OpenGFX+ Road Vehicles

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Terkhen
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OpenGFX+ Road Vehicles

Post by Terkhen » 03 Dec 2010 16:02

OpenGFX+ Road Vehicles enhances default road vehicles to be able to handle new cargos, and extends them with new road vehicles and trams. It has been designed to match the OpenGFX style, and includes graphics by DanMacK and Zephyris. You can get it at the downloads page and at the online content.

Project homepage: http://dev.openttdcoop.org/projects/ogfx-rv

Downloads: http://bundles.openttdcoop.org/ogfx-rv/

Development thread: http://www.tt-forums.net/viewtopic.php?f=26&t=51326
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What is included?
  • Truck models that are able to handle the new cargos from industry NewGRFs such as ECS, PBI or FIRS.
  • Three new tram models.
  • Compatibility with all climates, including new toyland sprites.

What is missing? (Suggestions and discussion welcome!)
Last edited by Terkhen on 19 May 2011 20:59, edited 1 time in total.

Terkhen
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Re: OpenGFX+ Road Vehicles 0.1.0

Post by Terkhen » 04 Dec 2010 09:51

OpenGFX+ Road Vehicles 0.1.0 has been uploaded to bananas.

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Re: OpenGFX+ Road Vehicles 0.1.0

Post by Timmaexx » 05 Dec 2010 16:31

Hello Terkhen,

I want to thank you, DanMac, Zephrys and all the other contributors for another OpenGFX+ * Release! :)
I am very lucky, that there are now trams, that fit the OpenGFX-Style.
Are here plans to create OpenGFX+ Aircraft and OpenGFX+ Ships?

Greets,
Tim

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Re: OpenGFX+ Road Vehicles 0.1.0

Post by Terkhen » 19 May 2011 21:02

OpenGFX+ Road Vehicles now has almost complete graphics support. That means it's time for a new release!
0.2.0 wrote:- Feature: Sprite support for Bauxite.
- Feature: Sprite support for Clay.
- Feature: Sprite support for Stone/Fertiliser.
- Feature: Sprite support for Lumber/Wood products.
- Feature: Sprite support for Sand.
- Feature: Sprite support for Fibre Crops.
- Feature: Sprite support for Sugar beet / Sugar cane.
- Feature: Sprite support for Cement.
- Feature: Sprite support for Limestone.
- Feature: Sprite support for Copper.
- Feature: 2CC Sprite support for Goods.
- Fix: There was no truck for carrying Cement.
The bulk truck is only missing support for Scrap Metal and Oil Seeds now. The flatbed truck is still missing many sprites, but it now features a 2CC container sprite which will look much better as a default sprite for those cargos. There have been a lot of downloads of the 0.1.0 version, so you should be able to post some feedback :) What do you think of this set? What could be improved or added?

Timmaex: I'm sorry I missed your post... Currently there are no plans for OpenGFX+ Aircrafts and OpenGFX+ Ships.

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Re: OpenGFX+ Road Vehicles

Post by akasoft » 02 Sep 2011 12:32

I attached my translation into Russian for this set (revision 109). Enjoy.
russian.lng
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Terkhen
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Re: OpenGFX+ Road Vehicles

Post by Terkhen » 02 Sep 2011 13:32

Thank you for the translation. It has been committed in r110 :)

This reminds me that we still need nice model names for the trucks (instead of the boring MkI used currently). Anyone has suggestions regarding this? I'm clueless for names :P

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Re: OpenGFX+ Road Vehicles

Post by FooBar » 02 Sep 2011 14:25

Original TTD used names of the original developers. Check the game credits for inspiration :)

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Re: OpenGFX+ Road Vehicles

Post by Emperor Jake » 02 Sep 2011 14:43

Ludde Coal Lorry? Planetmaker Iron Ore truck? Terkhen Wood Truck? :P
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Re: OpenGFX+ Road Vehicles

Post by Terkhen » 03 Sep 2011 08:06

Honestly, I'd prefer something else for model names.

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Re: OpenGFX+ Road Vehicles

Post by FooBar » 03 Sep 2011 08:11

I was more thinking to continue using the names of original ttd developers...

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Re: OpenGFX+ Road Vehicles

Post by Terkhen » 03 Sep 2011 08:42

Oh, yes, that's my final option if no one comes with something more original. People is already used to the "standard" model names; they could be used again for the road vehicles in this set. In fact, the trams are already using them :P

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Re: OpenGFX+ Road Vehicles

Post by FooBar » 03 Sep 2011 09:46

Otherwise take some well-known truck manufacturer's names and change those such that they are not the same but you can still tell what the original is.

