OpenGFX+ Trains development thread

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planetmaker
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

NekoMaster wrote:I know theres a original vehicle name grf or two around the webs but think we could have a better vehicle name option?
Those newgrf can still be used in conjunction with this as this one doesn't change the engines' vehicleIDs. So no need to duplicate that.
Oh and one last thing, to keep this set from being used with other sets only because it has cheaper wagons maybe have a cost\run cost parameter too like in 2cc set?
That's a possibility; I added it at the tracker
EDIT : ONe last thing, this one doesnt have to be added but what about optional speed limits on the wagons so that we dont have 300 Kmh coal and oil trains whizzing around on the map (as much as it is nice it just isn't realistic, far from realistic)
I guess that could be done, too; also added to tracker
s it possible to have different capacities when refiting for the same cargo because I might draw up some Covered and Cylindrical Hopper sprites for the hopper car
(3 Bay) Covered Hopper : 30 units (60 for goods\food)
(4 Bay) Cylindrical Hopper : 45 Units (90 for goods\food)
Yes, such thing is possible. The given load amounts seem much too high to me, though; the usual load amount is at 30 max for rail vehicles, and 37 for maglev.
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Re: OpenGFX+ Trains development and translations thread

Post by Zephyris »

This should be all the livery overrides for the temperate trains (not monolev)...
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

Woah, you're damn fast - and with very nice results, looking good! :-)

One small additional request: could the cargo wagons (maybe also passenger) have also sprites with open doors (loading vs. travelling which current sprites represent)?
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Re: OpenGFX+ Trains development and translations thread

Post by Zephyris »

I get the idea, but I'm not sure how to draw it! Is there another grf which uses the same kind of effect to get some inspiration from?

*edit* Also, you mentioned having old and modern versions of wagons, how do you think this should look? The simplest, easiest and most visually consistent would be shorter (e.g. 6/8 length), shorter (ie. a couple of pixels less tall) and duller (less CC, more grey) versions of the current wagons... What do you think?
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Re: OpenGFX+ Trains development and translations thread

Post by NekoMaster »

Regarding the high capacity of the proposed 4bay cylndrical hopper, its due to the fact that IRL they have a higher capacity because they're cylindrical (rather then irregular shaped) and they have 4 bays which not only allow more to be loaded safely but the car is usually a bit bigger then other covered hoppers.

Also, for the speed limits, can cargo refits also change the max speed? Because if the Bulk hopper is made to run at say 104 KmH the covered/cylindrical hoppers would go as high as 120 to 128 because grain and food need to be moved faster then coal since they spoil. If needed I can propose speed limits for cars (if possible, in euro and North American styles)

EDIT : would it be a problem if I made my hoppers 2cc for better detail?
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

Zephyris wrote:I get the idea, but I'm not sure how to draw it! Is there another grf which uses the same kind of effect to get some inspiration from?

*edit* Also, you mentioned having old and modern versions of wagons, how do you think this should look? The simplest, easiest and most visually consistent would be shorter (e.g. 6/8 length), shorter (ie. a couple of pixels less tall) and duller (less CC, more grey) versions of the current wagons... What do you think?
I'm not aware of any set which show different loading and travelling stages for mail and pax. With mail it might be easier, if the big central feature is a door; one could possibly look through it or into some dark(er) wagon; with pax I'm not quite sure how to do it in a nice way :-)

Old vs. new: yes, the choice of colours, just different livery would be nice. I'm not sure I want to change the wagon length for the vehicles available between 1920 and 2050 (the default time span); but this time range could well use two versions, a differerenciation with colour like you proposed could be a good choice, for pax maybe more or larger windows. But I've not dwellt on the exact way too much and hope for artists creativitiy here ;-)

Additionally a shorter versions for wagons from 1870 onwards would work.

And another idea: local traffic vs. intercity coach. They could differ by their loading speed, speed limit and capacity and possibly running costs. Maybe their only visual difference could be to swap CC and 2CC?
NekoMaster wrote:Regarding the high capacity of the proposed 4bay cylndrical hopper, its due to the fact that IRL they have a higher capacity because they're cylindrical (rather then irregular shaped) and they have 4 bays which not only allow more to be loaded safely but the car is usually a bit bigger then other covered hoppers.

Also, for the speed limits, can cargo refits also change the max speed?
My point wrt capacity was not the difference but the absolute values. In order to not imbalance this set, the wagons would need to go by, say, 25 and 30 units of food or goods, maybe up to 35 for the late version. But well, that can be decided when they exist as graphics.

Yes, different refits can differ by their speed limit.
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Re: OpenGFX+ Trains development and translations thread

Post by Zephyris »

Cool, I'll have a think about the options for historic variants...

And some wood flatbed wagons, 6 variants, two colour schemes (CC vs grey) and 3 loading stages.

*edit* And bugger :) I totally forgot about the palette issues! sorry :oops:
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Re: OpenGFX+ Trains development and translations thread

Post by NekoMaster »

I dont like repeating myself but I just thought I'd clear these

What about a parameter that has "Original" stats for tropical and sub-arctic locomotives and "Realistic" stats (and names) for tropical and sub-arctic locomotives.

Also, as for the original vehicle names I suggested this because it would save at least one grf slot and also reduces the number of grf needing to be loaded\found when loading save games and scenarios.

Last thing, would it be a problem if I use 2 company colors?
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Re: OpenGFX+ Trains development and translations thread

Post by NekoMaster »

Zephyris wrote:Cool, I'll have a think about the options for historic variants...

And some wood flatbed wagons, 6 variants, two colour schemes (CC vs grey) and 3 loading stages.

