Dutch Trainset v2.0 being developed

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

Which DMU do you find better looking

Poll ended at 06 Feb 2013 11:59

DE-III (plan U): http://nl.wikipedia.org/wiki/Plan_U
9
38%
DE-IV (Ram): http://www.stichtingtee.nl/nl/trein/geschiedenis
15
63%
 
Total votes: 24

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SciFurz
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Re: Container wagon date

Post by SciFurz »

Yellow Cab wrote: 23 May 2020 08:13 Saw those shortly after I posted this. Great job. Only thing is I play the 2.2.0 alpha, so I don't know if your file will screw that up. Maybe they should be implemented in 2.2.1. :lol:
Thanks! Knowing how radical I can modify things (just look at my realtime patch), I'm sure it'll screw things up. :-p

I haven't checked for newer versions outside of the OpenTTD repository, so I didn't know there's an alpha available. I'll check it out later but I can't say for sure if I'll begin moditying that one and posting it, but I've found my way around the source pretty well, so I think it won't be too difficult to add and replace what I did so far.
There's quite some work to tweak the original wagons graphics wise and make them look better, especially on diagonal and vertical tracks. They tend to look like one long tube instead of seperate wagons. In particular the small ones.

And since I run my realtime patch with a higher production rate, I want to add more high capacity (some fictional) wagons like the 130t open wagon in the mod I posted, and the 130.000 litre tanker I added recently. There's something about watching a 5200 ton line of 40 wagons being towed by 4 NS 6400s. :-)
What I'd also like to do is figure out how to create an articulated wagon because I saw an articulated container carrier a while ago and the first thought was about creating one in this set. ;-)
For fun and experimentation, I already made a short coach version of the IRM III because I like the looks of the IRM (it's even better than the real thing).
ISM_III_Bull.png
ISM_III_Bull.png (10.74 KiB) Viewed 1374 times
Tinkering in the code in between writing mostly naughty stuff.
See http://scifurz.wordpress.com/
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Re: Dutch Trainset v2.0 being developed

Post by PEPSprinterPacer »

Just got the set, looks good 😄😄😃
Only ever been on a 185 and 144 023!
Higaphix
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Re: Dutch Trainset v2.0 being developed

Post by Higaphix »

Hey, long time no see. I've haven't posted in a while.

I had sort of promised to do some development on the Dutch Train Set. That never really took off. Seems like commitment is not really my thing. Perhaps I'm not really into forums.

I've been maintaining my own version of the Dutch Train Set up until this point, by just implementing features that would reflect what we would see in real life.

If I wanted to do something with the trains, that one could do in real life, but couldn't with the Dutch Train Set, I would usually try to implement in some way.

As of today, I realised that you couldn't reverse trains the way they would in real life. So I implemented it. Now trains can ride in either push/pull configuration.
Screenshot from 2020-12-04 00-15-45.png
(217.49 KiB) Not downloaded yet
It works by checking whether the train is reversed. If so, the graphics are swapped with eachother and the lights adjusted for the opposite direction.

It did require a new set of graphics for the ICR Bs tho. But those sprites are easily edited :wink:

It's still a bit buggy (I still need to find a way to check the ID of the last vehicle in a consist. Maybe it's possible, maybe it isn't. Feel free to give me a clue if you have any) but I'll probably work it out a bit more.

If anyone's interested in my version of the Dutch Trainset, feel free to send me a message. I'll send the .grf file to you :)
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Re: Dutch Trainset v2.0 being developed

Post by Transportman »

Higaphix wrote: 03 Dec 2020 23:27 Hey, long time no see. I've haven't posted in a while.

I had sort of promised to do some development on the Dutch Train Set. That never really took off. Seems like commitment is not really my thing. Perhaps I'm not really into forums.

I've been maintaining my own version of the Dutch Train Set up until this point, by just implementing features that would reflect what we would see in real life.

If I wanted to do something with the trains, that one could do in real life, but couldn't with the Dutch Train Set, I would usually try to implement in some way.

As of today, I realised that you couldn't reverse trains the way they would in real life. So I implemented it. Now trains can ride in either push/pull configuration.

Screenshot from 2020-12-04 00-15-45.png

It works by checking whether the train is reversed. If so, the graphics are swapped with eachother and the lights adjusted for the opposite direction.

It did require a new set of graphics for the ICR Bs tho. But those sprites are easily edited :wink:

It's still a bit buggy (I still need to find a way to check the ID of the last vehicle in a consist. Maybe it's possible, maybe it isn't. Feel free to give me a clue if you have any) but I'll probably work it out a bit more.

If anyone's interested in my version of the Dutch Trainset, feel free to send me a message. I'll send the .grf file to you :)
Maybe this code can give you some pointers, but I think it will be way too much hassle to be worth it, especially if you want to consider all edge-cases (mixed trains and stuff like that).
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
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Erato
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Re: Dutch Trainset v2.0 being developed

Post by Erato »

I've been working on the Dutch Trainset addon a bit more.
A bit of a sneak peek of what I've done so far:
[+] Spoiler
Image
While doing this I noticed that sleeper trains in the Dutch trainset act like perfectly normal passenger carriages: the passenger aging period on sleeper carriages is the default passenger aging period on all other trains. Was this intentional? It feels like it really shouldn't be intentional.
No pics no clicks. Seriously.
ImageImageImageImageImageImageImage
Alon
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Re: Dutch Trainset v2.0 being developed

Post by Alon »

Thats very nice! I dont like the shape of the original ICE (sorry Voyager One :twisted:)
I am going to fix the Vectron , the SBB livery is using the Blue CC and the DB have some pink pixels plus some tweaks in minor details and make additional liveries.
Aside from that I am making a new ES64F4 with sooo many liveries from DB to ERS Vincent Van Gogh. Expect a Traxx DE too :wink:

Hope I can finish this weekend or next, Uni is very demanding these months
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Erato
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Re: Dutch Trainset v2.0 being developed

Post by Erato »

Emperor Jake wrote: 21 Nov 2014 13:40 So if the new Eurostar's going to be travelling to Amsterdam, surely it should be considered for inclusion in this set? It could be a simple recolour and slight modification of the ICE3. :P
Thanks for the tip. I included it in the Dutch Trainset Add-on, along with some other stuff. Given precedent it should be in the Dutch Trainset nightlies relatively quickly.
No pics no clicks. Seriously.
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Transportman
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Re: Dutch Trainset v2.0 being developed

Post by Transportman »

Erato wrote: 16 Feb 2021 16:43
Emperor Jake wrote: 21 Nov 2014 13:40 So if the new Eurostar's going to be travelling to Amsterdam, surely it should be considered for inclusion in this set? It could be a simple recolour and slight modification of the ICE3. :P
Thanks for the tip. I included it in the Dutch Trainset Add-on, along with some other stuff. Given precedent it should be in the Dutch Trainset nightlies relatively quickly.
I'll see what I can do, I'm not that active around here anymore so no promises on timeline or anything, but the changes you included in the last version are some I would like to have in the Dutch Trainset (Eurostar, IC Berlin and Nightjet wagons).

What did you change with the Thalys that they are now as new trains? And are there any other changes I need to be aware of?
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
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