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

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Snail
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by Snail »

Very nicely drawn steamers! I can't see the rods though. Will they be animated in the game?
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by michael blunck »

andythenorth wrote:
Snail wrote:Very nicely drawn steamers! I can't see the rods though. Will they be animated in the game?
Oh :shock:

No :)
How about rivets?

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Re: "Iron Horse" - A modular train set based mainly in reali

Post by PikkaBird »

michael blunck wrote:How about rivets?
Yes! Andy, will the rivets be animated?
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by beeurd »

PikkaBird wrote:
michael blunck wrote:How about rivets?
Yes! Andy, will the rivets be animated?
I want mine in company colours.
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by Dave »

*golf clap*

Excellent job. Can't wait to have a fiddle with it.

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Re: "Iron Horse" - A modular train set based mainly in reali

Post by DanMacK »

Thanks for the response guys! and while the rivets won't be animated, I may pester Andy to attempt rod animation :P
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by kamnet »

Wait! Where are the maglevs? I only play with maglevs, because they're the bestest! :twisted:
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by FLHerne »

Awesome! First 'abstract'(ish) set I actually want to play with! :bow:

Will there be a [Narrow|Standard|Both] gauge parameter? The cute little ones might look nice with other sets, especially if they don't look like chopped-up UKRS2 vehicles in future.
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by wallyweb »

andythenorth wrote:Maglelelevs might turn up.
A 400kmh MagLev Mikado steamer? :shock:
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by andythenorth »

FLHerne wrote:Will there be a [Narrow|Standard|Both] gauge parameter? The cute little ones might look nice with other sets, especially if they don't look like chopped-up UKRS2 vehicles in future.
No, that's not a goal for this set. ;) Watch this space for a more interesting alternative.

If you want to make your own variant, it's GPL, it's a python + nml compile, you can make a NG-only version trivially
- checkout
http://dev.openttdcoop.org/projects/iro ... y/show/src
- install the python deps (chameleon, markdown), and nml (+ PIL, ply)

- change grfid in this file
http://dev.openttdcoop.org/projects/iro ... nstants.py
- remove vehicles in this file
http://dev.openttdcoop.org/projects/iro ... rs/brit.py

- recompile
- profit
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Re: "Iron Horse" - A modular train set based mainly in reali

Post by FLHerne »

andythenorth wrote:Watch this space for a more interesting alternative.
Oh. Wow. :shock: :D
Also, thanks for the specific info on how to do it.
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Re: "Iron Horse" - A modular train set based slightly in rea

Post by andythenorth »

Iron Horse Alpha 5 now on Bananas or http://bundles.openttdcoop.org/iron-horse/releases/

-- changes --

Fix: offsets for most vehicles, including buy menu and depot views. Narrow gauge trains may still have some problems with offsets.
Fix: railcars wouldn't autorefit back to passengers.
Fix: running and buy cost tweaks.
Docs: remove some FISH references from the (unfinished) docs.
Feature: reduced cargo aging rate for Reefer and Livestock cars .
Feature: graphics for 3rd generation box car.

Translations: updates for Catalan, French, Hungarian, Russian, Spanish.
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Re: "Iron Horse" - A modular train set based slightly in rea

Post by Phreeze »

Base lang string:Dogs are brown, sometime


sometimes ?

translating the weird strings to LU ... you got a big imagination :rolleyes:
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Re: "Iron Horse" - A modular train set based slightly in rea

Post by andythenorth »

Alpha-6 now on Bananas.

-------
Alpha 6
-------

*New Features / Changes*

- Chaplin tank randomised reversed sprites
- adjust vehicle name to Mail Car (Metro)
- multiple tweaks to vehicle stats for game balance (too many to list)

*Fixes*

- some pax coaches using wrong sprite template
- Hudswell length should be 7/8
- Donegal should be 7/8 long
- Walker has 6/8 length
- bad spritesheet for some views of Little Bear
- Lemon tender wrong position in \ view
- set refittable pax on Combine cars (closes #6931)
- Cyclops sprites out of place (closes #6893)
- set default cargo correctly on lead slice of articulated consist (closes #6894)
- apparent fix for (limited) auto-replace of caboose
- spritesheet issues resolved for Tin Rocket
- sprites borked for gen 2 hopper car
- NG livestock is 4/8 long


*Language Updates*

- ca_ES: 1 change by juanjo
- lb_LU: 18 changes by Phreeze
- hr_HR: 1 change by Voyager1
- es_ES: 1 change by SilverSurferZzZ
- ru_RU: 1 change by George
- nl_NL: 5 changes by foobar
- ko_KR: 18 changes by kevin
- fi_FI: 4 changes by Arexander

*Code Changes*

- partial compiles, very much faster for isolated changes
- removed some dead strings
- provide NO_MP make flag for use during debugging
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