[OTTD] Dutch Road Furniture

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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by DeletedUser14 »

FooBar wrote:
KasperVld wrote:absolutely love this set, nice job with the latest update too! I did however find a bug, although I'm not sure where the problem lies. It's present in both 0.5.1 and 0.6.0


To recreate the problem, start editting a scenario (doesn't really matter which), build a town and put a highway right through it, like this

http://i.imgur.com/UmOh3.png

Then, click the town's 'expand' button, which will result in the objects being removed by the town to build new houses, as such

http://i.imgur.com/AxW6f.jpg

The problem gets even worse if you have entries/exits to the highway, because then it also replaces the central divider

http://i.imgur.com/bJb1e.jpg
I've done some testing, and I think the problem is that you had the magic bulldozer enabled. As long as you don't have that enabled, towns will leave the objects as they are.
I was using the scenario editor, not a cheat :P
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by FooBar »

Oh, then I misunderstood and tested the wrong thing...

Anyways, then it appears that "expand town" has the same magic bulldozer privileges.
Time for an OpenTTD bugreport I guess.
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by DeletedUser14 »

[23842] 7 minutes rubidium -Change [FS#5001, FS#5002]: do not let towns (ever) remove objects

:)
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by Leanden »

Problem solved :D

Now if only i could get CPP patched to 1.2 i could actually use this GRF in my UK game :P
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by FooBar »

jor[D]1 wrote:See attachment for example where opposite hard shoulder endings are needed. Because there they don't turn automatically.
As of the current nightly the shoulder end pieces now recognize all other relevant objects for turning. You can get that here: http://bundles.openttdcoop.org/dutchroa ... es/LATEST/

Also due to the issue KasperVld reported with the towns removing objects in the scenario editor, this set now requires OpenTTD r23842. OpenTTD 1.2.0-beta3 is slightly older than that, so you will not be able to use that.

Because of this very tight game restriction I will not be releasing this as 0.6.1 at this time. For that I'll wait until the next release of the next OpenTTD beta/RC, so that more users will be able to get this set from the content download. After all it's not really broken, it's just missing some features.
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by arikover »

Good work for this set! As for the UK roads support, hooray!

I was wondering where could I find Total Bridges Renewal Set for UK roads, though. I saw these bridges on the screenshot on the first message of this thread, but I can't manage to find the set. Is it a private grf edition?
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by Quast65 »

Yeah, I altered that GRF for personal use.
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by PaulC »

Quast65 wrote:Yeah, I altered that GRF for personal use.
Any chance you could see about getting permission to release it? I'm sure people would find that grf useful. :)
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by Quast65 »

I think it's better to ask the developers of the Total Bridge renewal to make their GRF UK roadtype aware, I'll put my sprites in that thread.
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by STD »

Good day :) ! And will be the continuation of the Dutch Road Furniture? This set me very much :) . With pleasure used in the game: to build the motorway. What do you want to add in the future in this set?
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by FooBar »

STD wrote:What do you want to add in the future in this set?
See http://dev.openttdcoop.org/projects/dut ... ure/issues

I don't know when I will continue this set.
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by Purno »

When I used this set for a lovely screenshot competition, I noticed I couldn't find a way to make one long gantry sign which overlaps a highway in its full width (both directions). Did I overlook something here or is this indeed not a possibility this set offers? :P
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by Quast65 »

It does have that option, you have to place a gantry on the other side too and it will connect automatically.
EDIT: like this
PurnoRoad.png
PurnoRoad.png (35.71 KiB) Viewed 6777 times
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by ZxBiohazardZx »

this might sound stupid, but could you make a (seperate?) set that creates overlapping tiles for the highways? i usually hate the -> markers, and overlay tiles like this would cover it nicely....

will also fix the 1 px gap in screenshot above
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by FooBar »

You mean overlapping the one way arrows? That would also overlap any vehicle on the road...

The 1px gap should be fixed in the existing sprites. However I only support the OpenGFX roads. For other road sets I purely rely on contributions by others (and consequently don't care if the sprites aren't perfect).
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by Quast65 »

ZxBiohazardZx wrote:this might sound stupid, but could you make a (seperate?) set that creates overlapping tiles for the highways? i usually hate the -> markers, and overlay tiles like this would cover it nicely....
Do you place the arrow markers along the entire highway? Because that is not necessary, you only have to place them at the on- and off-ramps of your highway. Once a vehicle has chosen it's direction, it won't change it untill it reaches for example a T-crossing.
FooBar wrote:You mean overlapping the one way arrows? That would also overlap any vehicle on the road...
It depends where the overlapping takes place, see my ISR-style objects. That has overlapping parts that only cover up the road-graphics (the graphics at 0 pixel hight so to say), everything higher will be visible (so vehicles will be perfectly visible). But that will have the problem of glitching and in this case you would need overlapping parts that might be a couple of tiles wide and that will cause very heavy glitching.

You are better off asking the developers of the roadset that you use to make the arrows less noticable (or do that alteration yourself, should not be that difficult)
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by ZxBiohazardZx »

Quast65 wrote:
ZxBiohazardZx wrote:this might sound stupid, but could you make a (seperate?) set that creates overlapping tiles for the highways? i usually hate the -> markers, and overlay tiles like this would cover it nicely....
Do you place the arrow markers along the entire highway? Because that is not necessary, you only have to place them at the on- and off-ramps of your highway. Once a vehicle has chosen it's direction, it won't change it untill it reaches for example a T-crossing.
FooBar wrote:You mean overlapping the one way arrows? That would also overlap any vehicle on the road...
It depends where the overlapping takes place, see my ISR-style objects. That has overlapping parts that only cover up the road-graphics (the graphics at 0 pixel hight so to say), everything higher will be visible (so vehicles will be perfectly visible). But that will have the problem of glitching and in this case you would need overlapping parts that might be a couple of tiles wide and that will cause very heavy glitching.

You are better off asking the developers of the roadset that you use to make the arrows less noticable (or do that alteration yourself, should not be that difficult)
if you dont put them all the way then overtaking is strange, if you put them all the way then they use both lanes better afaik

i mean overlap as in hte ISR tiles that can be driven over, i see no reason for that to not work here as well, but as mentioned, maybe a disable arrows or hide arrows would fit
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by Quast65 »

AFAIK rv's overtake in the same manner one-way road or normal road. I'd say test it out with two stretches of highway, one with one-way and one without. Put same vehicles on both and let them start at the same time.
The only strange behavour I have noticed is that when you have two articulated vehicles behind each other (the first with slower speed than the second, so they are really close to each other), that non-articulated vehicles can't overtake them, because there is no gap between them. But that is the same for one-way or normal road. I don't think that vehicles see one-way roads as two seperate lanes.
allthough I might be wrong, maybe there is a pathfinder out there that does do that (in that case, which one)

Regarding the overlapping tiles, it could work (still danger of heavy glitching). But you would have to make tiles with different roadtypes on them (if this set is compatible with a couple of roadtypes) and you will need a heck of a lot of tiles for all the different ways that the overlapping is needed.

But if you want to stick to oneway roads, I recommend looking at this little GRF: http://www.tt-forums.net/viewtopic.php?f=36&t=35787
Should be easy to alter the graphics of that and you could contact the original author to ask permission to use his code and graphics for a public release.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by shampie »

Excellent addition to Transport tycoon! Would love to see this work on bridges too!
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Re: [OTTD] Dutch Road Furniture 0.6.0 (2012/01/19)

Post by FooBar »

shampie wrote:Would love to see this work on bridges too!
Me too! Unfortunately NML doesn't do bridges yet.
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