[OTTD] 2CC|Trams - Nightly Betas Now Released

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
kamnet
Moderator
Moderator
Posts: 7213
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by kamnet »

While there are a few vehicles in this set which are used as LRVs, they're included here because they're also ran a street-running trams in some areas. Anything that's only used as an LRV hasn't been included. It would be nice to see a broader LRV set emerge.

As for cable cars, we talked about that and decided that it wasn't really appropriate for this set at the time. If NRT becomes a reality, we might have to re-evaluate that. I think that would be a nice addition. The only problem we might see is that, truthfully, there wasn't a lot of diversity in cable cars. In my research on them it appears that there were only a few styles that appeared in their 20-30 year history as a serious transportation option and most manufacturers effectively ripped each other off. Their speed and hauling ability was mostly determined by the power plant and engines in that plant and almost nothing to do with the vehicle itself.

User avatar
supermop
Tycoon
Tycoon
Posts: 1054
Joined: 21 Feb 2010 00:15
Location: Fitzroy North - 96

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by supermop »

kamnet wrote:While there are a few vehicles in this set which are used as LRVs, they're included here because they're also ran a street-running trams in some areas. Anything that's only used as an LRV hasn't been included. It would be nice to see a broader LRV set emerge.

As for cable cars, we talked about that and decided that it wasn't really appropriate for this set at the time. If NRT becomes a reality, we might have to re-evaluate that. I think that would be a nice addition. The only problem we might see is that, truthfully, there wasn't a lot of diversity in cable cars. In my research on them it appears that there were only a few styles that appeared in their 20-30 year history as a serious transportation option and most manufacturers effectively ripped each other off. Their speed and hauling ability was mostly determined by the power plant and engines in that plant and almost nothing to do with the vehicle itself.

Doesn't sound like that much of a deal breaker to me - It's a niche option, so even just 1 or 2 types would still be useful in the later 19th century. Its also not even that hard to have a set of tram tracks with a 'weak plant' and 'strong plant' type, then vary speed/hp by track type.

User avatar
acs121
Tycoon
Tycoon
Posts: 1943
Joined: 03 Nov 2017 18:57
Location: Courbevoie, near Paris, France

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by acs121 »

Hi,

Are cargo trams abandoned or still in developement ? Thanks.

User avatar
Voyager One
Tycoon
Tycoon
Posts: 11181
Joined: 28 Dec 2009 09:47
Location: Rijeka, Croatia

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Voyager One »

We've seem to come to a hickup with our coding but the works is all but abandoned. Stay tuned for more news... :D
Leon

Image Image Image Image
"... all I ask is a tall ship and a star to steer her by..." - John Masefield

User avatar
acs121
Tycoon
Tycoon
Posts: 1943
Joined: 03 Nov 2017 18:57
Location: Courbevoie, near Paris, France

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by acs121 »

Too bad. I love playong with cargo trams. I may re-use the sprites of the Paris l'Arpajonnais though, and maybe code it.

User avatar
Bob_Mackenzie
Chairman
Chairman
Posts: 823
Joined: 25 Mar 2010 13:36

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Bob_Mackenzie »

Some of the early British cargo trams now appear in BATS, the tracking sheet was inspirational :)

User avatar
acs121
Tycoon
Tycoon
Posts: 1943
Joined: 03 Nov 2017 18:57
Location: Courbevoie, near Paris, France

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by acs121 »

Front sprites were made for the cargo trams (you can see them on the OpenTTD Wiki) though.

HenryDorsettCase
Engineer
Engineer
Posts: 3
Joined: 25 Apr 2018 19:39

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by HenryDorsettCase »

Hi, guys -

I would like to help with the coding if possible... I'm mainly a C# developer but have experience in a range of languages. I can't promise anything, but if you let me know what you need to move the project forward I'm happy to give it a shot and see if I can contribute something. I've been looking for an open source project to work on and I would love if my efforts could help the OpenTTD community which has brought me a lot of fun times!

Thanks!!

Case

User avatar
Voyager One
Tycoon
Tycoon
Posts: 11181
Joined: 28 Dec 2009 09:47
Location: Rijeka, Croatia

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Voyager One »

We would welcome any help with coding that you could give. Currently we're kind of stuck as our coders have real life obbligations that obviously come first.

I think you can find all the work on devzone, please take a look and tell me what would you need...

Thank you so much!
Leon

Image Image Image Image
"... all I ask is a tall ship and a star to steer her by..." - John Masefield


User avatar
Voyager One
Tycoon
Tycoon
Posts: 11181
Joined: 28 Dec 2009 09:47
Location: Rijeka, Croatia

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Voyager One »

Thanks Andy. :bow:

All sprites are drawn, passenger trams are already coded but cargo trams haven't been added yet to the GRF. I suspect that's the major job to be done since there are a lot of cargoes to be coded.
Leon

Image Image Image Image
"... all I ask is a tall ship and a star to steer her by..." - John Masefield

HenryDorsettCase
Engineer
Engineer
Posts: 3
Joined: 25 Apr 2018 19:39

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by HenryDorsettCase »

Thank you for the info, guys! I will check out the devzone.

Give me a little time to get familiar with the tools/repo and I'll see if I can get some of those cargo trams running! (I just started using the trams in my own games, so I have a selfish motive here as well! Need to get that mail moving!)

Again, don't want to promise anything, but hoping I can be of help.

-Case

User avatar
Voyager One
Tycoon
Tycoon
Posts: 11181
Joined: 28 Dec 2009 09:47
Location: Rijeka, Croatia

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Voyager One »

Thanks mate!

