Supercheese's Eyecandy GRFs

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Re: Supercheese's Eyecandy GRFs

Post by spaceman-spiff »

Yexo wrote:You could upload your savegame to others can see what exactly is wrong.
I think I've done something wrong or got confused :roll:
The added grf doesn't seem to break the savegame.
Now I can place hub airports everywhere, more than 2 in all towns.

Thanks, I will play a little more.

Regards.
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With new grf, 27th Nov 2142.sav
(740.16 KiB) Downloaded 281 times
Well, back to work, lot's of it in the near future
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Re: Supercheese's Eyecandy GRFs

Post by Supercheese »

Update:

-Added More NewGRF List Seperators: http://www.tt-forums.net/viewtopic.php? ... 77#p972477
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

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Re: Supercheese's Eyecandy GRFs

Post by Supercheese »

Update:

Emergency Road Vehicles [v0.1] renamed to Eyecandy Road Vehicles [v0.2]


Changelog:

- Added to BaNaNaS

- Renamed to "Eyecandy Road Vehicles" to facilitate non-emergency-vehicle development.

- Added Tow Truck, can refit to CC or non-CC [yellow]. Note the tow truck does not have a siren.

- Added USPS-style Mail Truck. Note the mail truck has neither sirens nor flashing lights.

- Corrected errors with flashing lights on some sprites.

- Flashing lights are now always disabled in the purchase menu.

- Added parameter to disable flashing lights.

- Added parameter to determine whether AI-built vehicles tow trucks are in CC or non-CC (currently only affects tow truck).

- Clarified description of the AI siren-controlling parameter.

- Increased Ambulance and Fire Truck speeds to 55 mph.

- Set all introduction dates to 1930.


See first post and/or the included readme for more complete information. :)
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

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Re: Supercheese's Eyecandy GRFs

Post by Railwaymodeler »

I'm really enjoying the eyecandy vehicle set! The way I use it, it does have a bit of a practical aspect, too.

Police cars are sent to various bus stops in cities, as if they are part of a company in-house transit security force. While I am aware that I can set them up to never load passengers, I do allow the police cars to transport passengers anyway. The revenue generated, I treat as if it were fines given out to vandals or those trying to avoid paying fare.

Generally I do not have the police cars follow routes that buses use, but instead make them seemingly random patrol. This is done by a long set of orders that complete a loop three or four times in different order of stops.

Example:

Code: Select all

A->B->C->D->E
Is the normal bus route.

Police cars may be set up as:

Code: Select all

B->E->C->B->D->A->C->A->D->B->E
Ambulances are handy, too, especially with the Total Town Replacement Set, which features hospitals. Around here, there are private-run medical transport services. Often these companies use ambulances that were phased out by city emergency services. In my town, if you get injured and city fire department EMTs come, they have to transport you to the closest hospital that is appropriate to your needs. Closest to my last home was a hospital with a reputation for being poorly run and patients that left in worse shape than they came in. One would need to arrange for private transport to be seen elsewhere.

Who says TT can't also allow for medical transport as such? Set up a bus stop by each hospital, and use the ambulances for such a system!
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Re: Supercheese's Eyecandy GRFs

Post by Supercheese »

Here's a look at what I've been working on recently. I'm intending to release a NewObjects set, primarily because of the idea I had for some extra marine life such as seagulls. They look great in game, if I do say so myself, especially when used with stuff like MariCo, FIRS, and FISH :).

I just hope I got the shadows & sun angle decently...
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seagulls_small.gif
seagulls_small.gif (2.99 KiB) Viewed 6753 times
seagulls_large.gif
seagulls_large.gif (5.4 KiB) Viewed 6753 times
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

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Re: Supercheese's Eyecandy GRFs

Post by Purno »

Ok, that's pretty funny :tongue:
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Re: Supercheese's Eyecandy GRFs

Post by kamnet »

Clever! Y'know, awhile back on BadBrett's Gold Rush mod, there was some discussion about adding birds. I never thought of an animated NewObject to hang around trees, beachfronts, fisheries and landfills. Pretty sweet!
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Re: Supercheese's Eyecandy GRFs

Post by wallyweb »

Supercheese wrote:I'm intending to release a NewObjects set, primarily because of the idea I had for some extra marine life such as seagulls.
Fantastic! :D
Colour those seagulls black and place them next to an Interstate or the Trans Canada Highway. :mrgreen:
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Re: Supercheese's Eyecandy GRFs

Post by coalroads artist »