*edit* And bugger :) I totally forgot about the palette issues! sorry :oops:
Hey, these look nice. The depressed enter car could be used for heavy loads (like mine vehicles and machinery) or for containers (either half size or 3/4 size (which I think is a rare but real container))
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Re: OpenGFX+ Trains development and translations thread

Post by Nite Owl »

Zephyris wrote:Is there another grf which uses the same kind of effect (opening doors) to get some inspiration from?
If I remember correctly The American Transition Set (v0.87.4d) has several vehicles in it that have opening doors for freight, mail, and passenger cars. It can also be found in the #openttdcoop grf pack.
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

MUs with livery override for mail and passenger wagons:
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

Zephyris wrote:Lev3...
Is it by design that the wagons are 28px instead of 32px? (I know, the base set uses 28px, but 32 px make for nicer view)
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Re: OpenGFX+ Trains development and translations thread

Post by Zephyris »

I just copied the size of the other monolev wagons... I could push them up to 32px length quite easily.
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

Zephyris wrote:I just copied the size of the other monolev wagons... I could push them up to 32px length quite easily.
I'd actually like that. Wagons are short anyway :-)
If you do that, could you maybe have a look at the turbotrain wagons, too (despite what I said earlier)? They are 28px only, too.
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Re: OpenGFX+ Trains development and translations thread

Post by Timmaexx »

Thank you very much for OpenGFX+ Trains!
I used it in my last games and was very excited how it works with FIRS!
My only need is vehicles before 1926!
The games end too fast¹... ;)

¹And I don't wan to use Daylengthhack
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Re: OpenGFX+ Trains development and translations thread

Post by colossal404 »

Great process there, I like it!
But there's a thing what I'd like to ask:
Shouldn't the locomotives and the train cars be positioned down tot he dark grey line in the buy-menu?
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

NekoMaster wrote: Also, for the speed limits, can cargo refits also change the max speed?
EDIT : would it be a problem if I made my hoppers 2cc for better detail?

Code: Select all

Änderung:        162:f9bfdaf91ce9
Zusammenfassung: Feature #1919: Adjustable purchase and running costs
When you come up with a list of reasonable speed limits (maybe time dependent), could you post that list on a per-wagon basis to the appropriate tracker, please: http://dev.openttdcoop.org/issues/1920

2CC wagons are perfectly possible. The goods containers (only goods, no others) use CC, 2CC and another random color in a 1:1:1 random ratio ;-)
colossal404 wrote:Great process there, I like it!
But there's a thing what I'd like to ask:
Shouldn't the locomotives and the train cars be positioned down tot he dark grey line in the buy-menu?
Possibly. Thanks for pointing it out, I'll look into it.
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Re: OpenGFX+ Trains development and translations thread

Post by DanMacK »

Looking good so far guys!

One thing re: the Turbotrain cars - They are actually short to begin with, so I'd say keep those ones at least, as is :)

I may piece together some more NA stuff for the set in a few days :)
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker »

DanMacK wrote:One thing re: the Turbotrain cars - They are actually short to begin with, so I'd say keep those ones at least, as is :)
I may piece together some more NA stuff for the set in a few days :)
Right. I guess I have to start hacking together 7/8 and 6/8 templates anyway, I guess. I could start right there :-) Looking forward :-)

EDIT: yep, much better as 7/8 length vehicle :-)

EDIT2: and the same thing for the Lev3 maglev train. Clearly the Lev4 should get the length reduction, too...

EDIT3: Another addition: flatbed wagons for wood with more loading stages
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turbotrain with 7/8 length mail and passenger wagons
turbotrain with 7/8 length mail and passenger wagons
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Lev3 livery override
Lev3 livery override
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flatbed wagons loaded with wood
flatbed wagons loaded with wood
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Re: OpenGFX+ Trains development and translations thread

Post by NekoMaster »

I think theres a grf out there that allows all locomotives in all climates but what about intergrating that feature (along with the original vehicle names\realistic stats)

I noticed that after 1986 standard gauage rail wagons\cars start disappering and when it gets to the 2000's only the passenger, mail, and armored boxcar are left. Bug?

Edit : Proposal for wagon speeds, it'd be nice if when generations are being replaced that the old wagon become obsolete while the new wagon comes out to make it easier to replace cars

Code: Select all

Passenger Car

Mail Car

Armored Boxcar

Livestock Boxcar
1900 - 1975 : 104 Km\H
1975 - Present : 120 Km\H

Bulk wagon
1900 - 1970 : 96 Km\H
1970 - Present : 112 Km\H

(Covered\Cylindrical Hoppers)
1950 - Present : 120 Km\h

Piece Goods Wagon (Boxcar)
1900 - 1950 : 112 Km\H
1950 - Present : 128 Km\H

(Refridgerator car)
1900 - 1950 : 120 Km\H
1950 - Present : 128 Km\H

Tank Wagon
1900 - 1950 : 112 Km\H
1950 - 1980 : 120 Km\H
1980 - Present : 128 Km\H

Flatbed Wagon
1900 - 1960 : 104 Km\H
1960 - 1980 : 112 Km\H
1980 - Present : 120 Km\H

(Container on Flatbed) (Just a container strapped to a flatcar)
1970 - 1985 : 112 Km\H
(Container car)
1985 - Present : 128 Km\H
(Double Stack)
1985 - Present : 120 Km\H
Also, how about a Trailer on flatbed (aka TOFC) just for fun and to make truck to rail transfers of goods and food a little more realistic (I see TOFC's wizz by on the CP Rails once in awhile, usualy hauling goods TOFC's (tools, electronics, etc))
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