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PostPosted: Sun Dec 04, 2011 1:30 pm 
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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.


Attachments:
With new grf, 27th Nov 2142.sav [740.16 KiB]
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PostPosted: Sun Jan 22, 2012 4:50 am 
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Update:

-Added More NewGRF List Seperators: viewtopic.php?f=26&t=56780&p=972477#p972477

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PostPosted: Fri Jul 27, 2012 5:54 am 
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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. :)

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PostPosted: Sat Aug 11, 2012 4:05 am 
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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:
A->B->C->D->E

Is the normal bus route.

Police cars may be set up as:
Code:
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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PostPosted: Fri Dec 28, 2012 4:09 am 
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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...


Attachments:
seagulls_small.gif
seagulls_small.gif [ 2.99 KiB | Viewed 3145 times ]
seagulls_large.gif
seagulls_large.gif [ 5.4 KiB | Viewed 3145 times ]

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PostPosted: Fri Dec 28, 2012 5:10 am 
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Ok, that's pretty funny :tongue:

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PostPosted: Fri Dec 28, 2012 6:24 am 
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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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PostPosted: Fri Dec 28, 2012 11:43 am 
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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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PostPosted: Fri Dec 28, 2012 12:11 pm 
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Haha, that's cool!

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PostPosted: Fri Dec 28, 2012 12:11 pm 
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Awesome! :D Now someone should draw some deer, rabbits and ... dinosaurs.


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PostPosted: Fri Dec 28, 2012 12:13 pm 
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I drew some Kangaroos a while ago for an Australian landscape, can't imagine them animated, lol.

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PostPosted: Fri Dec 28, 2012 12:16 pm 
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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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PostPosted: Mon Jan 07, 2013 11:27 pm 
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Eyecandy Road Vehicles updated to Version 0.3 (see first post and/or B&N&N&S).

Changelog:
Code:
- 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 65 times

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PostPosted: Tue Jan 08, 2013 7:32 am 
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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
R-TEAM


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PostPosted: Tue Jan 08, 2013 7:46 am 
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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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PostPosted: Tue Jan 08, 2013 8:00 am 
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Hmm, yes, I could work on horses, borrowing sprites from eGRVTS since it uses the same license as this set. :idea:

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PostPosted: Wed Jan 09, 2013 1:55 pm 
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Nice work, love the garbagetruck!

But two things:
- In the non-cc version there seem to be some block cycle colors in the red:
Attachment:
garbagetrucks.png
garbagetrucks.png [ 18.91 KiB | Viewed 2833 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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PostPosted: Wed Jan 09, 2013 7:20 pm 
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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
Attachment:
dutch.lng.txt [2.67 KiB]
Downloaded 59 times

You need to check the grflanguage code in the first line. Didn't know what to put.

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PostPosted: Thu Jan 10, 2013 12:30 am 
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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: viewtopic.php?f=26&t=35126#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. :)

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PostPosted: Thu Jan 10, 2013 2:39 am 
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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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