Long vehicles v5. Planning

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

Select code

Poll ended at 24 Jan 2009 17:51

2 parts
2
8%
1 part
4
17%
Combined (1+2)
14
58%
Front part code
3
13%
Other
1
4%
 
Total votes: 24

User avatar
George
Tycoon
Tycoon
Posts: 4306
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: SPb, Russia.
Contact:

Re: Long vehicles v5. Planning

Post by George » 10 Dec 2009 16:27

Sensation Lover wrote:How things going with this set? I know you've been having a little headake lately :) ...
As I wrote. It is stoped. Unless some OTTD dev provide some code to support it.
Image Image Image Image

User avatar
Sensation Lover
Transport Coordinator
Transport Coordinator
Posts: 334
Joined: 26 Feb 2009 09:17
Skype: Aron Bogdan Silviu
Location: Torino, Italy
Contact:

Re: Long vehicles v5. Planning

Post by Sensation Lover » 10 Dec 2009 19:00

George wrote:
Sensation Lover wrote:How things going with this set? I know you've been having a little headake lately :) ...
As I wrote. It is stoped. Unless some OTTD dev provide some code to support it.
i was meaning to that... did you had any feedback... but from this anwer i guess not... I'm realy sorry!
I was in:
Austria,Belgium,Brazil,China,France,Germany,Hungary,Indonesia,Italy,Luxemburg,Malaysia,Netherlands,Norway,Panamà,Poland,Romania,
Saudi Arabia,Singapore,Slovenia,Spain,Switzerland,Thailand,U.K.,Ukraine,U.S.A.

User avatar
Muzzly
Traffic Manager
Traffic Manager
Posts: 226
Joined: 09 Jun 2010 20:54
Location: Vilnius, LT

Re: Long vehicles v5. Planning

Post by Muzzly » 12 Aug 2010 16:51

Hi,

if voting it is still actual, for me prototype BUS 4 ( T16=4+8+4 ) looks most realistic.

In my opinion, It is not a problem that vehicle has some glitches in tunnels. Most important that on normal roads and junctions it looks as realistic as possible. I is really funny when bus splits in 2 parts on a hil :-)

For trucks it would be alright to split.

George, just do nothing till openttd developers provide necessary interface for long vehicles OR make a patch :-). I think community will support your patch and will vote for it.

USAhq283
Engineer
Engineer
Posts: 6
Joined: 24 Jul 2009 13:19

Re: Long vehicles v5. Planning

Post by USAhq283 » 05 Sep 2010 03:16

That's too bad. I'll have to stick to eGRTVS. I like this one better cause of the trucks, but the turning stinks. It's just not neat having the whole body turn. eGRTVS managed to do this, so maybe ask for help from them, if they still exist...

oberhümer
Tycoon
Tycoon
Posts: 1277
Joined: 23 Oct 2009 19:35
Location: Here and there, sometime or another

Re: Long vehicles v5. Planning

Post by oberhümer » 05 Sep 2010 03:39

Why not just downsize the sprites? Long Vehicles currently look outsized anyway.
--- Licenses: GNU LGPL, version 2 or newer, code and graphics. CC-By-SA, graphics, alternatively. If you're using any, I'd like to hear about it --- Call them "track types" ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---

--- Need a file packer? 7-Zip --- BOINC - use your computing power to benefit science --- Block trackers, not ads --- Unix in dispersible pellets, the formula for the future. ---

User avatar
Bob_Mackenzie
Chairman
Chairman
Posts: 823
Joined: 25 Mar 2010 13:36

Re: Long vehicles v5. Planning

Post by Bob_Mackenzie » 05 Sep 2010 07:42

oberhümer wrote:Why not just downsize the sprites? Long Vehicles currently look outsized anyway.
I'd be pleased with a better scaled version too, but the amount of work would be eye watering!

