Kruemelchen's Cookie Jar
Moderator: Graphics Moderators
Re: Kruemelchen's Cookie Jar
Very nice work!
I have a couple of requests...
1.
For the tile-wide Broad Fairway, would you be so kind to remove the markers at the side?
Or have them as a separate parameter? So that you can still have the extra's in other waterways.
A marker each tile is maybe just a bit too much...
GarryG has very nice markers in his objectsets, and as you still need objects next to the (water)road to keep it from flooding inside an actual lake/sea, you might as well use Garry's (and then you can space them out more, with empty water objects inbetween).
His set needs to be updated though, at the moment they wont show water if you build on dry land (which is needed to keep flooding away). I have informed him of that.
2.
I am working on a road/tramset myself. In that I have plans for 2 waterway roads.
However it is much better I think, if those are included in your set.
That way all the wet stuff can be found in one single set
The first one is very simple, its actually your Broad Fairway, but with sea-water graphics (also please without or with a separate parameter markers).
I dont think I need to donate graphics for that
3.
For this I will donate graphics, its a canal-waterway: I also did a frozen version, maybe you can think of something fun happening to "boats" when the canal freezes
I used seawater for the canals, up to you if you want to change that to lakewater...
I hope you will consider adding these to your set...
I have a couple of requests...
1.
For the tile-wide Broad Fairway, would you be so kind to remove the markers at the side?
Or have them as a separate parameter? So that you can still have the extra's in other waterways.
A marker each tile is maybe just a bit too much...
GarryG has very nice markers in his objectsets, and as you still need objects next to the (water)road to keep it from flooding inside an actual lake/sea, you might as well use Garry's (and then you can space them out more, with empty water objects inbetween).
His set needs to be updated though, at the moment they wont show water if you build on dry land (which is needed to keep flooding away). I have informed him of that.
2.
I am working on a road/tramset myself. In that I have plans for 2 waterway roads.
However it is much better I think, if those are included in your set.
That way all the wet stuff can be found in one single set
The first one is very simple, its actually your Broad Fairway, but with sea-water graphics (also please without or with a separate parameter markers).
I dont think I need to donate graphics for that
3.
For this I will donate graphics, its a canal-waterway: I also did a frozen version, maybe you can think of something fun happening to "boats" when the canal freezes
I used seawater for the canals, up to you if you want to change that to lakewater...
I hope you will consider adding these to your set...
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: Kruemelchen's Cookie Jar
Now one can sing this classic song alongside playing OpenTTD
Thank you
I am also happy about your requests, actually
1. I have added this
There will be a parameter to adjust the appearance of the Broad Fairways! Also, I've drawn new markers, as well as (blinking ) buoys.
2. I have added a seawater Fairway now
There will be a parameter to choose which fairway version to use (or both, actually)
3. Thank you for letting me use your graphics!
I think, they fit quite well!
Sadly I don't plan on adding frozen-through canals
Edit: Here is the updated version 0.4.1: Please let me know, if anything bugs you
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Re: Kruemelchen's Cookie Jar
Why doesn't an SUV drive on a frozen lake?
Version 0.4.1 cannot be used with URatt, too many roads
Version 0.4.1 cannot be used with URatt, too many roads
Re: Kruemelchen's Cookie Jar
This is a known issue with U&Ratt due to use of hidden roadtypes.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | 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 | GarryG's Auz Sets
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | 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 | GarryG's Auz Sets
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Re: Kruemelchen's Cookie Jar
1. This is going to be fixed in the upcoming release of SUV
2. Have you tried to disable Fairways in the parameter settings? If you have updated the version in an existing game, you need to disable and enable the GRF to update the parameter settings (important: place the GRF in the exact order it was before disabling it!)
In arctic climate, WaterWayRoads uses min. 4 (without fairways) max. 8 (with fairways) road/tram-type slots.
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Re: Kruemelchen's Cookie Jar
Thanks for the advice
If I turn off Fairways, it's hard for me to try all the new features, so I'll try the new version with RattRoads And I turn it off when using with URatt.
If I turn off Fairways, it's hard for me to try all the new features, so I'll try the new version with RattRoads And I turn it off when using with URatt.
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Re: Kruemelchen's Cookie Jar
Just a quick question: Is the gondola only available in the tropics? But the various game scenarios involving Venice are in a temperate climate.
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Re: Kruemelchen's Cookie Jar
The gondola should be available in both temperate climate and tropical climate.
Re: Kruemelchen's Cookie Jar
Could it also be available in Alpine climate?
(Temperate graphics in Arctic)
As an eccentric (moneycheating) billionaire Eyecandylover, I would like to take gondolarides in winter
(Temperate graphics in Arctic)
As an eccentric (moneycheating) billionaire Eyecandylover, I would like to take gondolarides in winter
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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- Location: Heart of the Highlands. Not Scottish. Czech.
Re: Kruemelchen's Cookie Jar
Several game scenarios featuring Venice are actually in an Alpine climate. But I don't know if there is a way for the graphics to determine this, it's still a subarctic map, just with a different grass graphic.
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Re: Kruemelchen's Cookie Jar
Alpine climate can be determined by this line
Code: Select all
alpine_climate = param["OG+4", 1]
I have another small boat planned for arctic climate, that's why I omitted the gondola from arctic climate in the first place. Maybe I can look into drawing that next
Also in the next update (it won't take long) you'll find fake canal end pieces for building ground-level "bridges" or "underground canals". Boats cannot travel under these "fake" bridges, but it'll be a nice eyecandy
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WaterWayRoad 0.4.2
Update to WaterWayRoad: 0.4.2 (also on bananas)
What's new?
