Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Thu Aug 17, 2017 3:45 am

All times are UTC




Post new topic  Reply to topic  [ 62 posts ]  Go to page 1 2 3 4 Next
Author Message
 Post subject: Useless Tracks
PostPosted: Tue Jul 17, 2012 3:14 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon May 21, 2007 11:47 am
Posts: 6559
Location: The Netherlands
I decided to spend my time on something useless. A track set without rails, a feature you may know from NuTracks, but then in a separate NewGRF. Why? Simply because some great ideas deserve to be in a separate grf, so that they can be used with other things as well.

So what is it? First and foremost the "lifted tracks" (or planning tracks in NuTracks): ballast without rail. In addition you'll get planning tracks, something similar to these blue things you previously found in NuTracks. Both track types can be disabled individually if you only want one of the two. Construction cost will be low and maintenance cost zero in both cases. For the lifted tracks I plan to add signals that show no light aspect (i.e. turned off).

Can you use it? Not yet, I'm still ironing out some things before nightlies will be built.


Attachments:
uselesstracks.PNG
uselesstracks.PNG [ 47.24 KiB | Viewed 9509 times ]

_________________
FooBar's Tram Tracks | TransRapid Track Set | Metro Track Set | OpenGFX base graphics set | FIRS Industry Replacement Set
Dutch Tram Set | Dutch Trainset 2 | Dutch Road Furniture
Top
   
 Post subject: Re: Useless Tracks
PostPosted: Tue Jul 17, 2012 3:58 pm 
Offline
Chairman
Chairman
User avatar

Joined: Thu Mar 25, 2010 1:36 pm
Posts: 787
What I see is eye candy dirt roads... :)

Some grass and weeds would be appropriate I think


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Tue Jul 17, 2012 4:08 pm 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Mon Dec 19, 2011 7:54 am
Posts: 358
Location: Washington State, USA
I know you probably want to keep this small, but while you're on useless tracks, what about another type having just the ties and no rail?

_________________
WSF Ferry Set [WIP] || American Road Replacement Set || NightGFX Base Graphics Set || Wasteland [WIP] || RATT Roads (NRT Only)


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Tue Jul 17, 2012 6:44 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon May 21, 2007 11:47 am
Posts: 6559
Location: The Netherlands
Bob_Mackenzie wrote:
What I see is eye candy dirt roads...

That too, if you want to think of them as roads then that's up to you :)

Bob_Mackenzie wrote:
Some grass and weeds would be appropriate I think

I'll experiment with letting the terrain show through. If that doesn't work, grass and weeds can always be drawn.

Andrew350 wrote:
what about another type having just the ties and no rail?

I like that idea. I don't mind adding more track types in "different flavours". When they can be disabled seperately, it's ultimately up to the player to decide what he wants in his game and what not.

_________________
FooBar's Tram Tracks | TransRapid Track Set | Metro Track Set | OpenGFX base graphics set | FIRS Industry Replacement Set
Dutch Tram Set | Dutch Trainset 2 | Dutch Road Furniture


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Tue Jul 17, 2012 8:24 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Oct 09, 2011 1:51 pm
Posts: 1372
Location: The Netherlands
Well in that case, what about useless tracks with water ;-) To make what we dutchies call an oldfashioned "sloot"

By the way, why not also make a Foobars tracks GRF where you do combine all the tracks you made (if it is not too much codingwork). My grfslots are quickly filling up ;-)

_________________
Projects: viewtopic.php?f=26&t=57266
Screenshots: viewtopic.php?f=47&t=56959

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Tue Jul 17, 2012 8:38 pm 
Offline
Director
Director
User avatar

Joined: Tue Aug 17, 2010 10:36 am
Posts: 590
Location: Netherlands
Start using Chill's patchpack and you will have enough slots :)

I like the sloot idea.

_________________
View my (train)pictures on Flickr


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Tue Jul 17, 2012 8:44 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon May 21, 2007 11:47 am
Posts: 6559
Location: The Netherlands
jor[D]1 wrote:
Start using Chill's patchpack and you will have enough slots :)

Yes, because half of my grfs don't work in that :P

I too like the ditch idea, so I'll not be ditching that.
I'll consider the one-big-grf thing, but I'm already quite certain that something like that will end up at the very bottom of a very long to-do list.

_________________
FooBar's Tram Tracks | TransRapid Track Set | Metro Track Set | OpenGFX base graphics set | FIRS Industry Replacement Set
Dutch Tram Set | Dutch Trainset 2 | Dutch Road Furniture


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Wed Jul 18, 2012 1:07 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9016
Location: Sol d
Also... I think separate gameplay ideas do well in separate NewGRFs. IMHO FooBar does a pretty good job in putting separate stuff in separate NewGRFs but not making too small units :-)

This is a truely unique NewGRF so far, at least by the looks. And it looks stunning :-) Looks like it'll make a place in my list of "use in most games" NewGRFs along with HEQS, FISH, ISR and similar "always-used" NewGRFs :-)

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Wed Jul 18, 2012 5:17 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4324
Location: Standing by the jams
I'm considering converting most of HEQS to be rail vehicles instead of road.