User avatar
NekoMaster
Tycoon
Tycoon
Posts: 3942
Joined: 16 Aug 2008 22:26
Skype: neko-master
Location: Oshawa, Ontario, CANADA

Re: Long vehicles v5. Planning

Post by NekoMaster » 05 Sep 2010 22:14

I too would rather have down scaled sprites, i have some down scaled buses in the NARVS set that look alright though the length could use some work
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!

User avatar
Digitalfox
Chief Executive
Chief Executive
Posts: 704
Joined: 28 Oct 2004 04:42
Location: Catch the Fox if you can... 15 years and counting!

Re: Long vehicles v5. Planning

Post by Digitalfox » 04 Jan 2012 18:07

Hi George :D

Any plans to restart/continue LV5?

It would be awesome to have more trucks and buses than in LV4 :mrgreen:

User avatar
George
Tycoon
Tycoon
Posts: 4306
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: SPb, Russia.
Contact:

Re: Long vehicles v5. Planning

Post by George » 04 Jan 2012 20:22

Digitalfox wrote:Any plans to restart/continue LV5?
It would be awesome to have more trucks and buses than in LV4 :mrgreen:
Not earlier than xUSSR train set would come out.
That means NOT soon.
Image Image Image Image

boohey
Engineer
Engineer
Posts: 15
Joined: 16 Mar 2006 17:14

Re: Long vehicles v5. Planning

Post by boohey » 01 Apr 2012 13:09

if you can get this working good id love to see this

Image

Image


nuclear powered bus from THE BIG BUS movie from 1976.

now this would be amazing in transport sort of a bus train cross

User avatar
Hyronymus
Tycoon
Tycoon
Posts: 13190
Joined: 03 Dec 2002 10:36
Location: The Netherlands
Contact:

Re: Long vehicles v5. Planning

Post by Hyronymus » 01 Apr 2012 13:39

boohey wrote:if you can get this working good id love to see this

Image

Image


nuclear powered bus from THE BIG BUS movie from 1976.

now this would be amazing in transport sort of a bus train cross
Oh boy, I'm getting old. I watched that movie in primary school. Had some cliffhangers, so to say.

boohey
Engineer
Engineer
Posts: 15
Joined: 16 Mar 2006 17:14

Re: Long vehicles v5. Planning

Post by boohey » 01 Apr 2012 22:35

Hyronymus wrote:
boohey wrote:if you can get this working good id love to see this

Image

Image


nuclear powered bus from THE BIG BUS movie from 1976.

now this would be amazing in transport sort of a bus train cross
Oh boy, I'm getting old. I watched that movie in primary school. Had some cliffhangers, so to say.
haha sure does make you feel old. wish i knew how to make this for ttd i think it would be awesome!

User avatar
NekoMaster
Tycoon
Tycoon
Posts: 3942
Joined: 16 Aug 2008 22:26
Skype: neko-master
Location: Oshawa, Ontario, CANADA

Re: Long vehicles v5. Planning

Post by NekoMaster » 02 Apr 2012 03:28

Im thinking if something like that where made, it would probably be in the future. Though I doubt people would like having a nuclear powered bus running through their cities and country. Maybe a bus this big would have something like a small locomotive engine or a huge truck engine.
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!

Derenzano
Engineer
Engineer
Posts: 17
Joined: 29 Jun 2012 16:02

Re: Long vehicles v5. Planning

Post by Derenzano » 02 Aug 2012 00:27

I upgraded Openttd to 1.2.0, and I got this message when loading my savegame:

NewGRF 'Long vehicles v4 (13 jan 2008)'
provides incorrect information

Callback 0x11 returned unknown/invalid
result 0x19

I have two settings that might be causing this problem:

Road traffic is "Left".

Enable multiple NewGRF engines sets is "Off".


