Iron Horse! 2.2.1 Released 1st December 2019

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andythenorth
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Iron Horse! 2.2.1 Released 1st December 2019

Post by andythenorth » 05 Sep 2014 21:03

Is Horse

There are too many trains in this game. So we made that better by adding some more.
Made mostly by andythenorth and DanMacK, standing on the shoulders of giants.

"Whoa Runaway horses...Racing through the darkness....Runaway Horses." - Belinda Carlisle

2.1.0 - 2.2.1

Updates to 2.0.0 isn't it :)

Iron Horse 2.0.0

2 years in the making, Iron Horse 2 is an end-to-end rework of Iron Horse.

Same focus on gameplay.

Greatly expanded set of vehicles, strongly inspired by British trains.

All sprites redrawn.

Dive in and play.

*Recommended OpenTTD settings*

- 'Vehicles never expire: Off'
- 'Weight multiplier for freight to simulate heavy trains: 1'
- 'Enable wagon speed limits: On'
- these settings are recommended, but not required

Full changelog for 2.0.0: viewtopic.php?f=67&t=71219&p=1225047#p1225047

----

"She lets loose all the horses when the corporal is asleep"

Iron Horse 1 releases

1.5.0 - 1.9.1

- yair, stuff, just try it eh? :)

1.4.0

- four new freight cars (2nd gen. covered hopper, 3rd gen. open car, 1st & 2nd gen supplies cars)
- adjusted buy menu order for freight cars, and some intro dates
- fixes, including removing some issues with ECS tourists cargo

1.3.1 Release

- fix to stop box cars and open cars refitting to tourists cargo

1.3.0 Release

- mail car for narrow gauge
- dibble around with wagon intro dates for game balance
- bug fixes
- French, German and Latin language updates

1.2.1 Release

- generation 3 box car
- some small fixes

1.1.1 Release

- loading sprites for box cars and reefer cars
- various fixes
- improved online docs

1.1.0 Release

- improved narrow gauge vehicles
- adjusted some wagon refits

1.0.0 Release
- improved sprites for Mole Metro loco and metro car
- it's 1.0.0...

Basics
- Get it on Bananas or http://bundles.openttdcoop.org/iron-hor ... es/LATEST/
- Support for station refitting (autorefit)
- Compatible with all known cargos
- One roster of trains (more in future): roster is UK-ish, features steam, diesel, electric, metro and narrow gauge trains
- Parameter for cheating
- GPL v2 license

Online docs (work in progress): http://bundles.openttdcoop.org/iron-hor ... arted.html

See Also...

Some trains won't be available if you don't have the right railtypes.
Termite track grf is designed specifically for Iron Horse, and gives you the railtypes you need, plus new depot graphics.
Get Termite on Bananas.

BAD FEATURES to know about

- reefer cars and edibles tank cars have a cargo decay rate bonus.
- Double Juice loco has more power on electrified rails.
- cabeese do nothing, just eye candy.
- tank engines have randomised forward / reversed graphics.
- wagons are randomised 1st / 2nd company colour. If you don't like the effect, set 2nd company colour same as first.
- Metro and Narrow Gauge vehicles show up if you have an appropriate track set (Termite is recommended).
- Cargo Sprinter loco hides intermediate cabs if you add them consecutively to a train.
- there's a parameter for capacity (bigger / correct / smaller).

There's nothing else much fancy.

Is Pictures...
Version 1.4.0
Version 1.4.0
iron-horse-1-4-0.png (328.18 KiB) Viewed 29625 times
Last edited by andythenorth on 01 Dec 2019 18:58, edited 41 times in total.

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Re: Iron Horse! RC2 Released 5th September 2014

Post by kackofant » 06 Sep 2014 09:14

tanks for that!

is the romsbottom alignment bug fixed? i never reported this, so if it isnt, here is the report :D

Image

it only occurs in this angle that the tender is placed beside the rails.

/edit: btw: the roster concept is great!
Last edited by kackofant on 06 Sep 2014 09:51, edited 1 time in total.

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Re: Iron Horse! RC2 Released 5th September 2014

Post by Dave » 06 Sep 2014 09:40

I wish you'd stop peddling this filth on a family friendly forum!

