Sal's Canalboats

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2TallTyler
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Sal's Canalboats

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0-2-0_screenshot_2.png
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I've got a mule and her name is Sal / 15 miles on the Erie Canal

Before railroads, canals powered the early industrial revolution. Towed by horses, mules, or sometimes people, canalboats could carry up to 30 tons of cargo.

This work-in-progress canalboat set starts in 1700 and currently includes two British narrowboats:
  • Narrowboat (carries all cargo except passengers and mail)
  • Packet boat (carries passengers, mail, valuables, and express cargo)
In order to make early networks viable, the cost of building, clearing, and maintaining canals is reduced to 1/16 of default.

Now available on BaNaNaS. Source files are onGitHub.
Last edited by 2TallTyler on 31 Jul 2020 15:34, edited 4 times in total.

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GarryG
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Re: Sal's Canalboats

Post by GarryG »

Great idea .. I wonder if you and Kruemelchen will figure out a way to use your canalboats with the horse in his WWAY set.
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Re: Sal's Canalboats

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GarryG wrote:
14 Jun 2020 09:32
Great idea .. I wonder if you and Kruemelchen will figure out a way to use your canalboats with the horse in his WWAY set.
You could draw some canals with walking paths, and put an animated animal on the paths that would overlap. The problem comes when it's time to turn the animal around to go down the other side of the canal. During the times of animal canals, the boats usually worked only on one side of the canal, and when it came to two boats and animals crossing, one would be temporarily disconnected from the boat to allow the other to pass without tangling lines. OpenTTD roads and rivers don't work like that. So either you have to build an eyecandy flat bridge (and thus bring an end to the WWAY) or your animal magically treads on water. ;)

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Re: Sal's Canalboats

Post by temporal8 »

Good idea, keep up the good work.

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Re: Sal's Canalboats

Post by Gadg8eer »

Nice! This will go great with the GPL Roadtype Collection!

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Re: Sal's Canalboats

Post by odisseus »

Is it possible to make the sprites for the small boats offset to one side, e. g. to the right? It would be nice if the boats looked as if they're passing each other in the canal, instead of passing through each other.

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Re: Sal's Canalboats

Post by kamnet »

odisseus wrote:
16 Jun 2020 01:22
Is it possible to make the sprites for the small boats offset to one side, e. g. to the right? It would be nice if the boats looked as if they're passing each other in the canal, instead of passing through each other.
OpenTTD ships (coded as ships) do not have any collision avoidance detection. Multiple ships can occupy a tile simultaneously. There's no way to code around that.

When used as a WWAY vehicle, though, this is possible since they are coded as road vehicles.

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Re: Sal's Canalboats

Post by odisseus »

I know that multiple ships can occupy the same tile. However, if the ship's sprite is so small that two of them can fit into one tile's space without overlapping, it should be possible to make them look as if they occupy different parts of the tile. It wouldn't require any changes to the game mechanics or to the way ships are rendered, just to the sprites themselves. Of course, this won't work at all if the ship is wider than half a tile, and the ships that travel in the same direction will still ride into each other.

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Re: Sal's Canalboats

Post by 2TallTyler »

kamnet wrote:
14 Jun 2020 21:08
You could draw some canals with walking paths, and put an animated animal on the paths that would overlap. The problem comes when it's time to turn the animal around to go down the other side of the canal. During the times of animal canals, the boats usually worked only on one side of the canal, and when it came to two boats and animals crossing, one would be temporarily disconnected from the boat to allow the other to pass without tangling lines. OpenTTD roads and rivers don't work like that. So either you have to build an eyecandy flat bridge (and thus bring an end to the WWAY) or your animal magically treads on water.
NML actually includes an easy way to replace canal graphics, and it would be trivial to draw the boats with the horse/mule on, for example, the northeast and southeast side of the canal. The need for a bridge comes up at intersections, and I don't think the sprite sort order will let me build a bridge (likely as an overlapping object tile) which horses go over but boats go under. Corners are also tricky, as ships cut corners diagonally rather than making 90 degree turns like road vehicles. Nevertheless, I will do some experimentation to see if I can find a workable solution.
odisseus wrote:
16 Jun 2020 01:22
Is it possible to make the sprites for the small boats offset to one side, e. g. to the right? It would be nice if the boats looked as if they're passing each other in the canal, instead of passing through each other.
I actually tried this in the beginning, but the sprite sort order isn't really set up for this and the wrong boat appears in front of the other. Offsetting one boat backwards hacked the object position to solve this, but then cornering looked strange as the boat teleported backwards upon rotating. I will continue to experiment but otherwise kamnet is correct that ships aren't really designed for this. I will end up including each vehicle as both a ship and a WWAY road vehicle so you can use whichever you prefer.