Also, some of the vehicles have the frontal part clipped in the menus.
clipped long vehicles.png
clipped long vehicles.png (46.35 KiB) Viewed 3197 times

User avatar
George
Tycoon
Tycoon
Posts: 4306
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: SPb, Russia.
Contact:

Re: Long vehicles v5. Planning

Post by George » 02 Aug 2012 05:01

Derenzano wrote:NewGRF 'Long vehicles v4 (13 jan 2008)' provides incorrect information Callback 0x11 returned unknown/invalid result 0x19
Reported http://bugs.openttd.org/task/5262
Derenzano wrote:Also, some of the vehicles have the frontal part clipped in the menus.
Would not be fixed in LV4
Would be fixed in LV5 in case a solution is found
Image Image Image Image

User avatar
SkiddLow
Transport Coordinator
Transport Coordinator
Posts: 300
Joined: 09 Jul 2012 00:44
Location: Surabaya

Re: Long vehicles v5. Planning

Post by SkiddLow » 02 Aug 2012 07:32

George, wait for Update Long Vehicles version 5 next month or not.
(Everybody) SkiddLow's Back, alright.

My Screenshots

User avatar
George
Tycoon
Tycoon
Posts: 4306
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: SPb, Russia.
Contact:

Re: Long vehicles v5. Planning

Post by George » 02 Aug 2012 18:15

SkiddLow wrote:George, wait for Update Long Vehicles version 5 next month or not.
There would be no LV5 this year
Image Image Image Image

Eddi
Tycoon
Tycoon
Posts: 7410
Joined: 17 Jan 2007 00:14

Re: Long vehicles v5. Planning

Post by Eddi » 05 Aug 2012 20:00

George wrote:
Derenzano wrote:Also, some of the vehicles have the frontal part clipped in the menus.
Would not be fixed in LV4
Would be fixed in LV5 in case a solution is found
in case of LV4, you could try using extra_callback_info1 (var 10) to select a sprite with different x-offset for the vehicle GUI (lists, details, depot, etc.)

in case of LV5, if you make use of articulated vehicles, then you need to make sure the sprite is aligned properly for the front vehicle, the sprite should not "stick out to the front". since you probably use var61 to change the sprite appearance for the vehicle parts, then you also should use extra_callback_info1 to circumvent this magic for the GUI sprites.

see also: http://newgrf-specs.tt-wiki.net/wiki/Action2/Vehicles
You might not exactly be interested in Ferion, but if you are, have fun :)

User avatar
Digitalfox
Chief Executive
Chief Executive
Posts: 704
Joined: 28 Oct 2004 04:42
Location: Catch the Fox if you can... 15 years and counting!

Re: Long vehicles v5. Planning

Post by Digitalfox » 21 Jul 2014 16:10

Sorry to bring back from the dead's this topic, but...

I have coded in NML the Opel 3.6 from LV5.

Far from completed (on sprites, code is ready), but articulated with trailer.


How? I have decoded the NFO of LV5 trucks, the problem is that with only a PNG with thousands of sprites is hard to find all sprites needed even when looking at the NFO decoded as a guide.

So George would you be willing to share with me the LV5 sprites (the graphics files that you probably have separated in multiple folders or PNG's, making it much easier to add their positions, sizes and offset's)?

I would finish the LV5 in NML and share the code with you, and if you then are then willing to, you could release it as your own LV5.

LV5.png
(558.58 KiB) Downloaded 4 times
Ignore the missing trailer, the code is there but I haven't added the sprites, cause a 6197 sprites PNG is not fun ;(

User avatar
George
Tycoon
Tycoon
Posts: 4306
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: SPb, Russia.
Contact:

Re: Long vehicles v5. Planning

Post by George » 22 Jul 2014 18:10

Digitalfox wrote:So George would you be willing to share with me the LV5 sprites (the graphics files that you probably have separated in multiple folders or PNG's, making it much easier to add their positions, sizes and offset's)?
no problem if you can operate PSD files

P.S. May be a project on DevZone would be good for NML based development?
Attachments
Trucks.zip
(4.79 MiB) Downloaded 147 times
Image Image Image Image

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 8 guests