Haha, that's cool!
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Re: Supercheese's Eyecandy GRFs

Post by Pyoro »

Awesome! :D Now someone should draw some deer, rabbits and ... dinosaurs.
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Re: Supercheese's Eyecandy GRFs

Post by coalroads artist »

I drew some Kangaroos a while ago for an Australian landscape, can't imagine them animated, lol.
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Re: Supercheese's Eyecandy GRFs

Post by kamnet »

coalroads artist wrote:I drew some Kangaroos a while ago for an Australian landscape, can't imagine them animated, lol.
You could always code them as a vehicle, though! ;-)
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Re: Supercheese's Eyecandy GRFs

Post by Supercheese »

Eyecandy Road Vehicles updated to Version 0.3 (see first post and/or B&N&N&S).

Changelog:

Code: Select all

- Added parameters to enable/disable individual vehicles.

- Added Garbage Truck.
	-No sirens, no flashing lights, comes in a "Classic" model from 1930-1978, and a "Modern" model from 1978 onward. (Graphical only, no stats changes.)
	-The "Classic" model is in Company Color, and the "Modern" model is 2CC.
Additionally, if anyone would like to provide translations, the English.lng is attached to this post. If you'd like to see this grf translated into your language of choice, post the translation here :).
Attachments
english.lng
(2.46 KiB) Downloaded 147 times
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

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Re: Supercheese's Eyecandy GRFs

Post by R-TEAM »

Hi,

very nice in additions to StreetTrafic AI (or simillar ...)
Can the vehicles be hiden for the "normal" player, so only the AI can build it ?

And its would be nice to have vehicles in earlyer aeras (old steam trucks/Horses).

Regards
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Re: Supercheese's Eyecandy GRFs

Post by planetmaker »

R-TEAM wrote: Can the vehicles be hiden for the "normal" player, so only the AI can build it ?
No. AIs are treated as normal players as much as that's possible.
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Re: Supercheese's Eyecandy GRFs

Post by Supercheese »

Hmm, yes, I could work on horses, borrowing sprites from eGRVTS since it uses the same license as this set. :idea:
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

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Re: Supercheese's Eyecandy GRFs

Post by Quast65 »

Nice work, love the garbagetruck!

But two things:
- In the non-cc version there seem to be some block cycle colors in the red:
garbagetrucks.png
garbagetrucks.png (18.91 KiB) Viewed 6441 times
- could it possible to choose which garbagetruck you want (maybe via parameter)? I really like the graphics of the old one, also for my modern games.

And a couple of suggestions for other vehicles:

- NY yellow cabs (50's style, modern style)
- A black & white police car, like the one in the Blues Brothers movie ;-)

Keep up the great work!
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Re: Supercheese's Eyecandy GRFs

Post by Mahoo76 »

Supercheese wrote:Additionally, if anyone would like to provide translations, the English.lng is attached to this post. If you'd like to see this grf translated into your language of choice, post the translation here :).
Did some Dutch. Isn't perfect, but it's something :P
dutch.lng.txt
(2.67 KiB) Downloaded 140 times
You need to check the grflanguage code in the first line. Didn't know what to put.
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Re: Supercheese's Eyecandy GRFs

Post by Supercheese »

Quast65 wrote:Nice work, love the garbagetruck!

But two things:
- In the non-cc version there seem to be some block cycle colors in the red:
- could it possible to choose which garbagetruck you want (maybe via parameter)? I really like the graphics of the old one, also for my modern games.
Right you are, I did not QA those non-cc trucks properly :oops:. I'll have the sprites fixed in the next version, and I'll also provide a way to keep building the "classic" trucks, probably by making the transition to "modern" a random variant, rather than a total replacement just make the "modern" version a new model, and neither model will expire.
Quast65 wrote: And a couple of suggestions for other vehicles:

- NY yellow cabs (50's style, modern style)
- A black & white police car, like the one in the Blues Brothers movie ;-)

Keep up the great work!
There are already Taxi grfs here: http://www.tt-forums.net/viewtopic.php? ... 26#p645039

And I agree a black n' white cop car is needed, probably as a random variant. 8)

Thanks for the feedback, much appreciated :).
Mahoo76 wrote:Did some Dutch. Isn't perfect, but it's something :P
Thanks for the translation, I'll aim to include it in the next version. :)
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
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Re: Supercheese's Eyecandy GRFs

Post by Eddi »

well, you could let the old one retire, the people who still want to use it can use the "vehicles never retire" option.
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