Quast65's Road Set (V010 released on BaNaNas 10-10-2023)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V007 released on BaNaNas 24-06-2023)

Post by Quast65 »

Argus wrote: 24 Jun 2023 14:01 But the trolleybus garage probably didn't work out somehow
My set doesnt provide graphics/code for depots/garages.
This issue is probably caused by another GRF or the 32bpp extrazoom base-set you are using.
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.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V007 released on BaNaNas 24-06-2023)

Post by Argus »

I've switched to opengfx due to current zbase/abase issues.
Probably some graphics is causing it, I have to try.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V007 released on BaNaNas 24-06-2023)

Post by Argus »

Quast65 wrote: 24 Jun 2023 14:51
Argus wrote: 24 Jun 2023 14:01 If I use the JGR Patchpack with the Public road setting, city roads with sidewalks are used as public roads
This is espected behaviour.
I use a lot of eyecandy objects in my games to make cities.
The problem then is, is that the actual town-zones are smaller than they look.
This means that roads only get sidewalks in some parts of the city and not in other parts.
Roads can have 2 appearances, in-town-zone and outer-town-zone.
I made the choice that both look the same (in-town-zone, with sidewalks).

You could ask JGR to include a setting where you can choose the road that will be used for the between-city public roads (in case of my GRF, I would choose the 60km rural road).

As a solution, I would say, just use the replace-road tool and replace those public roads with the type of road you find best.
I have already dealt with public roads with JGR in connection with Slovak roads, I don't remember what the result was, but it probably won't work yet.
There, a pedestrian zone was used at a very early start, which was highly undesirable. I usually rebuild public roads as needed anyway. :)
Otherwise, I have nothing to criticize, maybe just the impossibility of building a faster intercity trolleybus line, but it still doesn't make much sense when fast tram lines provide much more capacity. Now I can choose from three excellent road sets for future games, JF Ratt Roads, URatt and your roads. Each set is suitable for different types of games.
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V007 released on BaNaNas 24-06-2023)

Post by Quast65 »

Argus wrote: 24 Jun 2023 17:06 I usually rebuild public roads as needed anyway. :)
Replacing roads with the tool is faster than laying new roads yourself, so I dont think that it would be too much trouble to do that.
(except when you already have a lot of traffic on those roads, but hey you need to do something yourself in this game, money doesnt just come falling from the sky ;-) )
a faster intercity trolleybus line
Would 130km/h be fast enough?
I may be willing to add a highway with catenary, but with that speedlimit...
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.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V007 released on BaNaNas 24-06-2023)

Post by Argus »

130 kilometers is quite enough, I don't think there are any faster trolleybuses. :) Highways with trolley lines are fully sufficient.
As for rebuilding roads, I usually rebuild them before I send traffic there, that is, if there is money. :)
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Quast65 »

V008 Released on BaNaNas.

Added an Electrified 130km/h Highway.

As this has been done by code only, just a small sources-package:
SOURCES_Q65ROADS_v008.rar
(405.06 KiB) Downloaded 29 times
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.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Argus »

Thank you :)
Here's a little joke with No NRT bus that worked for me. Apparently a model converted to an SUV :D
Certainly, this feature of old sets can be used in any way. :)
Attachments
MacDonald & Co., 25. pro 1952.png
(196.97 KiB) Not downloaded yet
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Quast65 »

The usefullness of the highspeed grassroad will become more clear in combination with (eyecandy) tramtracks...
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.
User avatar
WolfRamXx
Engineer
Engineer
Posts: 102
Joined: 24 May 2020 17:20
Location: Western country of eastern block.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by WolfRamXx »

To be fair the grass road is great for my border patrols, instead of using just dirt roads they now can accosionaly also check the meadows for intruders :D Just hope i figure out way to use this set instead of Ufibis roads... Or maybe use both at once preferably...
Owner of WolfTrans.com. An fictional trucking company.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Argus »

Important insight. If you build a grass road and later want to cross it with a normal road, a grass road intersection will be created. If you overlook this and send a bus between cities that is not capable of driving on a grass road, it will understandably not find its way. :)
It takes a bit of attention and is easily avoided, but it's nothing serious. :)
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Argus »

