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Re: Auz Road Sets

Posted: 31 Dec 2020 15:32
by GarryG
It shows I using

Code: Select all

0.3.0.r5100:2eecb8be6bcd from 2013-12-18
Library versions encountered:
PIL: 1.1.7
PLY: 3.4
Happy New Year .. it will be here in 28 minutes time

Re: Auz Road Sets

Posted: 31 Dec 2020 16:01
by Andrew350
Oh wow, yeah that's a very old version :D Remove that old version and replace it with the new one and it should work.

Also Happy New Year to you, I still have 16 hours to go :)

Re: Auz Road Sets

Posted: 31 Dec 2020 16:20
by GarryG
Thank Andrew .. will see what I can do tomorrow (should I say today after I get some sleep) .. cheers

Re: Auz Road Sets

Posted: 01 Jan 2021 01:29
by GarryG
Been 2021 now for 9 hours and 20 minutes.

So far year doing well .. fixed the NML problem .. strange thing is I thought I install correct version, yet ended up with older version then I had before ?(

Maybe I should keep older versions as possible I got mixed up.

So I removed all old files and tried again .. now have

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C:\Tools\NML\AuzBeachObjects>nmlc --version
0.5.3

nmlc: C:\Tools\NML\AuzBeachObjects\nmlc
LZ77 implementation: C (native)

Library versions encountered:
  PIL: 7.2.0
  PLY: 3.11

Python: C:\tools\NML\nmlc.exe
version 3.8.5 (tags/v3.8.5:580fbb0, Jul 20 2020, 15:57:54) [MSC v.1924 64 bit (A
MD64)]
Cheers pal

Re: Auz Road Sets

Posted: 01 Jan 2021 01:48
by Andrew350
Glad to hear it's working for you, and I look forward to joining you in 2021 soon :)

Re: Auz Road Sets

Posted: 01 Jan 2021 05:52
by GarryG
Final fixed the graphics in the blue conveyor belt and the slope piece on the other 3 belts.

But before I up load it a question for you all :?:

The blue conveyor belt is not animated and I think looks good with out the effect as if belt moving.

The other 3 conveyor belts are animated, but are faster then the object they conveying. First I see if I can make them slower same speed as the objects. Failing that maybe remove the animation of the belt.

Re: Auz Road Sets

Posted: 08 Jan 2021 10:55
by GarryG
Plan to change the surface to some of my roads in AuzRattRoadsPt1 so they will look better with the Street Parking I making in the object sets.

Should also look better with andrew350's RattRoads as well. Can use his roads for in towns and where you don't want fencing and use mine for country roads where you do like to have fences.
AuzRattRoadsPt2 01.png
AuzRattRoadsPt2 01.png (46.34 KiB) Viewed 8404 times
Before I upload the update I wait and see if there is any objections.

Re: Auz Road Sets

Posted: 10 Apr 2021 02:49
by GarryG
Received a PM recently wanting to know when I will continue work to the road set.

To be honest I have no idea when or if that will happen as I have so much other work to do.

For now I busy with Industries and objects for the Industries which will probably take me a few months or more to do.

Cheers all

Re: Auz Road Sets

Posted: 10 Apr 2021 15:08
by cestkris
Hello,

This content is awesome! Can I use it for version 1.7? Please

Re: Auz Road Sets

Posted: 11 Apr 2021 00:06
by GarryG
cestkris wrote: 10 Apr 2021 15:08 This content is awesome! Can I use it for version 1.7? Please
Yep .. your welcome to use.

Here the source to the 3 sets.

Cheers pal

Re: Auz Road Sets

Posted: 11 Apr 2021 19:36
by cestkris
It still doesn't work. I play on 1.7 Opentdd version because I use the patch "Picking and placing house" :bow: :bow:

Re: Auz Road Sets

Posted: 11 Apr 2021 19:59
by Andrew350
cestkris wrote: 11 Apr 2021 19:36 It still doesn't work. I play on 1.7 Opentdd version because I use the patch "Picking and placing house" :bow: :bow:
This set will never work with such an old version. Roadtypes are only possible with OpenTTD 1.10 or newer.

