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[WIP] NL Region
Posted: 21 Aug 2012 19:39
by oppie
While I'm also working on a set of Dutch freight vehicles as I promised in the Dutch buses thread, here's another project I've wanted to do for ages, and I'm really excited about the results so far. I won't make it a secret that I really hate the default Locomotion cities - they're an ugly bunch of dull skyscrapers. Since it is also still my ultimate goal to create a playable NL Region that spans from 1900 to the future, I decided to create a few buildings. There are only 3 different buildings at the moment (and I haven't yet looked into stats and production), but even this small amount of buildings already creates a huge difference in atmosphere. I'll also include a few specially created NL stations to this mod (also depicted in the screenshot). Stay tuned!
EDIT:
As my main goal is to someday (might be another ten years for all I care) have a fully functional NL region with trains, buses, trucks, buildings and industries, I'm making this the main thread for that effort. Below is a very preliminary 'roadmap' and links to the parts that are already finished:
Changelog
03-09-2012 : Released NLSTATIONS 1.0 - Contains a new version of BetterRoads as well. Also back up trackst.dat, roadtram.dat and roadrgh.dat before installing this mod! Contains everything you need for the NL Stations, NL Road Stations and NL Signals. These mods are packaged for your convenience - if you want them separately, use the appropriate .DAT files and edit the trackst files yourself.
Released:
BetterRoads 0.8
NL Buses 1.0
NL Platforms (NL Stations)
NL Road Stations (NL Stations)
NL Signals and Buffer Stop (NL Stations)
Roadmap:
NL Trucks/Freight Vehicles
NL City Buildings
NL Industries
NL Trams
Re: [WIP] Dutch Cities
Posted: 21 Aug 2012 21:28
by Densha
Holy cow! That is unexpected!
I don't want to start complaining, but I would love to see some other Dutch architecture as well than only old city centre buildings.
I really love the platforms as well. I'm still looking for a way that makes you able to choose for an island or side platform instead of the forced both at once. I don't know if I'm asking for the impossible but it's just a thought of me.
Re: [WIP] Dutch Cities
Posted: 21 Aug 2012 22:05
by oppie
IrmoTrainfan wrote:Holy cow! That is unexpected!
I don't want to start complaining, but I would love to see some other Dutch architecture as well than only old city centre buildings.
Don't worry - just like my other mods I'm keeping it limited to ensure that I'll actually finish it, but I also want to at least make them practical to use in normal gameplay - so I'll also have to add some basic residential buildings and some more modern architecture. I'll probably also do a few scenario-editor buildings (much like the lighthouse); for example a typical dutch windmill. If I have enough time, I might even do some new industries (I'd like to see dutch-style farms) but let's not get ahead of ourselves.
IrmoTrainfan wrote:I really love the platforms as well. I'm still looking for a way that makes you able to choose for an island or side platform instead of the forced both at once. I don't know if I'm asking for the impossible but it's just a thought of me.
Thanks, but I'm afraid that they're "both side only". I understand that it's possible to make them one-sided, but that requires a lot of trickery and I don't like that.
Re: [WIP] Dutch Cities
Posted: 22 Aug 2012 08:46
by Illegal_Alien
There are a few available somewhere, just look at the code and it should be doable. (Although you still have the imfamous limit.)
Re: [WIP] Dutch Cities
Posted: 22 Aug 2012 17:20
by Apeldoorn1983
Looks amazing! High quality this stuff.

Re: [WIP] Dutch Cities
Posted: 23 Aug 2012 21:59
by oppie
Thanks! I've been working on a few more buildings and platforms. Here's a screenshot of an industrial station. I'm going to change the shed a little as I don't like how the façade looks at the moment.

Re: [WIP] Dutch Cities
Posted: 23 Aug 2012 22:29
by hayeswood
Loving the new sheds
Re: [WIP] Dutch Cities
Posted: 24 Aug 2012 10:34
by Densha
That shed doesn't look like a Dutch shed to me, but maybe it's just me.
Do I spy new signals there?
Re: [WIP] Dutch Cities
Posted: 28 Aug 2012 15:09
by oppie
IrmoTrainfan wrote:That shed doesn't look like a Dutch shed to me, but maybe it's just me.
Do I spy new signals there?
Yes, well spotted! They'll be a part of the NL Region.
Also, I've had a busy weekend (and a few very busy weeks ahead of me), but here's a screenshot of the NL Platforms that I'll be releasing somewhere in the coming week:

Re: [WIP] NL Region
Posted: 28 Aug 2012 15:53
by Densha
Marvelous! Love the '60s/'70s style stations!
Are all those objects separate station parts? If so, won't they take up a lot of space when selecting objects?
Re: [WIP] NL Region
Posted: 28 Aug 2012 19:55
by Seelenquell
love them, oppie! they look fabulous.. maybe i´ll install lomo again

Re: [WIP] NL Region
Posted: 02 Sep 2012 22:36
by oppie
Yeah, I know I promised the release of the platforms this week, but I realized that I'd want to release the NL signal set alongside it - which would mean that I'd have to muck about with the trackst file. Long story short, for convenience it'd be best if I were to release the signals, platforms, updated roads and road stations at the same time. I've been working hard on those this week, and while I still have some .dat editing to do, I'm once again very glad with the results so far. I'll hopefully be able to finally release these somewhere in the coming week.

Re: [WIP] NL Region
Posted: 03 Sep 2012 08:45
by Densha
Did not expect even new bus/truck stops and buffers. Am really looking forward to it!
Well I agree with you sir, better release a better version and wait some while.
And all in one is definitely preferred since I don't have to spend hours in XML myself.

Re: [WIP] NL Region
Posted: 03 Sep 2012 19:20
by oppie
IrmoTrainfan wrote:Did not expect even new bus/truck stops and buffers. Am really looking forward to it!
Well I agree with you sir, better release a better version and wait some while.
And all in one is definitely preferred since I don't have to spend hours in XML myself.

I've released everything in a handy package. Could you please check for me that everything is included and works? I'd hate to have missed a file.
Re: [WIP] NL Region
Posted: 03 Sep 2012 21:22
by kamnet
Wow... just beautiful! I wish we could have these in OpenTTD

Re: [WIP] NL Region
Posted: 09 Sep 2012 21:49
by oppie
Next up are trucks - which are taking quite some time because there's so many cargo types. Here's the list of vehicles I'm planning to make for now:
1900-1920: Horse-drawn carts
1915-1930: Ford Model T Truck
1925-1940: Chevrolet
1935-1955: Volvo LV81
1950

DAF A50
1962-1985: DAF 2600
1982-2000: DAF 2100
1990-present: DAF 3200
2002-present: DAF XF
Re: [WIP] NL Region
Posted: 10 Sep 2012 07:28
by Densha
Nice!
Meanwhile I tried out the stuff already released and it all works fine. There's two little things I would like to bring up, and that is that the Ambassador buses start with 82% reliability even though all other buses have 100% so don't break down. Also there's a bug sometimes with the buses' sprites when going through corners; there are many mods that have this bug and I don't know where it comes from but it looks quite bad.
I have only used the post-2001 mods, so everything before 2001 is still untested by me.
And I came to the conclusion that IA's Dutch Christrains set has some wrong data as well (I can't transport passengers with a Plan V!), and a reversed Plan U car. But he probably knows that himself.
Here's some screenshots:
http://www.tt-forums.net/viewtopic.php? ... 0#p1045797
Re: [WIP] NL Region
Posted: 10 Sep 2012 21:21
by oppie
IrmoTrainfan wrote:Nice!
Meanwhile I tried out the stuff already released and it all works fine. There's two little things I would like to bring up, and that is that the Ambassador buses start with 82% reliability even though all other buses have 100% so don't break down. Also there's a bug sometimes with the buses' sprites when going through corners; there are many mods that have this bug and I don't know where it comes from but it looks quite bad.
I have only used the post-2001 mods, so everything before 2001 is still untested by me.
And I came to the conclusion that IA's Dutch Christrains set has some wrong data as well (I can't transport passengers with a Plan V!), and a reversed Plan U car. But he probably knows that himself.
Here's some screenshots:
http://www.tt-forums.net/viewtopic.php? ... 0#p1045797
Thanks a lot for testing! I'll make sure that I'll fix the reliability for the next release. The sprite glitches when taking corners are a result of how Locomotion works - I sadly don't think I'll be able to fix them.
Re: [WIP] NL Region
Posted: 10 Sep 2012 22:16
by Illegal_Alien
Its not fixable, but it is possible to keep it at a minimum, (trains with bogey`s dont glitch as much as one without it but its still there.)
Re: [WIP] NL Region
Posted: 11 Sep 2012 07:35
by Densha
Do you mean that a loco with separate moving bogie has less glitches than a 2 axle freight car without?