Then it could use railtypes like this.

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Wed Jul 18, 2012 6:01 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Oct 09, 2011 1:51 pm
Posts: 1372
Location: The Netherlands
andythenorth wrote:
I'm considering converting most of HEQS to be rail vehicles instead of road.

Then it could use railtypes like this.


That would indeed be a good idea, tracks like these could then be used to make different kinds of roads as there is no future implimentation of multiple roadtypes.

And another brainstorm.... If you have railtypes with water in them, one could code some ships into railvehicles... So little sailingships or canalboats (motorised or pulled by horses) And don't forget funfair rides or even racetracks...

Well, I think you'll have to change the name of this thread Foobar ;-) Looks like these kind of tracks can be very usefull!

_________________
Projects: viewtopic.php?f=26&t=57266
Screenshots: viewtopic.php?f=47&t=56959

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Wed Jul 18, 2012 7:11 pm 
Offline
Director
Director
User avatar

Joined: Tue Aug 17, 2010 10:36 am
Posts: 590
Location: Netherlands
Like the idea of a "trek schuit."

_________________
View my (train)pictures on Flickr


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Thu Jul 19, 2012 2:40 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 5724
Location: Eastern KY
I like the idea of using this for a canal, then you could definitely create some canal boats. This would go great with pre-railroad early games.

At least, until RoadTypes DO come along. :-)

_________________
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Thu Jul 19, 2012 9:38 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon May 21, 2007 11:47 am
Posts: 6559
Location: The Netherlands
It is interesting to see all these ideas flowing off one screenshot. Even while there isn't a release yet. Heck, even the source isn't public yet! Thank you all for your input, greatly appreciated! I'll just gradually continue developing this, just keep the ideas coming and I'll see what I do with them :D

_________________
FooBar's Tram Tracks | TransRapid Track Set | Metro Track Set | OpenGFX base graphics set | FIRS Industry Replacement Set
Dutch Tram Set | Dutch Trainset 2 | Dutch Road Furniture


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Thu Jul 19, 2012 4:52 pm 
Offline
Chairman
Chairman
User avatar

Joined: Thu Mar 25, 2010 1:36 pm
Posts: 787
andythenorth wrote:
I'm considering converting most of HEQS to be rail vehicles instead of road.

Then it could use railtypes like this.



That's a very neat idea!

How are you going to hide the signals? Otherwise it will look a bit odd


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Thu Jul 19, 2012 4:55 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9016
Location: Sol d
Bob_Mackenzie wrote:
andythenorth wrote:
I'm considering converting most of HEQS to be rail vehicles instead of road.

Then it could use railtypes like this.



That's a very neat idea!

How are you going to hide the signals? Otherwise it will look a bit odd


By means of defining invisible signals for this "rail"type; possibly FooBar can make that a parameter :-)

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Thu Jul 19, 2012 7:05 pm 
Offline
Tycoon
Tycoon

Joined: Sun Dec 16, 2007 10:24 pm
Posts: 1619
Location: Idaho, USA
It would be difficult to debug signal problems on your "track" when the signals are invisible... :?

_________________
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Thu Jul 19, 2012 7:14 pm 
Offline
Chief Executive
Chief Executive
User avatar

Joined: Sat Mar 07, 2009 12:48 pm
Posts: 640
Location: Szeged, Hungary
Maybe with crash barriers as signals left or right handed on the side of the road? Or some reflective columns, there you can draw the signal's green and red light by changing that small reflective piece to another colour...

_________________
Image


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Fri Jul 20, 2012 3:17 am 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Tue Jul 31, 2007 12:58 am
Posts: 290
Location: North of 63
Quote:
I'm considering converting most of HEQS to be rail vehicles instead of road.

Then it could use railtypes like this.


How hard would it be to define 'allow 90 degree turns' per railtype?


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Fri Jul 20, 2012 4:36 pm 
Offline
Chairman
Chairman
User avatar

Joined: Thu Mar 25, 2010 1:36 pm
Posts: 787
andythenorth wrote:
I'm considering converting most of HEQS to be rail vehicles instead of road.

Then it could use railtypes like this.


Another issue would be all the "roads" would be in effect single track with no passing places


Top
   
 Post subject: Re: Useless Tracks
PostPosted: Fri Jul 20, 2012 5:09 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9016
Location: Sol d
colossal404 wrote:
(...) there you can draw the signal's green and red light by changing that small reflective piece to another colour...

I like that idea :-)

YukonRob wrote:
How hard would it be to define 'allow 90 degree turns' per railtype?

Not very hard. But the main effort before doing so would need to go into how to make the adv. setting "allow 90° turns" and the NewGRFs parameter interact such that it's understandable by the players. Having two things change the same aspect of a game often is not a good idea; esepcially so, if something like a NewGRF parameter is virtually invisible and the other a setting the user expects to have an effect.

EDIT: that said, an X or + type junction may look like 90° with this track type, but might actually be 2*45° which poses no issue.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 62 posts ]  Go to page 1 2 3 4 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2017 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2017.
Hosted by Zernebok Hosting.