Road Electrified is activated upon the first vehicle available, and in my game it is active in 1830.

Why?

Eyecandy Road Vehicle: Horse & Rider
eGRVTS v2.1 r 238: All horse-drawn vehicles and steam trucks
Auz Herding Livestock v1: all animals, bike riders

I'm guessing it's because Paved Stone Road Electrified is coded to accept all ROAD vehicles, and that's just what's available to activate it in 1830.
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