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.

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V453000 :)
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Re: Road Hog

Post by V453000 :) » 26 Jul 2016 21:17

WANT LICK. MUST RESIST.
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Kevo00
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Re: Road Hog

Post by Kevo00 » 03 Sep 2016 21:10

Love this set...but is it just me or does it block out all other road vehicle newGRFs? I have multiple newGRFs enabled, I think...

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Re: Road Hog

Post by leifbk » 03 Sep 2016 21:17

Kevo00 wrote:Love this set...but is it just me or does it block out all other road vehicle newGRFs? I have multiple newGRFs enabled, I think...
It's working perfectly for me with my favourite RV newGRF, the eGRVTS2. I'm using Road Hog mostly for the trams. But all vehicles from both sets are available.

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kamnet
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Re: Road Hog

Post by kamnet » 04 Sep 2016 02:24

The only vehicle set it replaces are the default vehicles, which you can gain back if you install OpenGFX+ Road Vehicles. No other sets are affected.

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Re: Road Hog

Post by andythenorth » 05 Sep 2016 06:43

Road Hog Beta-7 now on Bananas.

Substantially reworked the freight trams ;)
such_tramz_before.png
Beta-6 - not so good
(44.66 KiB) Not downloaded yet
such_tramz_2.png
Beta-7 - better
(46.55 KiB) Not downloaded yet
Not savegame compatible with previous releases.

Beta 7
------

*Changes*

- added three fruit trams
- reworked appearance of most freight trams
- adjusted freight tram capacity, generation 2 is now 60t and generation 3 is 72t
- adjusted freight tram weight, tractive effort and power
- use different sound effects for different vehicle types (tram, bus, truck etc)
- removed Steeraway foundry hauler, doesn't make gameplay / graphical sense in current form (might add it back later in revised form)
- cargo sprites
-- tarpaulins in 2nd company colour for generic piece cargo loads
-- blue tarpaulins for farm supplies
-- gold tarpaulins for engineering supplies
-- red tarpaulins for building materials
-- added potash
-- added sugar beet
-- improved clay
- tanker colours
-- use dark red for rubber cargo
-- use 2nd company colour for generic cargos

*Docs*

- list special features (if any) for each vehicle in vehicles page

*Codechanges*

- tankers now automatically recoloured with pixa

*Translations*

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

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V453000 :)
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Re: Road Hog

Post by V453000 :) » 05 Sep 2016 11:24

The progress you made between versions is absolutely incredible. This is easily one of the best road vehicle sets ever seen in OpenTTD, you are doing tremendous work! I can't wait to see all those cargo graphics.

The trams are just unbelievable, and very well fit the style of your graphics you have been making in the years.

Thank you for your hard work.
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Kevo00
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Re: Road Hog

Post by Kevo00 » 05 Sep 2016 13:05

kamnet wrote:The only vehicle set it replaces are the default vehicles, which you can gain back if you install OpenGFX+ Road Vehicles. No other sets are affected.
Actually to be more precise it is more partial than this - it certainly seems to work with 2CC trams. I really don't care about the default vehicles.

But Bob's British Road Vehicles, Bob's Random British Road Vehicles and Bob and Ameecher's British Tram Set appear to be replaced by this set. For me at least. I am playing in 1930 and ought to have several UK trams available.

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STD
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Re: Road Hog

Post by STD » 05 Sep 2016 16:35

Thank you very much for the new version of this set. Great job, andythenorth :))
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Re: Road Hog

Post by andythenorth » 05 Sep 2016 17:01

Kevo00 wrote:Bob and Ameecher's British Tram Set appear to be replaced by this set. For me at least.
I have tested with BATS, and it works for me with recent Road Hog releases :)

It's not trivial for one newgrf to disable vehicles in another, there's nothing deliberate in Road Hog that would do this ;)

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Kevo00
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Re: Road Hog

Post by Kevo00 » 10 Sep 2016 21:25

andythenorth wrote:
Kevo00 wrote:Bob and Ameecher's British Tram Set appear to be replaced by this set. For me at least.
I have tested with BATS, and it works for me with recent Road Hog releases :)

It's not trivial for one newgrf to disable vehicles in another, there's nothing deliberate in Road Hog that would do this ;)
That's good to know! Actually, I think the culprit might be another newgrf...

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Re: Road Hog

Post by andythenorth » 17 Sep 2016 17:56

Such mail tramz.
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andythenorth
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Re: Road Hog

Post by andythenorth » 17 Sep 2016 19:25

..
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NekoMaster
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Re: Road Hog

Post by NekoMaster » 24 Sep 2016 21:47

cute little trams :)

Though cute and some are small, they're probably helpful inside cities and industrial area's
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Re: Road Hog

Post by NekoMaster » 03 Oct 2016 19:31

andythenorth wrote:Mail tramz again....
Can mail tramz also do town cargoz? (Like Mail, Goods, Food, etc)
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Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!

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Re: Road Hog

Post by andythenorth » 04 Oct 2016 20:14

NekoMaster wrote:Can mail tramz also do town cargoz? (Like Mail, Goods, Food, etc)
Yes
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