Here's some examples:
- PAN
- Zusiu
- Scenio
- Lovlo
- FAD
- FIGAN
- Pack
- Mayhand

Try figuring out the original names from that :) If you need more, this may give some inspiration: http://en.wikipedia.org/wiki/Category:T ... ufacturers

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Re: OpenGFX+ Road Vehicles

Post by Nite Owl » 04 Sep 2011 00:35

HERE are some names that I suggested a while back for Zephyris' Egrvts. I do not remember if any of them were used or not. I am fairly certain that they were not all used. If nothing else they may serve as inspiration.
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Re: OpenGFX+ Road Vehicles

Post by Terkhen » 04 Sep 2011 05:20

That gave me the idea of using randon name generators :D

What about this:

Code: Select all

STR_NAME_BULK_TRUCK_1            :Wortham Bulk Truck
STR_NAME_BULK_TRUCK_2            :Martinsson Bulk Truck
STR_NAME_BULK_TRUCK_3            :Kokinos Bulk Truck MkIII

STR_NAME_FLATBED_TRUCK_1         :Lippi Flatbed Truck
STR_NAME_FLATBED_TRUCK_2         :Wolanski Flatbed Truck
STR_NAME_FLATBED_TRUCK_3         :Drahoslav Flatbed Truck

STR_NAME_PIECE_GOODS_TRUCK_1     :Gwerder Piece Goods Truck
STR_NAME_PIECE_GOODS_TRUCK_2     :Brogan Piece Goods Truck
STR_NAME_PIECE_GOODS_TRUCK_3     :Sagan Piece Goods Truck

STR_NAME_TANK_TRUCK_1            :Bauer Tank Truck
STR_NAME_TANK_TRUCK_2            :Seldon Tank Truck
STR_NAME_TANK_TRUCK_3            :Hamasaki Tank Truck

STR_NAME_REFRIGERATED_TRUCK_1    :Ognyanov Refrigerated Truck
STR_NAME_REFRIGERATED_TRUCK_2    :Fuentes Refrigerated Truck
STR_NAME_REFRIGERATED_TRUCK_3    :Van Akkeren Refrigerated Truck

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Re: OpenGFX+ Road Vehicles

Post by frosch » 04 Sep 2011 09:31

With the original vehicles all vehicles from a specific generation are from the same manufacturer. That way you can easily tell the generation.

It gets somewhat hard if every vehicle is named differently :p

Though argueable this is more important for original vehicles as they are not refittable, but have individual vehicles for every cargo.
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Re: OpenGFX+ Road Vehicles

Post by Emperor Jake » 04 Sep 2011 09:40

Maybe at least have a few manufacturers that produce more than one vehicle - like in eGRVTS.
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Re: OpenGFX+ Road Vehicles

Post by Terkhen » 04 Sep 2011 20:09

frosch wrote:It gets somewhat hard if every vehicle is named differently :p
Default road vehicles are named differently too:
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frosch wrote:Though argueable this is more important for original vehicles as they are not refittable, but have individual vehicles for every cargo.
That's my reasoning too. IMO vehicles in this set are different enough between them to get unique names. The point of giving "nice" model names is to make the trucks of this set more unique; for clarity the best is Mk I, Mk II, Mk III :P

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Re: OpenGFX+ Road Vehicles

Post by Simons Mith » 04 Sep 2011 21:00

That doesn't mean you can't be a bit more creative with the model numbers without reducing clarity too much. Start with the Armitage Goods Truck, for example, then '55 Armitage goods truck, then the Armitage GTI, then the Blackley-Armitage 2000. The existing Ford Transit is a good example - Ford Mk 1, Ford Mk II, Mk III, but then a named model. (I know that one's from a NewGrf, but the point still applies.) You can mix dates, mark numbers, put various types of alphabetti on the end of an existing model name, make a change in the name of the manufacturer, add year numbers or other capacity indicators such as horsepower, switch from Imperial to Metric, add geographical regions, make a switch in naming scheme on a certain date, use names in keeping with the fashions of the years, and so on.

For example, there was a period when a whole slew of new widgets all had '-o-matic' added to the ends of their names, as that was the fashionable way to do it. After a while this fad died out, and other naming schemes came in.

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Re: OpenGFX+ Road Vehicles

Post by Terkhen » 04 Sep 2011 21:06

Simons Mith wrote:That doesn't mean you can't be a bit more creative...
That's exactly the reason for asking about names for months; I don't feel very creative regarding vehicle names. I only started to do it myself after the lack of feedback :P

Feel free to create a better list of names; as long as I like it too I'll use whatever list gets a consensus in this thread.

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Re: OpenGFX+ Road Vehicles

Post by Terkhen » 06 Sep 2011 16:19

I'm going to work a bit on the missing sprite support for cargos, and after that I'll release a new version of OpenGFX+ Road Vehicles that is compatible with the new release of FIRS. I also want this release to include nice names for vehicles and (once those are done) translations. Therefore, you still have a few days to come up with a better list before I commit mine :)

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