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Re: Dutch Rail Furniture Development
Posted: 18 Jun 2012 21:43
by jor[D]1
No, you are wrong there is only a hand full of ADOB (full closing)
Most are still AHOB (half closed), although most bicycle path are closed off fully, by an AHOB.
Re: Dutch Rail Furniture Development
Posted: 19 Jun 2012 06:01
by Purno
ZxBiohazardZx wrote:most of the netherlands have both-way beams (blocking both lanes with either 2 beams or 1 beam stretching both)
security reasons...
any chance that works in ottd as well?
Please try to refer to the
official names of the railroad crossings to avoid confusion
Most of the Netherlands have AHOBs (half beams), to prevent people getting locked in on the railway crossing.
security reasons...
Re: Dutch Rail Furniture Development
Posted: 19 Jun 2012 13:55
by jor[D]1
http://www.nicospilt.com/index_overwegen.htm
Halfway you see why they didn't introduced ADOB earlier (At ADOB in diemen), it was not safe for automatic crossings. (And still isn't 100% safe.)
Re: Dutch Rail Furniture Development
Posted: 20 Jun 2012 19:41
by FooBar
Dutch Rail Furniture 0.1.0 released!
Well, it's nothing particularly interesting, as it includes only the level crossings that Purno drew recently. However, I think they look great and deserve to be in a grf. I even put it up on Bananas! After the "longer girder, steel bridge" this is the smallest grf I ever did. But it'll get bigger somewhen in the future, as the goal is to include the Dutch signals and Dutch catenary in this as well. But you already knew that, right?
Anyways, have a picture. Downloads are as usual on the online content and the
DevZone.
Re: Dutch Rail Furniture Development
Posted: 20 Jun 2012 20:46
by Transportman
Nice. For the catenary, have a look at
issue 3831, you can take the offsets+graphics from the Track Set.
And now there is a release and some development, maybe also add it to the list with
Dutch NewGRFs? Or am I a bit too fast with that?
Re: Dutch Rail Furniture Development
Posted: 20 Jun 2012 21:32
by FooBar
Ah yes, thanks.
And of course it should be added to the page with Dutch newgrfs, I'll add it now. The picture will come later.
Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 07:40
by Purno
Woosh, nice job FooBar!

Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 12:49
by jor[D]1
only working in Ottd 1.2?

Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 12:54
by FooBar
Yes, the requirements are the same as those the Dutch Trainset. There's no real reason for it though, I may change that later.
Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 15:56
by jor[D]1
Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 17:26
by FooBar
I'll remove the restriction, but even then you still need to grab the source and encode in NML 0.2.x. The compile farm builds GRFv8 NewGRFs using the most recent NML, which requires at least OpenTTD r23166.
Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 21:12
by ZxBiohazardZx
imo dutch railway signs should be included in the furniture, as well as catenary, both are drawn by Purno afaik and should be merged with the new road-crossing
Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 21:52
by ISA
ZxBiohazardZx wrote:imo dutch railway signs should be included in the furniture, as well as catenary, both are drawn by Purno afaik and should be merged with the new road-crossing
Ill agree, but I do like to use Dutch catenary in other games as separate grf as it looks nicer as original on.
Re: Dutch Rail Furniture Development
Posted: 21 Jun 2012 22:17
by FooBar
Dutch Signals and Dutch Catenary will eventually move to this grf (as stated in the first post). There will be parameters to disable the individual bits though. Of course you can also keep using the current separate grfs, but this combined approach will save some grf slots

Re: Dutch Rail Furniture Development
Posted: 22 Jun 2012 06:11
by Purno
I'm starting to doubt wether merging the catenary into the furniture is a good idea. The catenary is quite popular amongst non-Dutchies too, and perhaps merging it into the furniture set makes it harder to find and would cause people to end up being confused.
Re: Dutch Rail Furniture Development
Posted: 22 Jun 2012 08:02
by jor[D]1
You can keep the old set available too? But shouldn't the centenary be a part of the dutch track set?
Re: Dutch Rail Furniture Development
Posted: 22 Jun 2012 08:14
by Purno
jor[D]1 wrote:You can keep the old set available too? But shouldn't the centenary be a part of the dutch track set?
There's a Dutch Track Set too? Oh boy, now the lines between Dutch tracks, rail furniture and road furniture become very vague...
If there's a Dutch Track Set, then yes, it'd make sense the Catenary and the Signals get merged there. The Dutch railway crossings could either be placed in the Dutch Track Set, or Dutch Road Furniture Set (considering there's no Dutch Roadset).
Re: Dutch Rail Furniture Development
Posted: 22 Jun 2012 08:27
by jor[D]1
Topic:
https://www.tt-forums.net/viewtopic.php?f=26&t=59201
I once made a screen which looked really dutch (Except a missing traffic jam.), Trains to and from germany on the betuwe route.

Re: Dutch Rail Furniture Development
Posted: 22 Jun 2012 08:58
by FooBar
Purno wrote:There's a Dutch Track Set too? Oh boy, now the lines between Dutch tracks, rail furniture and road furniture become very vague...
If there's a Dutch Track Set, then yes, it'd make sense the Catenary and the Signals get merged there.
My idea is to have the catanery, signals and crossings in both. The track set is, well, a fully blown track set that not everybody may wish to use, especially when not using the Dutch Trainset. This rail furniture on the other hand will be static-safe and can therefore be used for instance in addition to the activated grfs in multiplayer games. So they will be similar, but serve a different market.
Re: Dutch Rail Furniture Development
Posted: 22 Jun 2012 14:57
by Klaasgras
I found a minor bug: The AKI sprites shift between two places in. When a train enters a crossing, the lights jump a few pixels to the right.