Page 1 of 5

OpenGFX+ Trains

Posted: 10 Oct 2010 19:03
by planetmaker
Let me show you the newest baby of the OpenGFX+ family, OpenGFX+ Trains.

It's still in its infancy and will still need to grow. What OpenGFX+ Trains offers you are
- a bulk wagon, a flatbed wagon, a covered piece goods wagon, a tank wagon and a refrigerated wagon with dedicated sprites for many cargos
- new livery override for the arctic TurboTrain, so that passenger and mail carriages match the engine
- Full support for ECS, FIRS and PBI industry sets

For the future we plan more specialized cargo support, including more loading stages and special treatment of more engines and trains and possibly adding a few selected additional engines in order to complement the set of available rolling stock over the range of years, especially for the early ones.

Graphics are those from OpenGFX, by molace, DanMacK, Zephyris, Uzurpator and buttercup, additional new ones from molace and DanMacK.

Get it from the usual grocery store :-)
Nightlies are available from the DevZone for those who want to play with the bleeding edge development version.

Re: OpenGFX+ Trains

Posted: 10 Oct 2010 20:04
by oberhümer
Hmm... thumbs up! Would you mind also raising a few wagon capacities? I think they are a bit low, especially for some of the freight cars.

Re: OpenGFX+ Trains

Posted: 11 Oct 2010 06:28
by planetmaker
I don't mind that at all; given the different weight of individual cargos there might indeed be some glitches or unwelcome low capcities and this has not yet been reviewed. Suggestions are very welcome but let us continue that in the development thread :-)

Re: OpenGFX+ Trains

Posted: 11 Oct 2010 19:31
by Zephyris
Nice to see this in action!

Could I suggest some futuristic trains and monorail vehicles so that those railtypes don't immediately go obselete once monorail and then maglev become availble?

Re: OpenGFX+ Trains

Posted: 11 Oct 2010 20:10
by lawton27
I trust tenders for steam locomotives is also on a coming soon? Nice start to the grf, can't wait for more. :wink:

Re: OpenGFX+ Trains

Posted: 12 Oct 2010 05:09
by planetmaker
Zephyris wrote:Could I suggest some futuristic trains and monorail vehicles so that those railtypes don't immediately go obselete once monorail and then maglev become availble?
I guess it won't be the next addition, but definitely an option :-) The overall time frame for the default engines is too small, it needs a few earlier as well as later ones. Graphics contributions will be welcome :-)
lawton27 wrote:I trust tenders for steam locomotives is also on a coming soon?
Yes, there'll be one or more. I'm still a bit undecided how exactly to use them, what effect they'll have as I don't want them as a hard requirement. Currently I'm working on getting one into the game which will add a bit extra power to the steam engines it works with.

I copied this also to the development discussion thread :-)

Re: OpenGFX+ Trains

Posted: 11 Nov 2010 20:50
by n0zYk
Hello everyone!

I'm using this set with FIRS Industry Replacment 0.5.2. I looking for wagon for lumber, but i didn't found it... Did I miss it or maybe it isn't in this set?

Re: OpenGFX+ Trains

Posted: 11 Nov 2010 21:39
by planetmaker
n0zYk wrote: I'm using this set with FIRS Industry Replacment 0.5.2. I looking for wagon for lumber, but i didn't found it... Did I miss it or maybe it isn't in this set?
It sadly seems that you didn't miss, it's an oversight on my part. Thanks for reporting it, it will be fixed in the next released version.

Re: OpenGFX+ Trains

Posted: 12 Nov 2010 08:26
by n0zYk
Found another hmm bug? If i bulid coal train with bulk wagons, they are not the same... Two diffrent types I see. I attach the screenshoot

Re: OpenGFX+ Trains

Posted: 12 Nov 2010 08:32
by planetmaker
n0zYk wrote:Found another hmm bug? If i bulid coal train with bulk wagons, they are not the same... Two diffrent types I see. I attach the screenshoot
That actually is not a bug but a feature to make for some variety :-) I'm open to suggestions there, this is rather a bit of a play-around and test for this kind of thing and it does not necessarily have to remain that way as it's now using in a 3:1 ration randomly the two coal wagon styles.

Maybe I could also make it such that only different trains look different and the single train more uniform... or one look the old, the other the newer one, depending upon the date they were purchased. Or something else... go ahead to make suggestions, if you like.