- parameter for disabling towways*
- road type compatibility fixed
- canal fences improved
- in alpine climate, canal decoration for temperate climate is used
- gondolas are now available in alpine climate
- fake bridge sidings as NewObjects
- NewObjects sorted into categories
- parameters reorganized*
*Automatic update disabled. To update in running games, please remove, update files and then re-add the GRF at the same location in the NewGRF list. Make sure to enable tow ways!
Download: Source files:
What's new?
- parameter for disabling towways*
- road type compatibility fixed
- canal fences improved
- in alpine climate, canal decoration for temperate climate is used
- gondolas are now available in alpine climate
- fake bridge sidings as NewObjects
- NewObjects sorted into categories
- parameters reorganized*
*Automatic update disabled. To update in running games, please remove, update files and then re-add the GRF at the same location in the NewGRF list. Make sure to enable tow ways!
Download: Source files:
Re: Kruemelchen's Cookie Jar
Excellent work!
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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- Tycoon
- Posts: 1210
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: Kruemelchen's Cookie Jar
If I can get to URatt Waterway, AATV and Waterway, Horse carts won't fit
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Re: Kruemelchen's Cookie Jar
Sometimes I get this message - most recently when I bought one of the Unimog vehicles.
Also tested in pure play to exclude the effect of changing graphics
It only says this on the first purchase, but the vehicle doesn't seem to be malfunctioning.
Also tested in pure play to exclude the effect of changing graphics
It only says this on the first purchase, but the vehicle doesn't seem to be malfunctioning.
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Re: Kruemelchen's Cookie Jar
Thank you for the bug report
The error is because the Unimogs have a 0t capacity for certain cargoes (i.e. wood)
The vehicles will function normally nevertheless.
I am working on this so please be patient
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Re: Kruemelchen's Cookie Jar
Oops, I wrote Waterway twice, it should have been SUV of course
Thanks for the info, I thought it was something similar - HEQS had the same problem
Thanks for the info, I thought it was something similar - HEQS had the same problem
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Re: Kruemelchen's Cookie Jar
Update to WaterWayRoad (0.4.3)
Main feature: introduction of standardised roadtype scheme
Changes in roadtypes:
Besides that, you'll find a parameter to enable canal walls meant to enclose broad fairways as "tramway", so you can place them above streets.
Main feature: introduction of standardised roadtype scheme
Changes in roadtypes:
Code: Select all
WABN Water Way: use with boats
WAAN River Way: use with boats
TWAY Tow Way: use with boats, best with towable boats
(towed boats are enhanceable via refit option)
WACN Lake Fairway: use with boats
WBCN Sea Fairway: use with boats
SWAY Swamp Fairway: use with amphibious vehicles
(this road type is only available with AUZ WATER OBJECTS loaded)
SABN Frozen River Way: use with off road vehicles
(if none of the above GRFs is loaded, all ROAD vehicles can use this road type)
SACN Frozen Lake Fairway: use with off road vehicles
(if none of the above GRFs is loaded, all ROAD vehicles can use this road type)
FORD River Ford: use with boats or off road vehicles
(this road type is not available if none of the above GRFs is loaded)
- Attachments
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- waterway_0_4_3.grf
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- waterway_0_4_3_source.7z
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Re: Kruemelchen's Cookie Jar
Horse Carts 1.1
Horse Carts sees a further update!
New:
- compatibility mode just as with my SUV set. By selecting "standard" this GRF does not use any hidden roadtype anymore. Instead, standardised roadtype labels are being used.
- mail compartments just as with my SUV set. These are mostly available per mail coaches, which would historically transport both PAX and MAIL. Needs to be activated in the parameters after update.
- a cattle herd to bring the cattle from farms directly to stations or industries, without the need to use trains or trucks. Just like the old days. The herd can take up to 200 cattle and is separated into 4 individual patches of up to 50 cattle (shown are max. 12 ) plus the shepherd and their dogs (everything fully animated). The number of cattle being shown varies accordingly. Also support of washing cattle in the ford, see picture below
Horse Carts sees a further update!
New:
- compatibility mode just as with my SUV set. By selecting "standard" this GRF does not use any hidden roadtype anymore. Instead, standardised roadtype labels are being used.
- mail compartments just as with my SUV set. These are mostly available per mail coaches, which would historically transport both PAX and MAIL. Needs to be activated in the parameters after update.
- a cattle herd to bring the cattle from farms directly to stations or industries, without the need to use trains or trucks. Just like the old days. The herd can take up to 200 cattle and is separated into 4 individual patches of up to 50 cattle (shown are max. 12 ) plus the shepherd and their dogs (everything fully animated). The number of cattle being shown varies accordingly. Also support of washing cattle in the ford, see picture below
- Attachments
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- horsecarts_1_1.7z
- (626.72 KiB) Downloaded 94 times
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- horsecarts_1_1.grf
- (655.02 KiB) Downloaded 85 times
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Re: Kruemelchen's Cookie Jar
AATV 0.1.3
What's new?
compatibility with standardised roadtype scheme
What's new?
compatibility with standardised roadtype scheme
- Attachments
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- aatvset_0_1_3.grf
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