Just yell if you have any problems understanding my sprites. :lol:

P.S. A heads-up: you'll see some trams like the one I'll attach below. They have "cargo" in fire-cycle colors. That's intended to be "recolored" to specific ranges of colors that represent various cargos. E.g. refitting the tram to coal would use a black-ish range of colors, grain would be yellow-ish etc. The same idea was used in the Dutch Trainset if you want to take a look.
Attachments
Esch-sur-Alzette AEG U28 Mining Tram.PNG
Esch-sur-Alzette AEG U28 Mining Tram.PNG (15.55 KiB) Viewed 2521 times
Leon

Image Image Image Image
"... all I ask is a tall ship and a star to steer her by..." - John Masefield

HenryDorsettCase
Engineer
Engineer
Posts: 3
Joined: 25 Apr 2018 19:39

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by HenryDorsettCase »

Thanks, the sprite and the tip about the Dutch Trainset is very helpful. Started going through that project as well as the trams and getting my bearings.

Quick question -- I only see two sprites in the gfx/Freight Trams folder...I see how the Passenger Trams have all of the models from the spreadsheet added (along with a separate folder for side views) -- but for Freight I only see the Amsterdam CitiCargo 9G and Dresden CarGoTram added. Two is more than enough for me to get started with, but do you have the rest of the sprites anywhere (and are there separate sideviews for the freight trams also?)

Thanks!

User avatar
Voyager One
Tycoon
Tycoon
Posts: 11181
Joined: 28 Dec 2009 09:47
Location: Rijeka, Croatia

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Voyager One »

Crap. Sorry mate, I thought they were uploaded. Here's the complete ZIP file below...
Attachments
Freight_Trams.zip
(458.64 KiB) Downloaded 60 times
Leon

Image Image Image Image
"... all I ask is a tall ship and a star to steer her by..." - John Masefield

User avatar
kamnet
Moderator
Moderator
Posts: 7213
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by kamnet »

Putting this here for a reminder, should we ever get back around to cargo trams. http://www.openenlocc.net/files/europea ... 4-2018.pdf

Frankfurt: “Logistiktram”
A new approach on cargo trams is under testing in
Frankfurt/Main, in combination with e-bikes. The tram brings
rather large containers (“micro depots”) to various points in the
city, where they are loaded on special e-bike trailers for further
distribution of their content. For e-bike size, that would be yet
another dimension.
Many specialists are sceptical about the added value of such a
system, quoting congestion on tram routes: Unloading time at
several stops soon adds up. On typical tram routes there is no
chance for other trams to bypass. This would soon lead to
congestion. Furthermore, the available trams usually are busy
through peak hours. Tram dimensions and seat arrangement
limit the available space for cargo containers.
However, in a certain way Frankfurt may be an exception to the rule: The
specific advantage of Frankfurt is that most of its downtown tram lines
now run underground. The remaining surface track in the inner city
typically sees no more than one tram in four minutes per average, even in
peak hours, which is much less than the utilization of downtown trunk
lines in other big systems. On the other hand, at such big cities there
always is a chance to set aside an old tram that no longer fits for passenger
transport but can continue for many years in the low-mileage service of
goods distribution. In this case it would even make sense to remove the
seats.
Remains the question of how to work simultaneously for competing
distribution services, which may be a larger challenge. /MB

Arnoud
Engineer
Engineer
Posts: 53
Joined: 29 Sep 2008 05:02
Location: Amsterdam

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Arnoud »

I made a version that is compatible with NRT; the steam and compressed air trams can now run on unelectrified tram track.

Known issue: vehicle effects is not implemented yet, so the trams are not blowing any steam.

You may need to delete your old 2cc trams file to get this to work.

It appears as 2cc tram set version 1, I may fix this later.

I am not a programmer and only started learning Openttd newgfr coding this week, so dont expect me to (be able to)fix any unrelated bugs (any time soon).
trams-2cc-nrt.grf
2cc trams nrt version
(455.07 KiB) Downloaded 35 times

Arnoud
Engineer
Engineer
Posts: 53
Joined: 29 Sep 2008 05:02
Location: Amsterdam

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Arnoud »

Learning how to code visual effects proved easy, so now I have an update where the steam strams allso blow smoke.

Edit: added source code
trams-2cc-nrt2.grf
version 2
(455.09 KiB) Downloaded 30 times
trams-2cc.nml
Source code
(491.42 KiB) Downloaded 23 times

User avatar
kamnet
Moderator
Moderator
Posts: 7213
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by kamnet »

If you don't mind, please make sure the version number is updated and that it is marked as being NRT compatible.

I don't have a problem with this being a successor for 2CC Trams, I'll check with Voyager One. If you're interested in becoming the new coder for this set, I'm good with that as well.

Arnoud
Engineer
Engineer
Posts: 53
Joined: 29 Sep 2008 05:02
Location: Amsterdam

Re: [OTTD] 2CC|Trams - Nightly Betas Now Released

Post by Arnoud »

kamnet wrote:
25 Nov 2019 01:25
If you don't mind, please make sure the version number is updated and that it is marked as being NRT compatible.

I don't have a problem with this being a successor for 2CC Trams, I'll check with Voyager One. If you're interested in becoming the new coder for this set, I'm good with that as well.
Sounds good, with regard to me becoming the coder, bear in mind that I know no programming language, not even PHP, so I am editing the NML file that I compiled from the PHP files (had to first learn how to compile PHP too)rather than the PHP files themselves, this could perhaps make it more complicated for someone to continue after me.

I have another update:
Fix: smoke now appears behind the chimneys rather than in front of the vehicles.
Fix: the graphic is now displayed as 2cc tramset 0.3 for NRT
trams-2cc-nrt3.grf
3rd version 0.3
(511.92 KiB) Downloaded 65 times
trams-2cc.nml
source code
(491.54 KiB) Downloaded 54 times

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 14 guests