Road Hog

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Digitalfox
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Re: Road Hog

Post by Digitalfox » 03 Dec 2014 15:56

I really like the selection of vehicles on this set :D

I know it's not the most important thing right now, there's a lot of things you probably want to do before considering this, but more modern/future vehicles please :mrgreen:

For example in the year 200* and 201* ;)

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Voyager One
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Re: Road Hog

Post by Voyager One » 03 Dec 2014 18:44

I don't know if this is a glitch...
Both steam logging trucks (pic 1) seem to be slightly misaligned in some diagonal directions. Same problem for all three livestock trucks (pic 2).
1.PNG
1.PNG (7.01 KiB) Viewed 4182 times

Otherwise - marvelous work Andy! :bow:
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Re: Road Hog

Post by Eddi » 04 Dec 2014 12:22

that trailer on the left looks like it's angled
You might not exactly be interested in Ferion, but if you are, have fun :)


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Re: Road Hog

Post by leifbk » 11 Dec 2014 15:37

andythenorth wrote:Alpha 5 is on bananas. It's no longer restricted to nightly version of OpenTTD only.
I'm on OTTD 1.4.2, and am unable to find it in the ingame download menu. Is it still restricted to newer versions?

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andythenorth
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Re: Road Hog

Post by andythenorth » 11 Dec 2014 15:46

leifbk wrote:I'm on OTTD 1.4.2, and am unable to find it in the ingame download menu. Is it still restricted to newer versions?
Needs 1.4.4 release or newer.

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Re: Road Hog

Post by leifbk » 12 Dec 2014 01:37

andythenorth wrote:
leifbk wrote:I'm on OTTD 1.4.2, and am unable to find it in the ingame download menu. Is it still restricted to newer versions?
Needs 1.4.4 release or newer.
Thanks for the heads up. As OpenTTD is seriously undermaintained in Gentoo (guess that none of the current devs are playing it), I ripped off another user's makeshift version bump to 1.4.4. (For tips on how to maintain your own OpenTTD in Gentoo Linux, see this thread.)

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andythenorth
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Re: Road Hog

Post by andythenorth » 29 Dec 2014 07:58

Alpha-8 now on bananas.

-- Alpha 8 --

- translation updates: Catalan, Spanish, Latin, Russian, US English, Afrikaans, French, Dutch
- correct names, stats and intro dates for the coaches and buses that were added in Alpha-7
- improved basic graphics for Wookey, Powerstock, Meriden and Cloud Hill trucks
- 6/8 trucks had wrong y offsets for \ / views (the fix reintroduces a similar issue for 6/8 trams that needs handling separately in future)
- Pigstick livestock truck capacity was wrong
- balanced loading speeds for all vehicles
- loading speed bonus for: mining haulers, livestock haulers, bulk farm haulers, bulk powder haulers, tankers, log haulers, edibles tankers, foundry haulers, intermodal haulers
- loading speed bonus for passenger buses and trams (but not passenger coaches)
- cargo aging rate (payment) bonus for: livestock haulers, edibles tankers, refrigerated haulers and passenger coaches

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PikkaBird
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Re: Road Hog

Post by PikkaBird » 17 Jan 2015 10:28

andythenorth wrote:- balanced loading speeds for all vehicles
The Brightling tram won't load - presumably it's been balanced to 0? ;)


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andythenorth
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Re: Road Hog

Post by andythenorth » 20 Jan 2015 11:11

Alpha-9 now on bananas.

This fixes the serious bug Pikka found. Some vehicles had loading speed set to zero, which caused them to sit in stations failing to load cargo. Now fixed. ;) No other changes.


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V453000 :)
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Re: Road Hog

Post by V453000 :) » 27 Jan 2015 15:56

Your love for those vehicles shines from them like a beacon.

Amazing job.
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andythenorth
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Re: Road Hog

Post by andythenorth » 27 Jan 2015 16:15

V453000 :) wrote:Your love for those vehicles shines from them like a beacon.
He he. Dan drew about 70% of them, one of the trucks was originally Pikka's I think, and the tram is adapted from British Tram Set (BATS) :bow:

I just chop them and tweak a pixel here and there :D

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andythenorth
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Re: Road Hog

Post by andythenorth » 21 Mar 2015 19:01

Alpha 11 now on bananas (alpha 10 was there previously, but I didn't announce it in the thread). ;)

This one is quite playable, so I got fancy and did a changelog.

Changelog
=========

Alpha 11
--------

Changes since Alpha 9. No changes were listed before Alpha 9, because eh, not valuable.

- new sprites for:
- Big Sky, Glenmore and Oxleas coaches
- Highgate and Topley buses
- Littleduke and Tallyho courier trucks
- Gravelhead mining truck
- Powerstock farm truck
- Cloud Hill and Meriden tanker trucks

- add support for Beans and Nitrates cargos
- edibles tankers refit to food
- fixes and tweaks to some vehicle properties

- translations updated (non-comprehensive list includes): French, Hungarian, Russian,
Italian, Spanish, Afrikaans (sorry if I missed any, doing this after sedation).

- rebuilt the compile
- now uses Python 3 and nmlc 0.4.x
- now placated pyflakes
- removed dubious magic when importing modules

Fin
---
Attachments
road-hog-alpha-11.png
Vehicles in Alpha 11
road-hog-alpha-11.png (312.32 KiB) Viewed 2884 times

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STD
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Re: Road Hog

Post by STD » 22 Mar 2015 08:15

Excellent work, andythenorth. Thank you :bow: . Soon I will try this set in the game :D .
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andythenorth
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Re: Road Hog

Post by andythenorth » 22 Mar 2015 08:30

STD wrote:Excellent work, andythenorth.
Also DanMacK who has drawn most of the et, and other people whose sprites we've adapted (GPL or with permission) ;)

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andythenorth
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Re: Road Hog

Post by andythenorth » 30 Mar 2015 20:50

Alpha 12 now on bananaramas


Changelog
---------

- new sprites for:
- Ladycross and Twinhills trams
- McDowell covered hopper truck
- Buff, Knockdown and Trefell logging trucks
- Goldmire courier truck
- Wookey farm truck
- Reaver, Crime Rigg and Brigand supplies trucks (some known bugs)

- translations updated

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colossal404
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Re: Road Hog

Post by colossal404 » 02 Apr 2015 14:05

Excellent work Andy (and whoever draw those sprites :D)! Just a fix on the positions and this set will be the best road vehicle set so far! :bow:

Keep going, I like to see process on this set :wink:

...I also recognise one of my drawings from the eGRVTS, good to see it's qualitative enough to match your expectations :)
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