"Iron Horse" - A modular train set based slightly in reality

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trainman1432
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by trainman1432 » 10 Aug 2019 16:15

I'd say just making a checklist of materials and cargoes and their corresponding (open) wagons to double-check before packaging?

I'd assume the 2.x versions should largely be for the new rosters right?
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andythenorth
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 10 Aug 2019 17:23

trainman1432 wrote:
10 Aug 2019 16:15
I'd say just making a checklist of materials and cargoes and their corresponding (open) wagons to double-check before packaging?
I do actually need to finish cargo support before releasing 2.0.0 :twisted:

Meanwhile, 2.0.0 Beta 2 now on Bananas. Mostly improvements to steam, diesel smoke etc :wink:
  • improved position of vehicle visual effects for many vehicles
  • tweaks to Bean Feast sprites
  • updated translations from web translators

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andythenorth
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 11 Aug 2019 08:26

Does this buy menu text for Very High Speed trains make sense?

These trains have distributed power, attaching dedicated middle units to the correct cab increases the total power of the train. Easy to do in-game, hard to explain in short words.

distributed_power_text.png
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Diesel Power
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Diesel Power » 11 Aug 2019 11:55

Makes sense to me.

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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 11 Aug 2019 21:48

Iron Horse 2.0.0 Beta 3 now on Bananas.

All wagons should now show either specific or generic sprites for all cargos. I also fixed a silly bug with engine smoke, plus a few other things. Give it a go :)

Unless new bugs are found, this is the last beta before a 2.0.0 release :twisted:

Changes from 2.0.0 Beta 2
  • show distributed power values in buy menu for cab and middle units of very high speed trains
  • add dedicated mail livery for gen 3 mail cars
  • update Ares livery to match gen 3 passenger and mail cars
  • update Gowsty mail livery to match gen 3 passenger and mail cars
  • cargo sprites complete for
    • alloy steel
    • carbon steel
    • copper
    • coffee
    • fruit
    • logs
    • lumber
    • nuts
    • paper
    • stainless steel
    • steel
  • generic cargo sprites complete for
    • barrels
    • crates
    • tarps
  • tweaks to multiple sprites
  • fix steam engine tenders showing smoke
  • updated translations from web translators

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andythenorth
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 13 Aug 2019 15:22

Arikover discovered a bug in 2.0.0 Beta 3 :twisted:

Iron Horse earliest start date is given as 1860, but due to randomisation of intro dates, some vehicles might not be available in 1860. This can cause the situation where there are engines but no suitable wagons, or similar situations. The missing vehicles will become available over time, the 1860 trains should all be introduced by June 1861 or so.

This won't be fixed for Iron Horse 2.0.0, but I will fix it in a later release. The workaround for 2.0.0 is just to let the game run a bit, or start later than 1860. :)


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Re: "Iron Horse" - A modular train set based slightly in reality

Post by SimYouLater » 16 Aug 2019 00:52

I could test it. What's the most likely thing to have a bug?
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You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Lionic » 16 Aug 2019 09:49

andythenorth wrote:
15 Aug 2019 21:02
No more bugs then? :shock:
Actually I've got one minor issue, do not know if you are going to fix it. Sometimes tender overlaps the Spinner engine, sometimes not. I have attached screenshot, hopefully you'll understand what I mean.
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spinner.png
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Emperor Jake
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Emperor Jake » 22 Aug 2019 14:16

Minor graphical goof:

When the final generation luxury passenger coach turns a corner, the doors switch sides. (Happens on both end coaches)
ih-wagon.png
(109.42 KiB) Not downloaded yet
I'm enjoying playing with this set very much btw, it makes playing with expiry and wagon speed limits on actually fun :D
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andythenorth
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 22 Aug 2019 18:38

Emperor Jake wrote:
22 Aug 2019 14:16
When the final generation luxury passenger coach turns a corner, the doors switch sides. (Happens on both end coaches)
Thanks! Really hard to spot these, there are so many coaches with so many variants :twisted: Will be fixed for 2.0.0 release.
Emperor Jake wrote:
22 Aug 2019 14:16
I'm enjoying playing with this set very much btw, it makes playing with expiry and wagon speed limits on actually fun :D
Thanks :D It’s the first newgrf I’ve made that I’m actually happy with :twisted:

Speaking of thanks, a few more, in no particular order:
  • @danmack for having the idea for Iron Horse, and for drawing all the version 1 sprites
  • @peter1138 for the group liveries feature and being one of the people who keeps OpenTTD dying-but-not-dead :)
  • @Eddi for being reliable source of clear thinking
  • @frosch123 for making a number of suggestions that influenced the structure of the tech tree in Iron Horse 2
  • @alberth for rewriting the makefile
  • @pikkabird for inspiration, and sprites I’ve repurposed
  • @supermop for subconsciously inspiring me to put HSTs back after I deleted them
  • also anyone I’ve forgotten, and all the translators
Cheers :wink:

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