WolfRamXx wrote: 25 Jun 2023 15:27 To be fair the grass road is great for my border patrols, instead of using just dirt roads they now can accosionaly also check the meadows for intruders :D Just hope i figure out way to use this set instead of Ufibis roads... Or maybe use both at once preferably...
Good luck. Whenever I wanted to use more road sets, it was more trouble than good. If you can do it, I'd appreciate your advice. :)
In these turbulent times, we must keep a good watch on the airport. (AUZ RV animals, bike and people)
As with the grass roof of the metro, the sub arctic grass version is also missing. Is there any way to fix it? If not, I'll prefer to use the alpine climate setting in opengfx+ landscape.
But in winter the snow covers it, it works well. Garry could add a skier :D
Attachments
Jones & Co., 4. čer 2008.png
(154.15 KiB) Not downloaded yet
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Quast65 »

Argus wrote: 25 Jun 2023 16:20 the sub arctic grass version is also missing
And I will also never add it, I play Alpine games only.
crossing of roads
This is what makes the use of roadtypes that only allow certain vehicles interesting.
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.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Argus »

I have to say that I don't like sub arctic grass too much either. Although it will require another change to the graphics in the running game, it is an acceptable risk. :)
This was still an old game without NRT roads :)
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Quast65 »

By the way, the reason that some roads have temperate grass "drawn-in" is because the game has a standard underlay (with sidewalks) for inner-city zones.
The only way to make sure that you dont see those sidewalks, is by drawing the grass in with the graphics of the roads (as that will then overlay those sidewalks).
For example, lets say you have a beachroad running through or very close to a city.
It would then look really odd if at certain spots the beachroad gets a sidewalk.
Same with the 80km road, in some cities in The Netherlands, you have those kind of roads (with grass at the sides) running straight through cities.
Example828.png
Example828.png (584.12 KiB) Viewed 1123 times
They should not get a sidewalk.

Yes, it should be possible to have different versions for different climates by providing multiple graphics, but that is something that I will never use for my games and thus will not spend time on doing that :twisted:
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.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Argus »

It's very strange indeed when a bypass leading busy traffic away from the city has sidewalks.
In our case, the problem is especially in the case of highways and various exits to the city, or in similar cases as in your picture, when a busy road leads, if not through,
then definitely close to the city.
Frankly, subarctic grass isn't suitable for many games. Rather, let's say for Iceland or Greenland, where other types of roads are better suited anyway.
And if it bothers someone a lot, let them make their own version, where they can add it. :wink: Otherwise, someone would come out with another request. :)
I also wanted to ask, it is not marked on which roads houses will not be built, so I assume that this only applies to highways and motorways?
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Quast65 »

Argus wrote: 25 Jun 2023 17:14 I also wanted to ask, it is not marked on which roads houses will not be built, so I assume that this only applies to highways and motorways?
That is a good point! Have not taken that into account.
Will be added in next version for the 100km Motorway and the 130km Highways.

Maybe also for some other roads, but it depends a bit on how this flag works.

EDIT:
Lets say there is a one-tile gap between the non-house highway and a road that does allow houses, then houses will be built in that gap.
Which is good ;-)

I think I will then also add this flag to:
-Ruralroad
-Countryroad
-Seawaterway
-Lakewaterway
-Canal
-Beachroad
-Sandroad
-Grassroad
-Grass, Tile
-Taxiway
-Formula-1 track
-Formula-1 Pitlane
Last edited by Quast65 on 26 Jun 2023 16:15, edited 2 times in total.
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.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Argus »

In my experience, it really is something like that.
So, for now, houses are being built everywhere? :) I will have to take this into account and put a barrier of objects around the highways :)
ebla71
Transport Coordinator
Transport Coordinator
Posts: 346
Joined: 14 Apr 2021 21:48
Location: Earth

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by ebla71 »

Argus wrote: 25 Jun 2023 20:18 So, for now, houses are being built everywhere? :) I will have to take this into account and put a barrier of objects around the highways :)
Agree - at least some of the low- to mid-speed road-types should not allow houses, like farm and forest road and at least one type of country road. Highways of course never have houses along them.
Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Argus »

For canals I would consider making it optional with a parameter, let's not forget cities like Venice. :)
User avatar
Quast65
Tycoon
Tycoon
Posts: 2665
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Quast65's Road Set (V008 released on BaNaNas 25-06-2023)

Post by Quast65 »

Good point, off the list
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.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Majestic-12 [Bot] and 21 guests