Hello all!
After much delay I'm finally ready to release the 0.5 update, bringing mostly graphical changes to the existing bridges plus a couple other things. It's not much for how long its been since the last update, but, what else is new
Highlights:
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All existing bridges have been modified to allow for road and railtypes to fit seamlessly into their profile, hopefully eliminating the ugly overlapping of the bridge overlays. One
tiny caveat to that: not all railtype NewGRFs are guaranteed to fit perfectly. I tried about a dozen different railtype GRFs, and unfortunately unlike roadtype NewGRFs, there seems to be a bit more variety in the size and offsets of the bridge overlays between different sets, making a one-size-fits-all solution basically impossible without some quite extreme (read: ugly) widening of the bridge heads to accommodate all possibilities. As a result I had to compromise "perfect" for "good enough" and just accept that some railtypes will cause overlaps (NATS and Termite were notable in my tests, for example). In most cases though, the overlap, if any, should be minor and hardly noticeable
On a similar note, there was an ugly problem with some bridges (worst was concrete viaduct) where the bridge decking would poke through between the overlays when using railtypes due to some erroneous pixels. I never noticed before due to never really using railtypes myself, but that should now be fixed
Speaking of pixels, some of the bridges received a bit of an art pass to improve quality. The biggest changes were shown off earlier, with some additional tweaks elsewhere.
The one true addition in this release is the new tubular bridge shown earlier. In the interest of time I opted to only include the road version for now and work on the rail version later, since it will require a complete rework of the shape to get it right. With how slow I am, I'm not sure when that will get done, so I might as well release what I have

Here is the current family portrait of all bridges available:

- Sonfingbridge Transport, 2077-05-22.png (173.67 KiB) Viewed 14615 times
Also as mentioned before, I've now included parameters with a "sandbox" setting to allow disabling introduction dates (all bridges available from year 0) and increasing speed limits (either "increased" or "sandbox" [set to max]). Note with the speed setting: the actual speed limit is still influenced by the road or railtype used, i.e. the lowest speed wins. Here's an updated table showing the current stats:
Code: Select all
| SPEED SETTING |
id | type | year | low | high | transport types
----------------------------
00 wood - 0 - 25 mph - 40 mph - road + rail
01 stone - 0 - 35 mph - 80 mph - road + rail
02 steel truss - 1870 - 60 mph - 100 mph - road + rail
03 cable-stayed - 1990 - 200 mph - 350 mph - road + rail
04 - - - -
05 - - - -
06 plate girder - 1920 - 80 mph - 140 mph - road + rail
07 concrete - 1960 - 120 mph - 200 mph - road + rail
08 - - - -
09 covered - 1850 - 40 mph - 60 mph - road + rail
10 tubular - 2010 - 400 mph - 800 mph - road
11 - - - -
12 - - - -
As you can see, there are still 5 empty bridge slots, plus the monorail and maglev variations left to do. I still haven't quite decided what to put in those slots yet, so suggestions are welcome
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That's all for this release! This update is compatible with previous releases, so feel free to update your savegames. I especially recommend it if you are playing with roadtypes; the improvements to the road bridges alone is worth the upgrade
Please do let me know if you encounter any issues, and as always, enjoy!
