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Re: Road Hog

Posted: 05 Apr 2015 08:01
by andythenorth
Moar Hog - bananas or http://bundles.openttdcoop.org/road-hog ... es/LATEST/

Alpha 13
--------

- unlucky for some
- remove Foreshore intermodal hauler (at least temporarily, possibly permanently)

*New sprites*

- Amblecote tram
- Stancliffe foundry tram
- Steeraway foundry hauler
- Swineshead livestock truck
- Gravelhead mining truck
- Meriden tanker truck
- Quickset general cargo truck
- Brigand supplies truck

*Translations*

- French

Re: Road Hog

Posted: 07 Apr 2015 12:15
by andythenorth
Alpha 14 now on bananabananas

Alpha 14
--------

- Buff logging truck sprites were out of position

*New / improved sprites*

- Road Thief supplies truck
- Speedwell general cargo truck
- Fortiscue reefer truck
- Coldfall reefer truck
- Stungun livestock truck
- Ribble covered hopper truck
- McDowell covered hopper truck
- Powerstock farm bulk truck

Re: Road Hog

Posted: 07 Apr 2015 13:37
by colossal404
I'd like tó report a bug, the speedwell generál cargo truck seems to have it's first párt doubled instead of having a trailer :wink:
Also, the road thief is waaaaay too weak tó reach it's maximum speed...

Edist: Sorry for the strange resolution, tested the grf, and captured the pic on phone...

Re: Road Hog

Posted: 07 Apr 2015 14:42
by andythenorth
Fixed those, thanks ;)

Re: Road Hog

Posted: 18 Apr 2015 12:35
by andythenorth
New version now on bananas

Alpha 15
--------

*Fixes*

- Road Thief power too low
- correct trailer sprite for Speedwell

*Translations*

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

Re: Road Hog

Posted: 07 Oct 2015 20:18
by andythenorth
Alpha 16 now on bananas

Changelog
=========

Changed the approach to vehicle types and reworked the whole roster. Can't be helped, eh. :twisted:

- very not finished, vehicles are missing, have wrong sprites, or wrong stats
- absolutely not savegame compatible with previous alphas
- it is fun, I've play-tested it

*Translations*

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

Re: Road Hog

Posted: 11 Oct 2015 06:25
by andythenorth
"I learned long ago, never to wrestle with a pig. You get dirty, and besides, the pig likes it."

No Hog comments?

Re: Road Hog

Posted: 11 Oct 2015 08:01
by Voyager One
Yep! The pig likes it!!! :lol:

Re: Road Hog

Posted: 11 Oct 2015 09:47
by Eddi
i don't know if there's an english translation for this, but we know this as "gefräßige Stille", when all the conversations suddenly die down after the food got served, and everybody is focused on enjoying their meal.

it usually means the meal is good :p

Re: Road Hog

Posted: 11 Dec 2015 19:53
by andythenorth
Alpha 17 now on Bananas.


Alpha 17
--------

*Changes*
- dibble TE way up, RV performance sucks
- fix some bugs
- add Cowsleigh livestock truck
- visible cargo for log trucks
- supplies haulers now refit to vehicles cargo
- use more appropriate sprites for some trucks
- set correct ‘faster’ speeds for some vehicles

Re: Road Hog

Posted: 03 Jan 2016 18:47
by RichardJGE
Had a quick play with the current version today. An excellent set, I am very impressed in how 'natural' (if that makes sense) the vehicles looks.

One issue I have found is the Griff Logging Truck (1870) recieves two truck heads with no trailer; furthermore, they do not run aligned on a S-E direction.

Re: Road Hog

Posted: 03 Jan 2016 19:19
by andythenorth
Thanks for the report :)

Alpha 18 now available for download on Bananas ;)

-- changelog --

Alpha 18
--------

*Changes*
- covered hopper trucks now refit rubber cargo
- mining trucks were a bit too fast, reduce speed
- replace some temporary sprites for flatbed trucks with better temporary sprites :P
- visible cargo states working for dump trucks and mining trucks (cargo colours don't cover all cargos for these trucks yet)

*Fixes*
- wrong lengths for Towerhouse Flatbed Truck
- reset a bunch of speeds that were wrong after refactoring some code
- wrong trailer sprites for Buff, Trefell and Griff logging trucks

Re: Road Hog

Posted: 03 Jan 2016 19:49
by RichardJGE
Great stuff.

Re: Road Hog

Posted: 03 Jan 2016 20:23
by colossal404
andythenorth wrote:Thanks for the report :)
- replace some temporary sprites for flatbed trucks with better temporary sprites :P
Best. Feature. Ever. :D

Re: Road Hog

Posted: 09 Feb 2016 09:01
by andythenorth
Beta 1 now on Bananas.

What's left to do for a v1?

- new or improved sprites for about half the vehicles
- cargo sprites
- some offsets still wrong
- properties of some vehicles need tweaking

-- Beta 1 changelog --

*Changes*
- add support for edible oil, nuts and phosphate cargos
- white trailer for Ribble and McDowell covered hopper trucks, consistent with Iron Horse covered hoppers
- covered hoppers now refit sand cargo
- automagically split semi-truck capacity on first trailer to get correct TE on lead unit (otherwise they have gutless performance)
- set power correctly for most of the on-highway trucks
- rebalanced passenger tram power and weight
- rebalance bus and coach intro dates, power and weight (each bus and coach generation now has unified intro date and power)
- remove Big Sky coach, not needed

*Fixes*
- wrong trailer position for Ribble and McDowell covered hopper trucks
- (codechange) don't set certain properties for trailing parts, they're not valid

*Translations*

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

Re: Road Hog

Posted: 08 Apr 2016 17:33
by Scanz
1920year.
Jinglepot and Runwell tracks has the same characteristics exept durability
Bug ?

oh. - properties of some vehicles need tweaking :roll:

Re: Road Hog

Posted: 31 May 2016 17:59
by andythenorth
Road Hog Beta 2 now on Bananas.

Changelog
=========

Beta 2
------

*Changes*
- new sprites for Waterperry and Silvertop edibles tankers
- new sprites for Capo and Yeoman open trucks
- new sprites for Cowsleigh livestock truck
- cargo graphics finished for dump / mining trucks and trams
- improved appearance of flatbed trucks (deck style matches Iron Horse flat cars)
- capacity for 'armoured' cargos now same as mail capacity where relevant
- consistent colour for wheel hubs everywhere (including replacement of 2CC wheel hubs where drawn)
- (unfinished) Witch Hill Mining Truck has a trailer

*Fixes*
- Scrooby Top mining tram showed wrong sprites when empty
- correct visual effects for Cowsleigh and Trefell steam trucks
- correct capacity for Capo and Rattlebrook open trucks

*Translations*

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

Re: Road Hog

Posted: 03 Jun 2016 18:57
by andythenorth
Improvements...

Re: Road Hog

Posted: 04 Jun 2016 02:44
by colossal404
Ooh, nice job! I like those new, colorful "cargo spaces"! (I don't even know the proper word for bulk truck's cargo space in hungarian)
This set is getting better and better, as I see it is becoming complete! :D
I wish I has half as much motivation as You to draw my trucks :wink:

Re: Road Hog

Posted: 04 Jun 2016 03:09
by ISA
Very nice!

I should try to go back on my set... the real life is a big issue!