Mop's Expanded Road Vehicles

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supermop
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Mop's Expanded Road Vehicles

Post by supermop »

Hello!

After 4+ years of messing around with a set of road vehicles, which has grown from generic NRT proof-of-concept to an oddly expansive vision, I think It's time to call 0.6.9 a nice and proper release. While I was at it, I tried and failed to give it a better name....

Beyond Trolleybi - Mop's Expanded Road vehicles includes the following features in stunning 8bpp 1x zoom:
[*]Trolleywire and dual-mode powered road vehicles
[*]Steam, diesel and more powered tramway vehicles (use Unspooled for full effect)
[*]Various livery and power variants throughout time
[*]New Cargo graphic support for vehicle and vehicle body cargos
[*]Fixed various broken sprites
[*]A few other nice surprises for your winding roads

Pretty pictures to follow, and look forward to seeing yours as well!
Best,

moprv69.grf
(2 MiB) Downloaded 51 times
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Gadg8eer
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Re: Mop's Expanded Road Vehicles

Post by Gadg8eer »

Nice!
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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supermop
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Re: Mop's Expanded Road Vehicles

Post by supermop »

New Version 0.7.4!

Lots of refactoring of code, and addition of power type icons for steam, diesel, electric and dual mode vehicles (plus a few more surprise types).
road icons.png
road icons.png (33.11 KiB) Viewed 479 times
tram icons.png
tram icons.png (35.4 KiB) Viewed 479 times
Also fixes a few sprite issues that slipped through in 0.6.9 and better supports some newer FIRS cargos, so you don't have to use only open trucks for them.
moprv74.grf
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2TallTyler
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Re: Mop's Expanded Road Vehicles

Post by 2TallTyler »

This has become my favorite road vehicle set for all my games, combined of course with Unspooled on either the minimal or basic road selections.

One suggestion: perhaps the NewGRF parameters to select the vehicle types enabled could default to all-enabled, instead of all-disabled. I've recommended this to a few new players who haven't thought to check the settings (and have done so myself...) and were confused when no vehicles were available. :)
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supermop
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Re: Mop's Expanded Road Vehicles

Post by supermop »

2TallTyler wrote: 09 Apr 2021 17:17 This has become my favorite road vehicle set for all my games, combined of course with Unspooled on either the minimal or basic road selections.

One suggestion: perhaps the NewGRF parameters to select the vehicle types enabled could default to all-enabled, instead of all-disabled. I've recommended this to a few new players who haven't thought to check the settings (and have done so myself...) and were confused when no vehicles were available. :)
Thanks! It's a good suggestion as I've been caught out by this myself a few times. I might keep a couple of the parameters defaulting to off, as some of the weirder or easter-egg type vehicles can clutter up the menu for a more basic game. (personally I almost never use the road trains or light vehicles, nor do I usually start early enough to use steam power).

The most sorely lacking element so far is a car carrier, but I am not currently happy with the sprites I've drawn for it, nor the way I've tried to code it, so still need a bit more work on it.

Would love to see some screen shots of how people are using this!
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