Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

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Kruemelchen
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Joined: 18 Feb 2017 17:47

Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (*NRT)

Post by Kruemelchen »

Valle wrote: 25 Mar 2020 14:33 Spectacular stuff - keep up the good work!
Thank you! :)

Right now I'm preparing the pending releases of my NRT sets...

I've just finished drawing the cargo graphics for large trailers. A while ago I also added some tracked Nodwell trucks to the roster to complete the set of tracked tractors :wink:
nodwell.png
nodwell.png (17.64 KiB) Viewed 949 times
... including tracked trailers :D

Happy Easter!
Kruemelchen
Traffic Manager
Traffic Manager
Posts: 170
Joined: 18 Feb 2017 17:47

Re: SUV Version 0.3

Post by Kruemelchen »

Even though Corona hit the world and put many folks into quarantine and forced vacations, real life for me has been busier than ever.
But I do think now is the best time to do a release, as the new content is quite big, even though there are some small shortcomings.

the change log:
  • 11 new vans and light trucks / mini buses
  • 5 new medium duty trucks
  • 3 new buses plus 2 buses redrawn, having seats for up to 40 passengers each
  • 4 new farming tractors
  • 9 new and redrawn tracked tractors (this time in full 2x zoom sprites) for heavy duty
  • 6 new farming tractors with articulated steering for heavy duty
  • new trailer and cargo graphics in full 2x zoom
  • experimental 1x zoom graphics for some vehicles (cars, vans)
  • support for RATT and AuzRATT roadtype sets
  • support for fording (needs Water Way roadtype set)
  • reordered basic and additional vehicles
  • two modes for roadtype support of vehicles: a) narrow roadtype support, b) broad roadtype support albeit with reduced driving speed
  • better smoke effects
  • adaptable additional vehicle info
  • no unnecessary entries in the road building menu
  • custom vehicle sounds
The current featured on and off road vehicles are:
  • full set of passenger cars and station wagons for light transports from the 1930s up to 2010
  • full set of small pickup trucks for express deliveries from the 1930s up to the 2020s
  • full set of vans from the 1960s up to the 1990s
  • full set of mini buses from the 1920s up to the late 1990s
  • set of country and small city buses from the 1930s up to the 1990s
  • full set of medium duty trucks from the 1930s up to the 2000s
  • full set of light multifunctional trucks from the 1940s until the 2010s
  • full set of farming tractors for heavy hauling from the 1930s until 2030, including tracked and futuristic fictional vehicles
For a full list of vehicles refer to the first posting!

Known issues are:
  • not good looking 1x zoom graphics
  • alignment of sprites is a bit off due to different width and height of vehicles
  • smoke effect of 2 stroke gasoline engine looks funny, therefore disabled via parameter
The next release (v.0.4) may see:
  • code restructure to make use of the C pre processor
  • better (or worse) 1x zoom graphics
  • full set of heavy duty trucks
  • more buses
  • more futuristic vehicles...
  • country flags?
Find the download and sources below.

If you have any bugs or inconsistencies to report, recommendations for nicer game play to make or thoughts or feature requests to share, please take the time to write and tell me :)
If everything is alright, I'm gonna push it to Bananas in the following weeks :)

PS: according to my planned vehicle list this set is now 81% complete :P

Edit: below you find a minor bugfix release, v. 0.3.1
Attachments
SUV_0_3_1_source.7z
Source File (v. 0.3.1)
(1.9 MiB) Downloaded 20 times
SUV_0_3_1.grf
GRF File (v. 0.3.1)
(1.69 MiB) Downloaded 58 times
Kruemelchen
Traffic Manager
Traffic Manager
Posts: 170
Joined: 18 Feb 2017 17:47

Re: SUV 0.3.2

Post by Kruemelchen »

So I worked on a new minor (mostly bugfix) release. You can try it out here, before I upload it onto Bananas in the next couple of days.

changelog
  • Feature: stopped or halted vehicles now have reduced running costs, so they become a bit more economically when waiting at stations (or in traffic jams :twisted: ). Buses still have normal running costs when waiting, though.
  • Addition: mail capacity is now standardised (4 bags each 1t capacity). A setting has been added to halve the mail capacity (2 bags each 1t capacity) so it's adjustable to industry sets
  • Addition: support for U&RaTT roads
  • Bugfix: vehicle sound fixes
  • Bugfix: vehicle length adjusted for some
  • Bugfix: cargo capacity fixes for long cargo (wood, pipes etc.) for a handful of trucks
Known issues stay the same.

Find download and sources below.

A maintenance release 0.3.3 has been uploaded to bananas, best fetch ingame :)

PS: currently I'm working on a set of amphibious trucks and buses, including hovercraft and aerosani, to be released in a separate GRF. Maybe the first set of vehicles arrive around x-mas :)
Attachments
SUV_0_3_2_source.7z
S.U.V. 0.3.2 source file
(1.18 MiB) Downloaded 12 times
SUV_0_3_2.grf
S.U.V. 0.3.2
(1.71 MiB) Downloaded 27 times
Kruemelchen
Traffic Manager
Traffic Manager
Posts: 170
Joined: 18 Feb 2017 17:47

Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Kruemelchen »

I though I'd post a little update!
Lately I'm continuously working on the next iteration of my grfs, adding vehicles and planning road types.

Here is a little teaser. It's going to be wild 8)
newatvset.png
newatvset.png (30.71 KiB) Viewed 182 times
... it's reality based amphibious all terrain vehicles, including trucks and buses, hovercraft, propeller sledges in zoom graphics, animated and and and :mrgreen:
perverted monkey
Engineer
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Posts: 80
Joined: 02 Mar 2009 02:07

Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by perverted monkey »

These drive me nuts. :mrgreen:
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