Yes, they are one way; just make sure, you also place one-way arrows either side of T-junctions.Quast65 wrote: 02 Oct 2023 18:28... I've asked JGR if it is possible to make bends/curves one-way too.
[FORK] Dutch Road Furniture for Quast65's RoadSet
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
I think he meant the curves themselves, without any straight pieces.
Take a look at: http://www.tt-forums.net/viewtopic.php?f=47&t=74993
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
That is indeed wat I meant, the curves themselves.
As the 3x3 layout doesnt have any straight pieces to put the one-way arrows.
Could be handy at some junctions too.
As the 3x3 layout doesnt have any straight pieces to put the one-way arrows.
Could be handy at some junctions too.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Yes, I get that now. Just recently sloped roads got one-way arrows; curves would then need bent ones.Quast65 wrote: 03 Oct 2023 07:01 That is indeed what I meant, the curves themselves.
As the 3x3 layout doesn't have any straight pieces to put the one-way arrows.
Could be handy at some junctions too.
But, being able to make T-Junctions one-way explicitly could solve your problem, provided entry/exits are on the driving side.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Good point, I've forwarded this info (and the suggestion to start out with T-sections first) to JGR on Discord.
Does the one-way work like this then with the pathfinder?provided entry/exits are on the driving side
- Lets assume that vehicles drive on the right side of the road
- Then ONLY right-turns onto or off the one-way section are allowed
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Correct; that is my understanding. If the stem of a T-Junction were on the left side, then you would not be allowed to make the T-Junction One-Way.Quast65 wrote: 04 Oct 2023 07:24 Does the one-way work like this then with the pathfinder?
- Lets assume that vehicles drive on the right side of the road
- Then ONLY right-turns onto or off the one-way section are allowed
Here is the Wiki about One-way Roads. Nothing would change, except being able to set the T-Junction One-way directly.
At the moment the pathfinder works that way, if you have one-way arrows to the left and right of the T-Junction bar and the stem is on the right.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Gotcha, forwarded it to JGR's Discord
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Hello, its that 'hutt enterprise' guy from the discord, here with a few suggestions :
-Different textured and coloured tunnel pieces, maybe a darker grey one and tile versions (with squares/patterns)
-45°tunnel pieces, which could work as retaining walls
-tunnel pieces with paths near the top
-tunnel pieces with bushes near the top?
-slim stair pieces
-Diagonal lined pieces (similar to japanese sidings in some parts)
-Dutch moterway piece with concrete median
Of course, i understand if some of these sound a bit too far out there, but they could still be some pretty nice additions

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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
First of all, I would like to state that I dont want to spend too much time anymore on this GRF.
I want to move on to other projects.
Also I feel that some suggestions are too much eyecandy-focussed without keeping the general mechanics of the game in mind (like the mini-roundabouts and diagonal off/on-ramps to highways).
And without patches/changes to the mechanics, those objects will only be useful for nice screenshots, but not in a moving game, which I find kinda useless...
With regards to Mrsunmans suggestions:
Also, I will look into doing flat pieces with straight (tunnel-concrete) foundations.
But because of the tiny ridge I have on the edges, those may end up in way too many possible options (also to connect them to the sloped versions). But I will research that.
With that, the tunnelsides are done, enough.
Otherwise this GRF ends up more like a landscape-GRF, rather than Dutch Road Furniture.
So, no different textured/colored tunnelconcrete, no full sloped versions and other things.
If you want those, make a new GRF
Workers usually access these from the top or below with ladders they bring with them, or via access/exit-points in tunnels.
But if you mean off/on-ramps as overlaps (like some Garry did), then no, the game-mechanics are not suitable for those (as the vehicles wont follow the diagonal road).
They are only used for roadworks, and then most of the times the drivinglanes are shifted/narrowed and that may also conflict with the way vehicles drive.
But it is something I may take a look into, roadworks are pretty common in The Netherlands, so they may be a nice addition in combination with the Matrix-signs (maybe also an accident)..
So, to sum up, what I will do:
*Tunnelsides:
-Transitionpieces from a full-tiled bridgefoundation
-Research flat pieces with straight (tunnel-concrete) foundations
*Roundabouts:
-Micro-roundabouts (1-tile-overlap)
-Mini-roundabouts (1-tile-overlap)
-Regular roundabout (3x3 roadlayout)
-Large roundabout (5x5 roadlayout)
*Roadworks/accidents:
-Will research these.
I want to move on to other projects.
Also I feel that some suggestions are too much eyecandy-focussed without keeping the general mechanics of the game in mind (like the mini-roundabouts and diagonal off/on-ramps to highways).
And without patches/changes to the mechanics, those objects will only be useful for nice screenshots, but not in a moving game, which I find kinda useless...
With regards to Mrsunmans suggestions:
As for the tunnelpieces I will add these: So, transitionpieces from a full-tiled bridgefoundation to my tunnelsides.Mrsunman wrote: 17 Oct 2023 23:56 -Different textured and coloured tunnel pieces, maybe a darker grey one and tile versions (with squares/patterns)
-45°tunnel pieces, which could work as retaining walls
-tunnel pieces with paths near the top
-tunnel pieces with bushes near the top?
Also, I will look into doing flat pieces with straight (tunnel-concrete) foundations.
But because of the tiny ridge I have on the edges, those may end up in way too many possible options (also to connect them to the sloped versions). But I will research that.
With that, the tunnelsides are done, enough.
Otherwise this GRF ends up more like a landscape-GRF, rather than Dutch Road Furniture.
So, no different textured/colored tunnelconcrete, no full sloped versions and other things.
If you want those, make a new GRF

