[NRT]Ufiby's Road, Tram, Trolleybus and Rail track

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ufiby
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

Cool idea! Are there vehicle NewGRFs that are compatible with these already?
There are no such vehicles (metro) compatible with the metro that are powered by a 3rd powered. I have created a test transport for myself and compatibility with the metro works well.
Perhaps there is a desire to create vehicles compatible with the metro, please let them do it.
Vehicles need by label: NAA3

EXAMPLE: METRO
Metro_Line.gif
Metro_Line.gif (857.62 KiB) Viewed 16446 times
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Erato »

This is amazing. Now we really need NewGRF roadstops.
No pics no clicks. Seriously.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Quast65 »

ufiby wrote: 20 Jan 2022 09:33 Metro line & Urban metro line (3rd powered) Only on tram infrastructure
Wow, indeed very nice work!
Would you mind PM-ing me the sources?
Erato wrote: 21 Jan 2022 10:48 Now we really need NewGRF roadstops.
Exactly what I was thinking!
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Quantom »

Hi guys!
I realy like U briges! But me want see some from Auz briges too) Can me get U briges source files, if it a open source mod, i will add some briges for me
Thanks!
P.S. Your GRFs looks awesome!!!
If you want make something, maki it yourself. If you want to maki it by programming, just get this task to another programmist :D
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

My source is in Github, search for UFIBY
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Quast65 »

ufiby wrote: 21 Jan 2022 18:19 My source is in Github, search for UFIBY
Found it, thnx! :bow:
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

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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: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by kamnet »

When loading Water Way Roads, Docklands and U&Ratt 0.7, I'm getting a fatal newGRF error "Attempt to use invalid ID (sprite 7782). It looks like I'm losing some of the tram tracks. It doesn't appear that this is overflowing the limit of 64 types.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

kamnet wrote: 22 Jan 2022 11:49 When loading Water Way Roads, Docklands and U&Ratt 0.7, I'm getting a fatal newGRF error "Attempt to use invalid ID (sprite 7782). It looks like I'm losing some of the tram tracks. It doesn't appear that this is overflowing the limit of 64 types.
Checked yes, there is a problem. I probably added something to the tram, whose labels are hidden by default. (TRAMTYPE_FLAG_HIDDEN).Try NewGRF in order:
1. Docklands
2. U&Ratt 0.7
2022-01-22_15-06-58.png
2022-01-22_15-06-58.png (47.65 KiB) Viewed 16249 times
MERV 0.8.0. I have turned on the tram, trolleybus and there are no problems
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by kamnet »

I'm still having this error, this is from JGRPP 0.45
screenshot.png
screenshot.png (93.11 KiB) Viewed 16229 times
Also in OpenTTD 12.0
screenshot2.png
screenshot2.png (132.19 KiB) Viewed 13270 times
Digging a little more, if I take out WaterWayRoads the error goes away in OpenTTD 12.0, persists with sprite 8143 in JGRPP 0.45.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

Found it! U&RaTT conflict with Docklands.
Docklands: Grahpic Style:
  • CHIPS/FIRS STyle - no problem
  • ISR Style - no problem
  • Both CHIP and ISR Stile - there are problems
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by kamnet »

ufiby wrote: 22 Jan 2022 13:18 Found it! U&RaTT conflict with Docklands.
Docklands: Grahpic Style:
  • CHIPS/FIRS STyle - no problem
  • ISR Style - no problem
  • Both CHIP and ISR Stile - there are problems
After looking at it a little more, it looks like the only issue is that ISR tram tracks from U&RATT are not available. If I disable ISR Style in Docklands, then it drops the ISR tram/electrified tram and ISR road/electrified roads. U&RATT doesn't offer an ISR electrified road.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Quantom »

ufiby wrote: 21 Jan 2022 18:19 My source is in Github, search for UFIBY
hmmmm... this is my failture, or grafic file does not here?)
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Без імені.png (9.16 KiB) Viewed 13270 times
If you want make something, maki it yourself. If you want to maki it by programming, just get this task to another programmist :D
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Auge »

Hello
Quantom wrote: 24 Jan 2022 11:15
ufiby wrote: 21 Jan 2022 18:19 My source is in Github, search for UFIBY
hmmmm... this is my failture …
No, it isn't.
Quantom wrote: 24 Jan 2022 11:15 … or grafic file does not here?)
There are currently only the three files from your screenshot in the repository U-Bridges. Also the track set repository U-ReRMM-2 contains only the code sources.

Tschö, Auge
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

I rummaged through my U&RaTT kit. Compatibility with other sets of road and tram - there may be a side effect. It seems to me that I have installed the main tram in a hidden form - this will happen with other sets. U&RaTT 0.6 + Docklands everything works fine. It follows that the tram should remove the flag (hidden).
hmmmm... this is my failture, or grafic file does not here?)
This is not a mistake. I don't host graphic designers of bridges and railways on Github.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

The correctional release came out
U&RaTT 0.7a
  • [DELETE] - Removing the flag(hidden). Main tram: RAIL, ELRL no longer hide
Compatibility of U&RaTT 0.7a and Docklands should not be a problem.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

There was a time when I wanted to create my own style of trees. It's a bit difficult to work with the effect and the noise setting. This set of trees is similar to the "Stolen Trees" of SAC.
Temperate climate:
Temperate.png
Temperate.png (57.63 KiB) Viewed 15840 times
Subarctic climate:
Subarctic.png
Subarctic.png (67.87 KiB) Viewed 15840 times
Arctic climate:
Arctic.png
Arctic.png (61.56 KiB) Viewed 15840 times
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Ragin1_ »

ufiby wrote: 27 Jan 2022 11:47 There was a time when I wanted to create my own style of trees. It's a bit difficult to work with the effect and the noise setting. This set of trees is similar to the "Stolen Trees" of SAC.
Temperate climate:
Temperate.png
Subarctic climate:
Subarctic.png
Arctic climate:
Arctic.png
These all look bloody great. We've been needing some new trees sets for openttd for a while now.

If you don't mind me asking, how expansive are you planning on making this? IDK how complex trees are to draw, but it would be cool to have the option to pick different styles of trees for different parts of the world or something.

Also, what other projects have you got in mind for the future? so far, all of your projects have become staples for all my games, so I'd love to know what else you've got on the chopping block.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by ufiby »

U&Trees
  • First release
Now available in BaNaNaS

I drew this set from scratch. The style trees resemble those painted in watercolor or gouache. For me, the assessment of the style of trees set: satisfactory. :)
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by Aegir »

An interesting style, I like it!
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)

Post by WolfRamXx »

The trees do look lovely! They really look like cutted out from an painting. It doesnt fit rest of the game, though... :(
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