[Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

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

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Zephyris
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[Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

GRVTS

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The generic Road Vehicle and Tram Set, or GRVTS, provides generic road vehicles and trams for all climates, in dual company colours. Includes vehicles for 1950 to 2050 with standard, express and articulated vehicles. Includes generic support for newGRF cargoes.
grvts.grf
GRVTS Version 1.4 (normal version)
(453.9 KiB) Downloaded 18623 times
Compatibility:
Compatible with OpenTTD 0.6.0
Compatible with the later OpenTTD nightlys
NOT compatible with OpenTTD 0.5.X
Compatibility not fully tested in TTDPatch

Vehicle Summary:
Buses:
5x Normal
4x Double-Decker
3x Articulated (1 trailer)
3x Express (coaches)

Heavy industry cargos (hopper, flatbed and tanker):
4x Normal
4x Articulated (1 trailer)

Light industry cargos (mail, box, armoured and refrigerated trucks):
5x Normal
3x Express

Passenger Trams:
5x Normal (some articulated)
3x Double decker (some articulated)

Cargo trams (mail, goods, sweets and food only):
4x Normal (some articulated)

eGRVTS

Image

The extended generic Road Vehicle and Tram Set, or eGRVTS, provides an extended set of 218 generic road vehicles and trams, for all climates, in dual company colours. Includes vehicles for 1800 to 2075 with standard, express, double-decker, articulated, horse-drawn and steam vehicles. Includes generic support for newGRF cargoes.
egrvts.grf
eGRVTS Version 1.0 (extended version)
(1.04 MiB) Downloaded 18438 times
Compatibility:
Compatible with OpenTTD nightlys r13850 and later
NOT compatible with OpenTTD 0.6.X
NOT compatible with TTDPatch

Vehicle Summary:
Buses:
6x Horse-Drawn
3x Steam
9x Normal
6x Double-Decker
5x Articulated (1 trailer)
5x Express (coaches)

Heavy industry cargos (hopper, flatbed and tanker):
3x Horse-Drawn
3x Steam (except tanker)
8x Normal
5x Articulated (1 trailer)
5x Semi-Trailer

Light industry cargos (mail, box, armoured and refrigerated trucks):
3x Horse-Drawn (4x for mail)
8x Normal
4x Express
5x Semi-Trailer

Passenger Trams:
2x Horse-Drawn
2x Steam
9x Normal (some articulated)
6x Double decker (some articulated)

Cargo trams (mail, goods, sweets and food only):
2x Horse-Drawn
2x Steam
9x Normal (some articulated)

Copyright
These sets are released under the latest version of the Attribution-Non-Commercial-Share Alike Creative Commons; ie:
Use and distribute freely for non-commercial purposes crediting me, Zephyris (Richard Wheeler), as the author with a link to this thread (https://www.tt-forums.net/viewtopic.php?f=26&t=33415). Modifications and adaptations can be made so long as they credit me as the original author, are for non-commercial purposes and are released under the Attribution-Non-Commercial-Share Alike Creative Commons license.

Downloads
grvts all versions.zip
GRVTS Version 1.0, 1.1, 1.2, 1.3 and 1.4 and eGRVTS Version 1.0 (all releases, past and present)
(613.02 KiB) Downloaded 8552 times
Last edited by Zephyris on 22 Feb 2010 20:17, edited 36 times in total.
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Re: Generic Road Vehicle Set [WIP]

Post by Zephyris »

Reserved for screenshots...
Attachments
Preview of the truck and bus sprites
Preview of the truck and bus sprites
sprite preview.png (3.04 KiB) Viewed 247874 times
ervs_screenshot.png
ervs_screenshot.png (248.52 KiB) Viewed 246649 times
Last edited by Zephyris on 19 Aug 2007 12:58, edited 3 times in total.
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Re: Generic Road Vehicle Set [WIP]

Post by Zephyris »

All vehicles need names and statistics! You can help...
In general the larger the capacity, the slower the vehicle and the faster the vehicle, the more expensive it is.

The "normal" vehicles of each type are available from 1920s/30s with the express/trailer versions introduced later in the 1960/70s. Articulated and express versions do not make the normal ones obselete, ie. more normals come out right up to the 2030s.

And thats as far as I've got, and I'm not sure where to go next. Please make any suggestions as comprehensive as possible!
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Re: Generic Road Vehicle Set [WIP]

Post by thgergo »

One thing what I can say about this: Its awesome! Keep up good work :)
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Re: Generic Road Vehicle Set [WIP]

Post by wallyweb »

Zephyris wrote:All vehicles need names and statistics!
Are you looking to model the vehicles after real life models?
Or are you looking to be totally generic with invented names and statistics?
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Re: Generic Road Vehicle Set [WIP]

Post by White Rabbit »

Sounds fun. I'll draw up some basic tables, and then people can finetune the stats. The costs are obviously not based on the RV cost factors found on the TTDP site.

Code: Select all

Regular buses
Generation     Name                   Date     Speed     Cost        Running Cost     Capacity
     1         TFB Prometheus Bus     1910     30mph     $12,500     $1,700           18
     2         Foster Pioneer Bus     1940     50mph     $14,500     $2,000           24
     3         Witsharp MG1 Bus       1977     75mph     $18,000     $2,500           40
     4         MacMillan Panther Bus  2005     90mph     $20,000     $2,800           48
     5         Foster Centurion Bus   2040     100mph    $22,000     $3,000           55
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Re: Generic Road Vehicle Set [WIP]

Post by Zephyris »

Re: wallyweb
Totally generic although - obviously loosely based on real life :D .