I guess you mean tunnelsides with stairs going down them? Then, no.-slim stair pieces
Workers usually access these from the top or below with ladders they bring with them, or via access/exit-points in tunnels.
Please elaborate, or links to pictures, I dont know what you mean.-Diagonal lined pieces (similar to japanese sidings in some parts)
But if you mean off/on-ramps as overlaps (like some Garry did), then no, the game-mechanics are not suitable for those (as the vehicles wont follow the diagonal road).
Dutch motorways dont have concrete medians.-Dutch moterway piece with concrete median
They are only used for roadworks, and then most of the times the drivinglanes are shifted/narrowed and that may also conflict with the way vehicles drive.
But it is something I may take a look into, roadworks are pretty common in The Netherlands, so they may be a nice addition in combination with the Matrix-signs (maybe also an accident)..
So, to sum up, what I will do:
*Tunnelsides:
-Transitionpieces from a full-tiled bridgefoundation
-Research flat pieces with straight (tunnel-concrete) foundations
*Roundabouts:
-Micro-roundabouts (1-tile-overlap)
-Mini-roundabouts (1-tile-overlap)
-Regular roundabout (3x3 roadlayout)
-Large roundabout (5x5 roadlayout)
*Roadworks/accidents:
-Will research these.
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.
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.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
alrighty, i look forward to seeing what you can doQuast65 wrote: 19 Oct 2023 08:05 First of all, I would like to state that I dont want to spend too much time anymore on this GRF.
I want to move on to other projects.
Also I feel that some suggestions are too much eyecandy-focussed without keeping the general mechanics of the game in mind (like the mini-roundabouts and diagonal off/on-ramps to highways).
And without patches/changes to the mechanics, those objects will only be useful for nice screenshots, but not in a moving game, which I find kinda useless...
With regards to Mrsunmans suggestions:
As for the tunnelpieces I will add these:Mrsunman wrote: 17 Oct 2023 23:56 -Different textured and coloured tunnel pieces, maybe a darker grey one and tile versions (with squares/patterns)
-45°tunnel pieces, which could work as retaining walls
-tunnel pieces with paths near the top
-tunnel pieces with bushes near the top?
Example920.png
So, transitionpieces from a full-tiled bridgefoundation to my tunnelsides.
Also, I will look into doing flat pieces with straight (tunnel-concrete) foundations.
But because of the tiny ridge I have on the edges, those may end up in way too many possible options (also to connect them to the sloped versions). But I will research that.
With that, the tunnelsides are done, enough.
Otherwise this GRF ends up more like a landscape-GRF, rather than Dutch Road Furniture.
So, no different textured/colored tunnelconcrete, no full sloped versions and other things.
If you want those, make a new GRF![]()
I guess you mean tunnelsides with stairs going down them? Then, no.-slim stair pieces
Workers usually access these from the top or below with ladders they bring with them, or via access/exit-points in tunnels.Please elaborate, or links to pictures, I dont know what you mean.-Diagonal lined pieces (similar to japanese sidings in some parts)
But if you mean off/on-ramps as overlaps (like some Garry did), then no, the game-mechanics are not suitable for those (as the vehicles wont follow the diagonal road).Dutch motorways dont have concrete medians.-Dutch moterway piece with concrete median
They are only used for roadworks, and then most of the times the drivinglanes are shifted/narrowed and that may also conflict with the way vehicles drive.
But it is something I may take a look into, roadworks are pretty common in The Netherlands, so they may be a nice addition in combination with the Matrix-signs (maybe also an accident)..
So, to sum up, what I will do:
*Tunnelsides:
-Transitionpieces from a full-tiled bridgefoundation
-Research flat pieces with straight (tunnel-concrete) foundations
*Roundabouts:
-Micro-roundabouts (1-tile-overlap)
-Mini-roundabouts (1-tile-overlap)
-Regular roundabout (3x3 roadlayout)
-Large roundabout (5x5 roadlayout)
*Roadworks/accidents:
-Will research these.
Simcity 4 asset pack [ON HOLD] : viewtopic.php?t=91847&start=20
MMS object set [FILES AVAILABLE] : viewtopic.php?t=91903
TTDmas 2024 object set [WIP] :viewtopic.php?p=1272351#p1272351
Winner of the SOTM: 9/24
All my assets are GPL-2
To do list:
- Hutt housing objects
- Hutt road set and objects
- Hutt parks
MMS object set [FILES AVAILABLE] : viewtopic.php?t=91903
TTDmas 2024 object set [WIP] :viewtopic.php?p=1272351#p1272351
Winner of the SOTM: 9/24
All my assets are GPL-2
To do list:
- Hutt housing objects
- Hutt road set and objects
- Hutt parks
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Version 003:
!!!BE AWARE!!!
Not compatible with v002, use in a new game!!
See first post for changelog
Sources: Work on this is slow, because of reallife distractions
I will now focus on adding roundabouts.
Not compatible with v002, use in a new game!!
See first post for changelog
Sources: Work on this is slow, because of reallife distractions