Re: Auz Road Sets

Posted: 12 Apr 2021 00:01
by GarryG
cestkris wrote: 11 Apr 2021 19:36 It still doesn't work. I play on 1.7 Opentdd version because I use the patch "Picking and placing house"
Sorry pal, I miss read what you meant about " Can I use it for version 1.7? Please"

I was thinking you was coding your own road set and wanted to add some of mine. :roll:

Thanks Andrew350 for picking up what he meant.

Cheers all

EDIT:

If you just want the game files to my road sets go to first entry on page 1.

Re: Auz Road Sets

Posted: 20 Apr 2021 10:31
by GarryG
Looking at some of the road sets available from other coders and great that they also have some the same as mine .. so I wondering if I should do my sets again.

Make small sets of about 12 roads .. this way they should be able to be used with some of the larger sets from other codes.

2 sets I have in mind is a country set .. roads with the fences and a another set using the same roads, but no fences so they can be used in towns and cities.

Also been looking at a idea with the freeways and add fences to these but as tall as I can as sound proof fences (unless someone has already done this and I haven't noticed).

But they just ideas at the moment as it be many weeks. maybe months before I get chance to look at this as busy with other projects at moment.

Cheers

Re: Auz Road Sets

Posted: 27 Jan 2022 03:37
by GarryG
AuzRoadsSets and AuzRoadSign
s

The AuzRoadSignObjects looking at adding different types of signs, fencing and crash barriers. But now experimenting if I could do actual road sets with most of those ideas included to the actual roads.

The road signs might be a problem but fences and crash barriers should be able to include these as part of the road.

If successful will make a GRF that includes roads as well as the objects.

Will let you know how it works out.

Re: Auz Road Sets

Posted: 27 Jan 2022 09:24
by Quast65
GarryG wrote: 27 Jan 2022 03:37
AuzRoadsSets and AuzRoadSign
s

The AuzRoadSignObjects looking at adding different types of signs, fencing and crash barriers. But now experimenting if I could do actual road sets with most of those ideas included to the actual roads.

The road signs might be a problem but fences and crash barriers should be able to include these as part of the road.

If successful will make a GRF that includes roads as well as the objects.

Will let you know how it works out.
For my personal games, I have been fiddeling a bit with tramtypes.
Those are basically overlays for roads, so I have been using them to add extra eyecandy to roads.
Like for example bicycle lanes, but you could also use them to add other stuff on or around roads.
That way you can keep your "old" roads and add extra stuff (lets say fences around the cobblestone or dirt roads)
Maybe also something for you to try out..

Just make sure you use a tramtype-label that is definitely not used by actual trams ;-)

Re: Auz Road Sets

Posted: 27 Jan 2022 09:58
by GarryG
Never thought about using the tram type labels for the overlay objects. I'll have to experiment and see how they will look that way can use the original roads.

Any chance PM me what you done?

Got bad storm here now. Already lost power once so might lose it again shortly.

Cheers

Re: Auz Road Sets

Posted: 27 Jan 2022 10:24
by Quast65
I'll see if I can re-arrange everything into a template.
Could take me a while, so dont expect anything before your bedtime ;-)

My reason for using Tramtypes for extra eyecandy, is that then that eyecandy is in another menu, separate from my roads.
Also, I think that most people dont use more than 2 tramtypes (electrified and un-electrified) and therefor its easier to remember that all other tramtypes are for eyecandy only.

Re: Auz Road Sets

Posted: 27 Jan 2022 11:01
by GarryG
No hurry if it a few days or more as busy with Aussie Trees and road signs and in an hour time have to give son a turn at computer :twisted: and he probably have it till late. X(

If how I understand what you have done it could work well with fences along the tile edges and crash barriers a few pixels in from the fences.

Like to give them a choice of 3 fence types. The wire fences found in the country with livestock are. Also Stone and hedge fences I seen on some roads here in Australia and in Europe countries using Google Earth.

Cheers

Re: Auz Road Sets

Posted: 27 Jan 2022 14:46
by Quast65
GarryG wrote: 27 Jan 2022 11:01 No hurry if it a few days or more
Cool, will probably indeed take me a bit more time.
I'll have to test a couple of things (like what can be done with catenary)