Re: White Rabbit
Thats exactly the kind of suggestion I was looking for! lots of discussion => well balanced set...
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Re: Generic Road Vehicle Set [WIP]

Post by DanMacK »

Impressive :D Looking forward to this.
Keep up the good work.
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Re: Generic Road Vehicle Set [WIP]

Post by m3henry »

are RV's able to go above 79mph?
The occasional look back at your past can teach you a great many things...
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Re: Generic Road Vehicle Set [WIP]

Post by Maedhros »

m3henry wrote:are RV's able to go above 79mph?
Hmm, good point. In TTDPatch they can, but only with realistic acceleration enabled (which you can't use with aRVs at the moment IIRC). In OpenTTD they can't at all.
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Re: Generic Road Vehicle Set [WIP]

Post by White Rabbit »

Double deckers:

Code: Select all

Double deckers
Generation    Name                          Date    Speed    Cost       Running Cost    Capacity
     1        Witcombe Fort Bus             1927    25 mph   $14,500    $2,000          35
     2        Hereford Double Decker Bus    1956    33 mph   $16,500    $2,300          52
     3        Prime Ironwood Bus            1980    45 mph   $22,000    $2,800          74
     4        TFB Oceanus Bus               2015    60 mph   $24,000    $3,100          90
Last edited by White Rabbit on 31 Aug 2007 17:44, edited 2 times in total.
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Re: Generic Road Vehicle Set [WIP]

Post by Zephyris »

I don't know - obviously in real life they fill different niches with the hight limit/maneuverability issues... I would say make them similar, but sway one to have slightly higher max speed and running costs, and the other to have slightly higher capacity. Ideas on power would be good too, how powerful is a bus!?
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Re: Generic Road Vehicle Set [WIP]

Post by AndersI »

If it is possible to modify loading time, I'd suggest that a double decker takes a lot longer to load than an articulated coach (more doors).
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Re: Generic Road Vehicle Set [WIP]

Post by Uwe »

It is possible to modify loading times, I'm working with that feature on the GermanRV set (which unfortunately is currently on hold due to lack of time). You will need to adjust the setting anyway, because loading becomes painfully slow for any larger bus otherwise.
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Re: Generic Road Vehicle Set [WIP]

Post by Zephyris »

First teaser WIP grf released; see first post of the thread. This is essentially a graphics showcase - names and statistics will be altered lots! Trucks and buses only so far...

Known bugs:
Graphics:
Hopper trucks loaded with toffee and flatbed trucks loaded with batteries revert to default graphics
Flatbed trucks loaded with livestock or wood show temporary graphics
Coach and double-decker bus graphics are too tall, so minor glitches under bridges, entering tunnels, etc.
[Tanker trucks have low contrast and may be redrawn]
[Armoured trucks may be improved]

Code:
Refrigerated trucks do not appear in the buy menu
Default cargos in non-temperate climates may be incorrect
All vehicles are introduced in 1920
Some default toyland trucks still available
[Vehicle names and statistics will be changed]

OpenTTD:
Articulated trucks are unstable - turning round in a junction will crash the game
Callbacks for cargotype FF in action3 (i.e. buy menu graphics) not recognised, so deceptive articulated road vehicle capacities
Articulated road vehicle refitting does not refit the trailer
Loading stage graphics (loading animations) incorrectly displayed for trailers

Reports of bugs other than these would be appreciated :) .
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Re: Generic Road Vehicle Set [WIP]

Post by wallyweb »

When starting ttdpatch (nightly r1695) I am getting an error loading file newgrf\ervs.grf too many sprites. More sprites than specified.

Consequently I am unable to try this set. :cry:
Last edited by wallyweb on 05 Aug 2007 14:25, edited 1 time in total.
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Re: Generic Road Vehicle Set [WIP]

Post by Zephyris »

Seems likely to be a general TTDpatch problem - ill have a look...

edit: lol, uploaded the wrong version! should (hopefully!) be working now...
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Re: Generic Road Vehicle Set [WIP]

Post by thgergo »

First of all, very nice work Zephyris!
This will be a very good road vehicle set indeed:) I have played with it my OTTD, but it has got disconnecting road vehicles issue, even when I didnt build any non-drivethru statuions...

I think, the entire set is too bright, or only my eyes misleading?
And below in the attachment, the two company colours should have same brightness when I select same colours for dual company colours...
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my suggestion.PNG
my suggestion.PNG (7.63 KiB) Viewed 245666 times
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Re: Generic Road Vehicle Set [WIP]

Post by Zephyris »

The entire set is lower contrast than the original graphics - so my seem brighter at some angles, particularly the two side views. This might be changed, but my priority is to get the set functional first... The two company colours on the oil tanker are intentionally different shades so when the same company colour for primary and secondary is set there is some variation.

In OpenTTD disconnecting often occurs because the AI will send articulated road vehicles to normal bus/truck stops and if any ARV turns round on a junction it may disconnect - bug reports in progress!
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Re: Generic Road Vehicle Set [WIP]

Post by wallyweb »

Zephyris wrote:Seems likely to be a general TTDpatch problem - ill have a look...

edit: lol, uploaded the wrong version! should (hopefully!) be working now...
Yes it is working fine now. :D

1. Suggestion for the articulated vehicles ... I believe it is possible to code them so that the player is not able to select a regular station for the schedule ... only the drive through stops. This would be very convenient and help to prevent problems caused by accidentally selecting a regular station.
2. Suggestion for the articulated trucks ...
... A. only have standard un-articulated trucks
... B. then also have trailer units with no trucks.
The player would then buy a truck first, then use the Ctrl key to buy a trailer to add on to the truck. This way, a player could buy several trailers for a multi trailer unit (sometimes referred to as a road train).
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