Road Stops & Waypoints 4 (OUT NOW)

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Re: Road Stops Extension (for JGRPP)

Post by Quast65 »

fridaemon wrote: 25 Feb 2023 19:07 After this change
Looks better!
Brickblock1 wrote: 25 Feb 2023 19:14 I meant as a road stop but without the stairs so you don't have loads of repetition.
Understood! ;-)

@Frideamon
Would you please code these 4 before you code Rotterdam (Delfshaven) ?
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Re: Road Stops Extension (for JGRPP)

Post by Quast65 »

Pinetree.png
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I'll send more Dutch Metro Graphics tomorrow!
(Probably also some not yet previously released stuff :twisted: )
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Re: Road Stops Extension (for JGRPP)

Post by fridaemon »

You can try it. With higher one is something bad, but I'm tired to solve that :D
Quast65 wrote: 25 Feb 2023 19:19 (Probably also some not yet previously released stuff :twisted: )
:twisted: :twisted: :twisted:
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teststops2.grf
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Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
Modular Warehouses * Trucks & Buses Parking Lots * Bus Depots * Bus Terminals
Road Waypoints * Road Stops * Eyecandy Objects * Building Set

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Re: Road Stops Extension (for JGRPP)

Post by Quast65 »

Awesome, looks great!
With higher one is something bad
Yeah, looks like just a bit of tweaking of some Z-offsets is needed.

Again, thank you!
Will send more stuff tomorrow!!
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Re: Road Stops Extension (for JGRPP)

Post by kamnet »

Quast65 wrote: 25 Feb 2023 12:39 The graphics will be 8 pixels elevated, so they can be used for underground stations.
As Ufiby has made some very nice Tramtracks with Metro graphics (and I am thinking about also including some in a tramtrack-set I am working on)
viewtopic.php?p=1251177&hilit=metro#p1251177
It would be nice to have some underground stations for those too.
I think it would be a nice addition, in combination with either overlapping objects (to cover up tunnel entrances/exits) or Full tile covered tunnel entrance/exit
THANK ALL THE GODS!! I've been desiring an underground road/tramtype for YEARS. And really IMO you only need two - grass top and concrete top. Maybe some eyecandy on top of the concrete so it looks like pedestrian areas?

We really need a better comprehensive NRT set. U&Ratt is nice, but it leaves out some stuff that I, myself as an eyecandy player, would like to have. but combinations of sets already max out the 64 tracks without any great satisfaction.
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Re: Road Stops Extension (for JGRPP)

Post by Argus »

Yeah, unfortunately, I've already come across a case where road sets overwrite each other...
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Re: Road Stops Extension (for JGRPP)

Post by OzTrans »

Talking about Road Stops ...

We need lots more act-2 variables, like the Platform info (40, 41, 46, 47, 49) for trains. At the moment, it takes a lot of effort to code Multi-Tile Road Stops using 60+ variables. This is not the best idea due to impact on CPU performance.

The following example of a multi-tile road stop for light rail stations would benefit.

The stop is a single tile stop, that displays differently with varying length. It works, but could be implemented more efficiently with better available data.

I would also like to have more variety, which is an even more challange at present.

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Re: Road Stops Extension (for JGRPP)

Post by Quast65 »

kamnet wrote: 25 Feb 2023 22:17 THANK ALL THE GODS!! I've been desiring an underground road/tramtype for YEARS.
I wish we also could have custom Tunnelgraphics per road/tramtype...
That would make underground road/tramtypes even better...
Well, not too long ago custom Roadstops weren't possible, so lets keep dreaming and hoping ;-)
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Re: Road Stops Extension (for JGRPP)

Post by kamnet »

Quast65 wrote: 26 Feb 2023 01:53 I wish we also could have custom Tunnelgraphics per road/tramtype...
That would make underground road/tramtypes even better...
Well, not too long ago custom Roadstops weren't possible, so lets keep dreaming and hoping ;-)
For now could we draw a road stop that overlaps?
kamnet wrote: 25 Feb 2023 22:17 THANK ALL THE GODS!! I've been desiring an underground road/tramtype for YEARS.
I meant to send that as a PM... oops. :oops: :lol:

Anyhow, here's a table of all the road and tram types that I'm aware of, plus a couple I would like to see. The only ones I didn't include were for the cable cars in Mop's Enhanced Road Vehicles Set (they're just trams basically) and the one for Log Flume (it's a Water Way Road, basically). This comes out to exactly 64, and it eliminates overlaps and repetitive types in various sets.

https://docs.google.com/spreadsheets/d/ ... sp=sharing
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Re: Road Stops Extension (for JGRPP)

Post by fridaemon »

I've just created overlapping temmplate for roadstops, so tunnels next to roadstops can be hidden.
obrázek_2023-02-26_105254099.png
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Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
Modular Warehouses * Trucks & Buses Parking Lots * Bus Depots * Bus Terminals
Road Waypoints * Road Stops * Eyecandy Objects * Building Set

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Re: Road Stops Extension (for JGRPP)

Post by Quast65 »

Sorry for being offtopic Frideamon ;-)
kamnet wrote: 26 Feb 2023 05:05 This comes out to exactly 64
You are not taking into account that some roadsets have hidden roadtypes to make them compatible for certain vehiclesets...
This is my current list:
Example745.png
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At the moment I need to use 11 invisible roadtypes to make my roads compatible with certain vehiclesets.
Yes, those will be free again when the compatibility is made from the vehicleset, but that may take some time (and is sometimes not possible anymore if the vehicleset isnt maintained anymore)
I believe (but not certain) that in some cases at least 1 invisible roadtype is needed for the standard roadtype that towns/cities use.
I still need to add the tramtype with grass roofs (hence the "will be 9 visible tramtypes") and have loads more idea's, but as you can see, I am also already close to 64 without any fancy eyecandy overlay stuff...