I will now focus on adding roundabouts.
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.
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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.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Version 004:
Sources:
See first post for changelog (or the pictures in the next post)Sources:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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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.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
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.
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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.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Splendor!!! Thanks for your work. Those roundabouts, they are absolutely perfect! I'm going to try it right away.
Perhaps it would be worth explaining how to build and use those roundabouts.
I had problems in the lower branches... I wish you a nice day
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Thank you!
Delete these medians: Then all is (except for the usual overlap glitches) fineI had problems in the lower branches...

Thats why those middlepieces have the "extensions" towards the medians

Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Winner of the following screenshot competitions:
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Website link is still pointing to the old devzone at https://dev.openttdcoop.org/projects/dutchroadfurnitureQuast65 wrote: 02 Jul 2023 17:16 I will also load it up to BaNaNas if no major issues arise... (fingers crossed)
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Cheers, will fix in next version!kamnet wrote: 24 Mar 2024 09:41Website link is still pointing to the old devzone at https://dev.openttdcoop.org/projects/dutchroadfurnitureQuast65 wrote: 02 Jul 2023 17:16 I will also load it up to BaNaNas if no major issues arise... (fingers crossed)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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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.
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
Aaah!Quast65 wrote: 23 Mar 2024 22:53
Delete these medians:
Example999.png
Then all is (except for the usual overlap glitches) fine
Example998.png
Downwards overlaps have extra issues, they dont overlap other objects very nicely.
Thats why those middlepieces have the "extensions" towards the medians![]()
Thanks for advice! It is OK now

I also have to say that it took me about half an hour to figure out that I had to make the intersection classically first and then cover it with a roundabout

Anyway, nice job! Thank you for such things.
I wish you a nice day
Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
(road)Works In Progress

Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet
How do you get it to work? I supposedly downloaded the latest update but it only shows the older version when I load it to my openttd. I can't see any of the newly added features
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