Road Hog

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Alberth
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Re: Road Hog

Post by Alberth » 04 Jun 2016 06:15

Great improvement, so much good from a little red paint :)
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.


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colossal404
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Re: Road Hog

Post by colossal404 » 04 Jun 2016 14:08

Nice job! Back to the original TTD style? :wink:
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umarizal
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Re: Road Hog

Post by umarizal » 05 Jun 2016 10:58

Thank you for presenting us with this beautiful work.

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andythenorth
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Re: Road Hog

Post by andythenorth » 12 Jun 2016 10:54

Improved dump trucks...
dump-trucks-improved.png
dump-trucks-improved.png (11.97 KiB) Viewed 1957 times
Improved livestock trucks...
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livestock-trucks-improved.png
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andythenorth
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Re: Road Hog

Post by andythenorth » 21 Jun 2016 18:05

Beta 4 now on Bananas. Also I didn't post about previous Beta 3 release ;)

Not savegame compatible with previous releases.

---------
Changelog
---------

Beta 4
------

*Changes*
- added Boilingwell steam tanker truck
- change trailers on Cowsleigh livestock truck (needs more work)
- reworked Merrivale, Fortiscue and Coldfall reefer trucks
- reworked Runwell and Easywheal box trucks

*Fixes*
- Greenscoe tanker truck cab out of position (also copy improved pixels from Honister)
- tweak out-of-place pixels for multiple trucks
- set correct power value for Coleman dump truck

Beta 3
------

*Changes*
- added Coleman steam dump truck
- reworked appearance (adjusted lengths, wheels, body style)
- all open, flat, box and dump trucks
- some tanker and livestock trucks
- removed mining trucks, they don't make gameplay / graphical sense in current form (might add them back later in revised form)

*Codechanges*
- reworked assignment of sprites to vehicles
- prepared compile to add cargo sprite compositing

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Phreeze
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Re: Road Hog

Post by Phreeze » 22 Jun 2016 06:11

love the "stungun" and swineshead names xD good black humour
will have fixed some strings in the translator in a couple of mins ;)


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STD
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Re: Road Hog

Post by STD » 05 Jul 2016 12:39

Thank you very much for developing this set. I really like the whole vehicle list :)) . In which version of the set you plan to add the display of different cargoes (coal, iron ore, etc.) :)
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road hog.png
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andythenorth
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Re: Road Hog

Post by andythenorth » 05 Jul 2016 12:51

STD wrote:In which version of the set you plan to add the display of different cargoes (coal, iron ore, etc.) :)
Working on it at the moment ;) I'm figuring out how to automate it. That takes a bit longer to setup, but makes it easier to support more variety of cargo sprites in future.

Dump trucks already have cargo sprites, flatbed trucks will be likely done next.

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STD
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Re: Road Hog

Post by STD » 05 Jul 2016 13:38

andythenorth wrote:
STD wrote:In which version of the set you plan to add the display of different cargoes (coal, iron ore, etc.) :)
Working on it at the moment ;) I'm figuring out how to automate it. That takes a bit longer to setup, but makes it easier to support more variety of cargo sprites in future.

Dump trucks already have cargo sprites, flatbed trucks will be likely done next.
I wish you successes in work on Road Hog! Waiting for the next update :) .
[OpenTTD] STD screenshots
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[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017

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leifbk
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Re: Road Hog

Post by leifbk » 05 Jul 2016 17:18

Vassmo.png
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A busy township in 1911. Vassmo town is penetrated by five cargo tram routes: The Rackwood flatbeds carry wood from two forests in the south to a paper mill in the north. The Poptops carry milk in transit from two farms to the dock at Holslett farm. The Catchcans carry oil from an Oil well south of the town to a refinery north of it. I'm looking forward to actually see racks of wood on the Rackwoods :)

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leifbk
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Re: Road Hog

Post by leifbk » 10 Jul 2016 14:41

fisketrikk.png
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Fishing by tram. Supposedly they put their rods out of the windows. There's a major fishing harbor on the other side of the continent, and this was the easiest way to get the fish there. The Sparkford Reefers haul a handsome profit.

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andythenorth
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Re: Road Hog

Post by andythenorth » 11 Jul 2016 19:09

leifbk wrote:Fishing by tram.
Nicely played. :D

Cargo graphics are getting closer, the compositing code is done, with support for logs, planks and paper. Now need sprites for more cargos.

Meanwhile, improved tram...
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Road-Hog-Brightling-Tram.png
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andythenorth
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Re: Road Hog

Post by andythenorth » 15 Jul 2016 20:08

Beta 4 never made it to Bananas, but seems no-one noticed. :twisted:

Beta 5 is now up on Bananas. Enjoy.

------
Beta 5
------

Beta 5 is not savegame compatible with previous releases.

*Changes*

- cargo sprites for open and flatbed vehicles, including
  • paper
  • wood
  • lumber
  • engineering supplies / farm supplies
  • goods
- reworked appearance of
  • open trams
  • flatbed trams
  • livestock trucks and trams
  • covered hopper trucks
  • tanker trucks
  • edibles tanker trucks
  • Scrooby Top mining tram
*Fixes*

- steam not sparks for Stakebeck tram
- Ladycross tram wrong length for some angles
- correct offsets for 3/8 long vehicles

*Codechanges*

- cargo sprites compositor now works
- cargo templating reworked
- refactored from vehicle subclasses to consist subclasses
- provide multiprocessing support for grapics processor
- tidy some trivial mistakes in the compile

*Translations*

- updated
- translator credits: http://bundles.openttdcoop.org/road-hog ... redits.txt

------
Beta 4
------

*Changes*

- added Boilingwell steam tanker truck
- change trailers on Cowsleigh livestock truck (needs more work)
- reworked Merrivale, Fortiscue and Coldfall reefer trucks
- reworked Runwell and Easywheal box trucks

*Fixes*

- Greenscoe tanker truck cab out of position (also copy improved pixels from Honister)
- tweak out-of-place pixels for multiple trucks
- set correct power value for Coleman dump truck
Last edited by andythenorth on 16 Jul 2016 17:53, edited 2 times in total.

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andythenorth
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Re: Road Hog

Post by andythenorth » 16 Jul 2016 17:51

Beta 6 now on Bananas

Beta 6
------

*Changes*

- cargo sprites for
- steel / metal
- copper
- pyrite ore
- nitrates
- manganese
- alcohol, dyes, edible oil, milk, oil, petrol, chemicals, water

*Fixes*

- adjust cargo location points for a bunch of trucks

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STD
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Re: Road Hog

Post by STD » 18 Jul 2016 16:37

Thanks for updating Road Hog. Now I just try to play with this set in the game. I managed to wait until sprites cargo. Thanks again :))

Are you planning something else to add? :) .
[OpenTTD] STD screenshots
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[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017


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leifbk
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Re: Road Hog

Post by leifbk » 19 Jul 2016 13:53

Spotted a bug in the nomenclature: The "Runwell Open Truck" looks very much like a box truck.

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