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

Posted: 04 Mar 2023 11:53
by Aegir
Congrats on the new releases! They look great! One thing I would like to see return however is the toggle for custom tunnels in U&RATT, as the custom portals do not work well with other landscape replacers such as JP Landscape, and the not-yet released (on bananas atleast, it's on github) Pineapple Landscape
Screenshot 2023-03-04 222231.png
Screenshot 2023-03-04 222231.png (68.09 KiB) Viewed 10615 times

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

Posted: 04 Mar 2023 16:43
by ufiby
Thanks! So brought me a headache! :)
Is the UReRMM2 tunnel working all right with other landscapes? I didn't check.
The U& RaTT tunnel is drawn, replaced by basic graphics. Try starting the NewGRF list to put the landscape after U&RaTT.

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

Posted: 04 Mar 2023 16:45
by Argus
I set the highway limit to 120 kilometers, 119 appeared in the game....

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

Posted: 04 Mar 2023 16:48
by ufiby
I set the highway limit to 120 kilometers, 119 appeared in the game....
This is the fault of OpenTTD :(

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

Posted: 04 Mar 2023 16:52
by Argus
Okay, I'll count on her. Am I guessing wrong conversion from miles? :D
What are the two unnamed parameters for?

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

Posted: 04 Mar 2023 16:59
by ufiby
Okay, I'll count on her. Am I guessing wrong conversion from miles?
It's hard for me to answer, contact the developers :)
What are the two unnamed parameters for?
What is it? Can you throw off the picture

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

Posted: 04 Mar 2023 17:38
by Argus
I myself now do not understand what it was.
Under the last parameter, parameters 12 and 13 appeared.
now I don't see it there, either I'm an ass or a bug in the matrix...

By the way, how do I make some asphalt roads not faster than Highways?
And what is the difference between a green tram and a normal one? Diesel cars can still use it...

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

Posted: 04 Mar 2023 18:56
by ufiby
GREEN TRAMWAY

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

Posted: 04 Mar 2023 19:26
by Argus
Ah, I haven't seen that yet. :)

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

Posted: 04 Mar 2023 21:01
by Quantom
ufiby wrote: 04 Mar 2023 16:59 It's hard for me to answer, contact the developers :)
Ok, can you answer why Asphalt Road (Class A), after updating, doesn't allow go through veecls from RoadHog and eGRWTS? Sample here)
+ Can I ask about option for renaming Asphalt Road to Asphalt Road (class C), or it doesn't exist? Im no european guy, so dont know)). And why on American color scheme on highway marks line still white, when on other reads doesnt? As i remember, median line is yellow in 90% of states...
Plus, IMHO update 4 not cool for URattMini, give me back brick streat road and options to eneble roads)
Additional - with RoadHog Trams URattMini works incorrect, it doesnt provide tram tracks (without wires), but disel/steam/horse trams are in RoadHog. With eGRWTS it works normally, just, why??

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

Posted: 04 Mar 2023 21:04
by Quantom
IDK why, but this screenshot dont want to pin to my prev message(
P.S. Can i ask about compability URemm2 with xUSSR? Mean, special compability mode? I like your grraffic a lot, but xUSSR electric system brilliant for me! Does it possible to match your set with this?
Huge Thanks!
P.S. Just noticed that depot grafic doesnt match to your U&X style, it match original Ratt (more darker, than your roads)

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

Posted: 05 Mar 2023 04:20
by Aegir
ufiby wrote: 04 Mar 2023 16:43 Thanks! So brought me a headache! :)
Is the UReRMM2 tunnel working all right with other landscapes? I didn't check.
The U& RaTT tunnel is drawn, replaced by basic graphics. Try starting the NewGRF list to put the landscape after U&RaTT.
I will try that thankyou :D

Edit: even loading before the landscape does not work, for example with U&RERMM2 I can disable custom tunnel and use base sprite, but with U&RATT I don't have this option anymore:

Edit 2: Nevermind, I am quite dumb. My changed grf load order did not take effect.

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

Posted: 05 Mar 2023 11:44
by ufiby
Hi! Thank you for finding the error with U&RaTT Mini. I missed the code with compatibility with other roads. I am correcting it in the near future.
Plus, IMHO update 4 not cool for URattMini, give me back brick streat road and options to eneble roads)
I mean, what are you talking about a paved stone road ?
Additional - with RoadHog Trams URattMini works incorrect, it doesnt provide tram tracks (without wires), but disel/steam/horse trams are in RoadHog. With eGRWTS it works normally, just, why??
Because the author created the transport set before Openttd with NRT support appeared. And none of them installed steam and diesel trams on the non-electrified tramway. You can contact the author to update with NRT compatibility
xUSSR
Unfortunately, this does not work correctly. Try contacting the author

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

Posted: 07 Mar 2023 06:33
by George
ufiby wrote: 05 Mar 2023 11:44
xUSSR
Unfortunately, this does not work correctly. Try contacting the author
What is the issue?

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

Posted: 07 Mar 2023 16:03
by ufiby
Hi George!
I will inform you that the USSR train has problems with U&ReRMM2 compatibility
Image

The second option. If I disable Railway ("SBAN") and the result

Image

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

Posted: 07 Mar 2023 16:45
by Brickblock1
This is probably because xussr for some reason uses the speed letter of the standardized railtype scheme even tho that letter is is only meant to be used by the trackset

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

Posted: 10 Mar 2023 17:45
by Limyx826
Thanks for new U&GUI but I have a small nit-pick that the icons for regular tram also use electric tram icons which is causing some confusion for me. This is using generic tram NewGRF.
Screenshot 2023-03-11 014114.png
Screenshot 2023-03-11 014114.png (26.94 KiB) Viewed 9864 times

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

Posted: 10 Mar 2023 18:29
by Argus
If I'm not mistaken, Generic tram is a very old set and does not support NRT. Before NRT, I think there was only one type of tram, if I remember correctly.

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

Posted: 10 Mar 2023 19:07
by ufiby
Yes, that's right, there was one electrified tram before the NRT. Another choice is a separate sprite icons non electrified and electrified does not exist
You will have to choose either from above or from below in this picture
Tramway_track.png
Tramway_track.png (21.2 KiB) Viewed 9837 times

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

Posted: 11 Mar 2023 02:30
by Aegir
Hi Ufiby,

I love that the road signs are now only on the non-road stop tiles, but do you think you could put the lane arrows painted on the road back in for road stops? The green road markings from OpenTTD look a bit garish here :-)
Screenshot 2023-03-11 125136.png
Screenshot 2023-03-11 125136.png (251.42 KiB) Viewed 9792 times
Also, I love the little details such as the swapping between cobblestone and the cement concrete in cities between climates, I was very surprised and happy when I saw the cobblestone in tropic!