The advantage of ship-coded vehicles are the use of natural rivers and the ability to add larger boats later, as well as allowing some canalboats to also sail on ocean — not horse-drawn narrowboats, but there were some Dutch canalboats which had sails and have appeared in period drawings of London's dockyards indicating an impressive range.

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Re: Sal's Canalboats

Post by Electricfox »

Fantastic! Just the sort of thing that will go perfectly with the early rail set and sailing ships grfs.

Following this one with great interest.

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Re: Sal's Canalboats

Post by Comm Cody »

2TallTyler wrote:
16 Jun 2020 02:13

The advantage of ship-coded vehicles are the use of natural rivers and the ability to add larger boats later, as well as allowing some canalboats to also sail on ocean — not horse-drawn narrowboats, but there were some Dutch canalboats which had sails and have appeared in period drawings of London's dockyards indicating an impressive range.
to elaborate, if you want to restrict boats further, you can have a canal speed for a boat (for canal or river titles), and a ocean speed. I know that FISH has it set up so that most boats are faster on ocean than canals, but you could do the inverse for these boats, faster on canals than oceans.
Something goes here, hell if I know.

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Re: Sal's Canalboats

Post by 2TallTyler »

Comm Cody wrote:
18 Jun 2020 01:56
if you want to restrict boats further, you can have a canal speed for a boat (for canal or river titles), and a ocean speed. I know that FISH has it set up so that most boats are faster on ocean than canals, but you could do the inverse for these boats, faster on canals than oceans.
Thanks for the suggestion. I might just do that.

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Re: Sal's Canalboats

Post by 2TallTyler »

I haven't had a chance to redraw sprites yet, but after some playtesting I've slashed both the purchase price of canalboats and the cost to build, clear, and maintain canals. Canals now cost 1/16 of default, or about 3 times more expensive per tile than roads. This makes early gameplay a lot more enjoyable, as you're not having to fast-forward past decades at a time to earn enough cash for your next expansion.

The growth of cities around canals dug decades earlier for downtown goods deliveries is a nice look. :)
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Re: Sal's Canalboats

Post by Kruemelchen »

Just discovered this topic. I really like the idea of canal / narrow boats!
If you need any help coding the boats for WWAY, please ask :)
You can refer to this NML code ;)
(Or just point me to a file and I'll add it in as a template!)

I also really like the idea of mule/horse pulled boats!
You can code them as articulated road vehicles easily, so horsis stay dry at corners :P

And if you don't mind, I can draw and push a canal type for it (with pathways and bridges* at crossings) to my WWAY set ;)

*this can be realized as catenary, so boats can go under, albeit with a bit of graphical illusion ;)

Edit:
here is a ingame working pulled boat :wink:
first test of horse pulled boat (horse rider by McZapkie)
first test of horse pulled boat (horse rider by McZapkie)
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Re: Sal's Canalboats

Post by 2TallTyler »

I redrew the sprites for Version 0.2.0 to match the scale of road vehicles, particularly eGRVTS since it will likely be one of the only other vehicle sets in a pre-train game. It now supports 2CC coloring! An updated screenshot is in the first post, shown with Iron Horse trains for scale. I may lighten the tarps over the load -- thoughts?
Kruemelchen wrote:
02 Jul 2020 11:50
Just discovered this topic. I really like the idea of canal / narrow boats!
If you need any help coding the boats for WWAY, please ask :)
You can refer to this NML code ;)
(Or just point me to a file and I'll add it in as a template!)

I also really like the idea of mule/horse pulled boats!
You can code them as articulated road vehicles easily, so horsis stay dry at corners :P

And if you don't mind, I can draw and push a canal type for it (with pathways and bridges* at crossings) to my WWAY set ;)

*this can be realized as catenary, so boats can go under, albeit with a bit of graphical illusion ;)
Hi Kruemelchen, sorry I somehow missed your post.

Please feel free to do as you like with my sprites, including using them in a WWAY set of your own. Your horse-drawn boat looks fantastic and I may or may not get around to adding WWAY variants in my set. Here's the GitHub repository. :)

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Re: Sal's Canalboats

Post by 2TallTyler »

packet_boats.png
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British narrowboats were mostly used for cargo transportation, but there were some packet boats which carried passengers, mail, and express cargos.

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