*adds to game*
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Re: Iron Horse! RC2 Released 5th September 2014

Post by andythenorth » 07 Sep 2014 07:42

"He wakes to find the fire's dead and arrows in his hat"

-------------------
Release Candidate 3
-------------------

*Fixes*

- Ramsbottom tender misaligned in \ view
- smoke correctly positioned for most vehicles
- Double Juice shows electric sparks or diesel smoke, depending on power type

On bananas or http://bundles.openttdcoop.org/iron-horse/releases/

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Re: Iron Horse! RC3 Released 7th September 2014

Post by andythenorth » 07 Sep 2014 14:52

"And davy crockett rides around and says it's cool for cats"

-------------------
Release Candidate 4
-------------------

*New Features / Changes*

- new sprites for third generation hopper car
- randomly chosen 1st or 2nd company colour for
- box cars
- open cars
- reefer cars
- covered hopper cars can now refit to Building Materials cargo

On bananas

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Re: Iron Horse! RC4 Released 7th September 2014

Post by aantono » 07 Sep 2014 18:40

Bug Report: No locomotives are shown when selecting a filter for "none" cargo, but when "passengers" are chosen, all locomotives are shown, even though their capacity is reported as "N/A". Is that by design?
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Re: Iron Horse! RC5 Released 8th September 2014

Post by andythenorth » 08 Sep 2014 07:51

"The sweeney's doing ninety 'cause they've got the word to go"

Is on bananas or http://bundles.openttdcoop.org/iron-horse/releases/

-------------------
Release Candidate 5
-------------------

*New Features / Changes*

- rejig tank cars
* add two edibles tank cars, for food-type cargos (water, milk, alcohol etc)
* edibles tank cars have high speed limits, and cargo-aging bonus
* remove one standard tank car
* adjust speeds and intro dates for tank cars
* tank cars no longer refit to food-type cargos, use edibles tank car instead
- introduce first-generation reefer car later, and make it faster (game balance)
- change order of wagons in buy menu (puts the most widely-refittable wagons first)
- randomly chosen 1st or 2nd company colour for:
* edibles tank cars
* tank cars
* flat cars
* covered hopper cars
- narrow gauge tank car is now black not company colour

*Fixes*

- avoid refitting hoppers to fruit (fruit cargo often has bulk class for historical reasons)
- allow refitting box cars to refit fruit (same issue with bulk class on fruit)
- don't refit flat wagons to food, the birds will eat it


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Re: Iron Horse! RC5 Released 8th September 2014

Post by kackofant » 11 Sep 2014 09:50

thaaan: is it intended that the waggon color in the buymenu/shed-menu (i mean the dialoque if a train is inside the depot. how is this called?) are different from this ones seen on the track? and that the liveries of the combined mail/passenger waggons seems also to be random? :twisted:

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Re: Iron Horse! RC5 Released 8th September 2014

Post by andythenorth » 11 Sep 2014 10:56

kackofant wrote:thaaan: is it intended that the waggon color in the buymenu/shed-menu (i mean the dialoque if a train is inside the depot. how is this called?) are different from this ones seen on the track?
It's a bug. :shock: Got a screenshot?

EDIT: solved that one. Thanks.
the liveries of the combined mail/passenger waggons seems also to be random? :twisted:
Another bug. You mean the Combine Car?

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Re: Iron Horse! RC6 Released 14th September 2014

Post by andythenorth » 14 Sep 2014 21:21

"They get a gang of villains in a shed up at Heathrow"

On bananas, or http://bundles.openttdcoop.org/iron-horse/releases/

-------------------
Release Candidate 6
-------------------

*New Features / Changes*

- randomly chosen 1st or 2nd company colour for hopper cars
- open wagons load state graphics for default and bulk cargos
- close mail car doors when 100% loaded
- increase Double Juice diesel power (a lot) and electric power (a bit) for game balance
- introduce Gridiron 5 years earlier for game balance

*Fixes*

- Northock 2-8-2 not 4-8-2
- correct smoke position for engines with random graphics variations (reversed tank engines)
- wagons and cargo sprinters now use loaded graphics in depot if they are loaded

*Code Changes

- removed a bunch of strings relating to buy menu extra text
- decided we'll never show buy menu extra text, sign of BAD FEATURES; read the docs instead
- made it easier to support tanktainer on cargo sprinter, and opening doors on box and reefer cars
- cleaned up some other nonsense around visual effects and power
- extended the Pixa pipeline for cargo recolouring to also handle 1cc/2cc swap


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Re: Iron Horse! 1.0.0 Released 16th September 2014

Post by andythenorth » 16 Sep 2014 06:33

"And meanwhile at the station
There's a couple of likely lads
Who swear like how's your father
And they're very cool for cats"

Yair it's 1.0.0 time. Bananas or http://bundles.openttdcoop.org/iron-horse/releases/

-------------
1.0.0 Release
-------------

*New Features / Changes*

- improved sprites for Mole Metro loco and metro car
- it's 1.0.0...

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Re: Iron Horse! 1.0.0 Released 16th September 2014

Post by PikkaBird » 16 Sep 2014 06:57

Huzzah! I'll take two.

What's next, Americanish roster? ;)


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Re: Iron Horse! 1.0.0 Released 16th September 2014

Post by Alberth » 16 Sep 2014 10:26

Congratulations!
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

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Re: Iron Horse! 1.0.0 Released 16th September 2014

Post by Digitalfox » 16 Sep 2014 14:22

Nice :)

Do horses also eat fish "1.0.0"?


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