Road Hog

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Voyager One
Tycoon
Tycoon
Posts: 11204
Joined: 28 Dec 2009 09:47
Location: Rijeka, Croatia

Re: Road Hog

Post by Voyager One »

Tramz, tramz, tramz, tramz, tramz, tramz, tramz, tramz... :lol:

Great work Andy! :D
Leon

Image Image Image Image
"... all I ask is a tall ship and a star to steer her by..." - John Masefield
Supercheese
Tycoon
Tycoon
Posts: 1660
Joined: 16 Dec 2007 22:24
Location: Idaho, USA

Re: Road Hog

Post by Supercheese »

Voyager One wrote:Tramz, tramz, tramz, tramz, tramz, tramz, tramz, tramz...
... tramz, egg, tramz, tramz, bacon, and tramz. :lol:
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Pack man
Engineer
Engineer
Posts: 44
Joined: 01 Mar 2012 14:08

Re: Road Hog

Post by Pack man »

I tried a SP game with these trucks.

I understand this is in the beta stage, but it seems the trucks don't change appearances to match cargo (box truck for bauxite?) and most of the trucks (except the mining trucks seem really underpowered...

Would be nice if articulated trucks could pass, but they don't
User avatar
kamnet
Moderator
Moderator
Posts: 8580
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Road Hog

Post by kamnet »

Pack man wrote:Would be nice if articulated trucks could pass, but they don't
This is a flaw with OpenTTD's code, not the set. :-(
Kaiser-NA
Engineer
Engineer
Posts: 31
Joined: 14 Oct 2014 16:58

Re: Road Hog

Post by Kaiser-NA »

I loved the logging trucks in HEQS. I don't suppose you had anything in mind like this for Road Hog? It's a 1975 Hayes logging truck from North America, but it seems to fit the styling (my opinion, though). I guess I just love the four wheels up front :)

Image
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: Road Hog

Post by andythenorth »

More Hog. These are mostly DanMacK, bit of Pikka, some andythenorth.

Will have something playable by Christmas I hope. :twisted:
Attachments
hog_more.png
hog_more.png (173.13 KiB) Viewed 5462 times
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: Road Hog

Post by V453000 :) »

10/10 would lick pixels
ImageImageImage
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: Road Hog

Post by planetmaker »

tasty. Nice complement to HEQS.
Marshy
Director
Director
Posts: 630
Joined: 07 May 2004 14:57
Location: Leeds

Re: Road Hog

Post by Marshy »

Scumptious.
All though, I..I'm trying to make out what the front of that logging truck is supposed to be..and I just can't (might be just my eyesight)..
Marshy
Director
Director
Posts: 630
Joined: 07 May 2004 14:57
Location: Leeds

Re: Road Hog

Post by Marshy »

Ohh, majestic!
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: Road Hog

Post by andythenorth »

Alpha 5 is on bananas. It's no longer restricted to nightly version of OpenTTD only.

There are many known issues, see if you can find one I didn't already know about?

Not savegame compatible with previous Road Hog alpha versions.
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: Road Hog

Post by romazoon »

really nice vehicle set !

I like the look of them, their capacity (well i use the biggest capacity parameter ), their performance (i really like how trucks don t run at max speed when fully loaded ).

One thing i dislike is the very long loading time for "city cargo" vehicles in general ( passengers, mails ). while the old vehicles because of relatively low capacities, they don t take too long to load and can manage business in small/early towns, the latest models are just taking way too long, i m thinking especially of the double decket bus going 128km/h, wich i have seen taking more than 1000 ticks to fully unload and load, and created huge traffic jam in my cities when i autoreplaced my citybus line with that doubledecker ;)

is there any plan for a parameter to modify loading speed or is some rebalancing of that is planned ?

anyway, thanks for the time you putted in that set, it is already really fun to play with ;)
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: Road Hog

Post by andythenorth »

Pretty much everything in Road Hog is set to loading speed 5 at the moment. Needs changing.

I fixed a similar issue in Iron Horse recently, and roughly scaled the loading speed to the capacity, using 5 on an early vehicle as a baseline. That should make loading times mostly constant for each generation of a vehicle type.

So eh, genuine bug report thanks. ;)
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: Road Hog

Post by romazoon »

great, i ll look forward those "improved" loading speed ;)

meanwhille, i downloaded latest RC, and i ve seen a glitch with the powerstock farm bulk truck.
UK Transport, 6 Mar 2066.png
(63.65 KiB) Downloaded 7 times
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: Road Hog

Post by andythenorth »

Alpha-6 on Bananamachine.

- sprites for covered hopper trucks
- shuffle capacity for some trucks, 5t increases are fiddly and boring, use 10t or no increase (but increase other stats significantly)
- increase power for Topley bus
- fix wrong lengths / bad sprite positions for some vehicles

Also Alpha-6 is playable from 1860 to 2000+ or so (no new trucks after 1990s).
- all vehicles have _some_ graphics, even if they're the wrong ones
- cargo refits are done for all vehicles
- capacity is set for all
- intro date is set for all
- speed is set for all
- weights are supposed to be set, but might be wrong, report bugs...
- run & buy costs are probably wrong for most vehicles, don't report, will fix later
- horsepower is set but might be too low in many cases, report bugs...
- articulated (tractor-trailer) trucks might struggle with low tractive effort, because all of the cargo weight is on the trailer, instead of being shared with tractor. Report if it's an issue on hills...

Happy as a pig in mud?
Attachments
One day....in the future...these trucks won't all look the same.
One day....in the future...these trucks won't all look the same.
limebreach.png (31.57 KiB) Viewed 5055 times
Marshy
Director
Director
Posts: 630
Joined: 07 May 2004 14:57
Location: Leeds

Re: Road Hog

Post by Marshy »

May be something to do with 'some vehicles have_some_graphics' but I can't see it, trailer bug with 4 of the trailer units:
Attachments
Bug.png
Bug.png (106.91 KiB) Viewed 993 times
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: Road Hog

Post by andythenorth »

Marshy wrote:May be something to do with 'some vehicles have_some_graphics' but I can't see it, trailer bug with 4 of the trailer units:
Thanks, I know what that is caused by. ;) Fixed now in most cases. Those vehicles need new graphics drawing, won't fix all of them.

Alpha-7 now on bananas.

- adjusted buses (slow, high capacity) and coaches (fast, low capacity)
- added some more buses and coaches (reusing same sprites and names for now)
- shuffled some intro dates around
- petro-chemical tankers go a bit slower...because 'hazardous' reasons
- foundry haulers no longer refit scrap metal, but do now refit copper as well as steel/metal (dunno which set has copper, but eh).
- fixed most of the trucks that had wrong trailer sprites

Not sure about the idea of coach / bus split, and there might be too many of them. Yair. Enjoy.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 55 guests