EDIT:
There's one fundamental thing I do not want to change with this set: Default vehicles shall not be limited beyond what they are capable of in an OpenTTD without NewGRFs, so I'd not like to decrease the cargo capacity of wagons or limit their max speed (at least not for a default choice of parameters; by means of parameters I might enable such things). It would be no problem to a) introduce engines and wagons prior to the default introduction dates (<1920) with other (lower) stats or newer and improved ones for years >2050, though. The wagons are to be unified to about two hand full of refittable wagons, at best to nothing less than with dedicated loading sprites for each cargo, in order accomodate all possible cargos along with all possible newgrf combinations. That is going to be improved especially on the graphical side in the next version; new sprites are already waiting to be coded, but I've been testing a few backend things so far which doesn't immediately show.

What I'm not yet quite sure about whether I shall change the graphical display of wagons over time (different look but same stats) or just provide more (random) variety, and if so depending on what: per wagon? per train? per company? something else or a combination?

It actually might help me make my decision when I know what people will like to see in the field of wagons and how they (should) evolve and behave :-)

Re: OpenGFX+ Trains

Posted: 12 Nov 2010 08:46
by Kogut
Or make more than 2 styles - with just 2 completely different it looks odd.

Re: OpenGFX+ Trains

Posted: 12 Nov 2010 11:39
by Zephyris
I think the issue is just the two styles... So I drew 8 slightly more subtle variants.

Re: OpenGFX+ Trains

Posted: 12 Nov 2010 12:03
by planetmaker
Nice! I shall make use of those in the next version :-)

EDIT
n0zYk wrote: I'm using this set with FIRS Industry Replacment 0.5.2. I looking for wagon for lumber, but i didn't found it... Did I miss it or maybe it isn't in this set?
Fixed in r88 and later. Nightlies are available at the DevZone (compiled at 18:30h CET). Thanks again for that report.

Re: OpenGFX+ Trains

Posted: 12 Nov 2010 13:23
by Ammler
n0zYk, you are using this set with original ttd baseset, maybe you should guess what OpenGFX implies in the name. ;-)

Anyway, isn't it as bad as someone could think? Maybe "someone" should make a recode of the ttd baseset with optimized offsets like OpenGFX. :-)

Greets
Ammler

Re: OpenGFX+ Trains

Posted: 13 Nov 2010 08:41
by planetmaker
Zephyris wrote:I think the issue is just the two styles... So I drew 8 slightly more subtle variants.
Very nice wagons :-) But now... how do I use all that variety, what behaviour and use is desired? I moved this development discussion to the developement thread.

Re: OpenGFX+ Trains

Posted: 13 Nov 2010 10:51
by luk3Z
What is the main difference between OpenGFX & OpenGFX+ Trains & OpenGFX+ Trees ?
Which GFX is newer/better ?
BTW - do I need all 3 GFX packs to play ?

Re: OpenGFX+ Trains

Posted: 13 Nov 2010 10:57
by planetmaker
OpenGFX is a base set. You need one base set to be able to start OpenTTD at all

OpenGFX+ Trains, OpenGFX+ Trees, OpengFX+ RV, OpenGFX+ Airports are all NewGRFs which add things to the game. The intention of the OpenGFX+ series is to extend the game in a manner which matches the graphics style found in the OpenGFX base set and add cautiously some improvements both in graphics as well as some behaviour without modifying the general behaviour of vehicles, buildings and industries.

Re: OpenGFX+ Trains

Posted: 21 Nov 2010 09:23
by luk3Z
planetmaker wrote:OpenGFX is a base set. You need one base set to be able to start OpenTTD at all

OpenGFX+ Trains, OpenGFX+ Trees, OpengFX+ RV, OpenGFX+ Airports are all NewGRFs which add things to the game. The intention of the OpenGFX+ series is to extend the game in a manner which matches the graphics style found in the OpenGFX base set and add cautiously some improvements both in graphics as well as some behaviour without modifying the general behaviour of vehicles, buildings and industries.
Thanks, I found it finally http://dev.openttdcoop.org/projects/ogfxplus but it was hard to find :P

Re: OpenGFX+ Trains

Posted: 25 Nov 2010 07:28
by Kogut
http://bundles.openttdcoop.org/ogfx-tra ... es/LATEST/ -is it possible to add the link to first post? And why grf is zipped, not tared?
EDIT: O+ is working with US set!

Re: OpenGFX+ Trains

Posted: 25 Nov 2010 08:35
by planetmaker
Kogut wrote:http://bundles.openttdcoop.org/ogfx-tra ... es/LATEST/ -is it possible to add the link to first post? And why grf is zipped, not tared?
EDIT: O+ is working with US set!
Good point, link to nightly downloads added to first posting.

Sure enough this set works with others. I can't test nor make sure it works graphically with _every_ other set, but I have no plans to put deliberate obstacles into the path to have this working together with other sets. Combinatory trains are of course at the user's own risk ;-)