Even more offtopic..
What are Donacella's Pipes?



Ok, back ontopic:
For now could we draw a road stop that overlaps?
Good idea!
fridaemon wrote: 26 Feb 2023 09:56 I've just created overlapping temmplate for roadstops, so tunnels next to roadstops can be hidden.
That was fast and looks great!! :bow:
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Re: Road Stops Extension (for JGRPP)

Post by fridaemon »

So, kamnet read my ideas and I saw his ones during updating :D I wanted to do it before, but I was lazy to edit code for that.

Try it, before I update original file :wink:
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Re: Road Stops Extension (for JGRPP)

Post by Quast65 »

fridaemon wrote: 26 Feb 2023 15:41 Try it, before I update original file :wink:
Looking good!
Maybe just get rid of the beige line under one of the overlaps:
Example746.png
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Good to see that you fixed the offsets for the higher template!

I see that you also want to include the Sextant, so do I ;-)
It's actually a trainstation building, but it's soooo cute :mrgreen:

Here is a .rar with all of the other (metro)stations I would like to include in your set:
DUTCH_METRO.rar
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It has:
-People
-Sextant
-Rotterdam (Marconiplein)
-Rotterdam (Central Station)
-Rotterdam (Central Station, Bikeshed Entrance)
-Amsterdam (Weesperplein)
-Amsterdam (Central Station, Backview, Pole Left)
-Amsterdam (Central Station, Backview, Pole Right)
-Amsterdam (Central Station, Frontview, Pole Left)
-Amsterdam (Central Station, Frontview, Pole Right)

For Sextant, it has both directional views (in your testGRF it only has the one view)

Rotterdam Marconiplein & the four Amsterdam Central Station's are new graphics, will include those later also in Dutch Station Additions Set as Metro stations and non-track tiles.

Amsterdam Weesperplein & Rotterdam BikeshedEntrance have to be coded as 32bpp, as they have see thru glass in them.

Finally, it may seem that the 4 Amsterdam CS ones are pretty much the same, but the position of the pole makes the difference, especially if you want to replicate the reallife situation:
Adam_MockUp_01.png
Adam_MockUp_01.png (128.44 KiB) Viewed 9900 times
With the ones I sent earlier, you now have all the Metrostations I would really like to be in your set.
Thank you for including them! :bow:

I would also like to make some Dutch style bus/tramstops, for general use.
But not sure when I have time again, maybe next week...

Again, thank you for making this GRF!!!
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Re: Road Stops Extension (for JGRPP)

Post by fridaemon »

Good to see that you fixed the offsets for the higher template!
I forgot about them when I did this higher template :mrgreen: I didn't need other views, so I let it be and forgot about that :)

OK, I'm gonna code them after work ;) Nice pieces ;)
I added one more overlapping piece. I'll add one more with these new escalators and remove beige line :twisted:
obrázek_2023-02-27_085504863.png
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Thank you for including them! :bow:
I'm glad that I can bring them to this set :) It's possible that I'm gonna release it as part 2 as I don't have enough free IDs. I think it will be connected with part 1 in the same category as othe Dutch Stations. I'll try :)
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Re: Road Stops Extension (for JGRPP)

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fridaemon wrote: 27 Feb 2023 08:01 I'm glad that I can bring them to this set :)
Nice work! :bow:
It's possible that I'm gonna release it as part 2 as I don't have enough free IDs. I think it will be connected with part 1 in the same category as othe Dutch Stations. I'll try :)
As this is for JGRpp only, what happens if you exceed the 255?
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Re: Road Stops Extension (for JGRPP)

Post by fridaemon »

Quast65 wrote: 27 Feb 2023 09:25
fridaemon wrote: 27 Feb 2023 08:01 I'm glad that I can bring them to this set :)
Nice work! :bow:
It's possible that I'm gonna release it as part 2 as I don't have enough free IDs. I think it will be connected with part 1 in the same category as othe Dutch Stations. I'll try :)
As this is for JGRpp only, what happens if you exceed the 255?
Example747.png
Oh, I thought 255 items per No of GRFs in game :D So cool :)
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Re: Road Stops Extension (for JGRPP)

Post by Quast65 »

The maximum of different GRF's ingame is 255 (and probably always will be that)

But there was also a limit of 255 items within a single GRF.
As I understand that limit has been lifted in JGRpp for Objects and Roadstops.

But I have not tested that...
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Re: Road Stops Extension (for JGRPP)

Post by kamnet »

Might want to be careful on that, unless OpenTTD imports it, then you're going to have to maintain two separate sets anyhow.
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Re: Road Stops Extension (for JGRPP)

Post by fridaemon »

kamnet wrote: 27 Feb 2023 15:22 Might want to be careful on that, unless OpenTTD imports it, then you're going to have to maintain two separate sets anyhow.
You're right ... First I was excited about my object set, by I forgot on Vanilla players. Hope there will be an update by 2030.
With road stops set ... I'm on ID number 278 now. I added waypoints to the set.
Image

If there will be road stops friendly vanilla, I'm gonna create more-parts version.
Last edited by fridaemon on 28 Feb 2023 19:27, edited 1 time in total.
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Re: Road Stops Extension (for JGRPP)

Post by 2TallTyler »

For what it's worth, road stops were merged into vanilla last night. I don't know the status of vanilla NML, but the feature is available in nightly versions and will be included in the next big release (probably 14.0).
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