Road Hog

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andythenorth
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Re: Road Hog

Post by andythenorth » 05 Apr 2015 08:01

Moar Hog - bananas or http://bundles.openttdcoop.org/road-hog ... es/LATEST/

Alpha 13
--------

- unlucky for some
- remove Foreshore intermodal hauler (at least temporarily, possibly permanently)

*New sprites*

- Amblecote tram
- Stancliffe foundry tram
- Steeraway foundry hauler
- Swineshead livestock truck
- Gravelhead mining truck
- Meriden tanker truck
- Quickset general cargo truck
- Brigand supplies truck

*Translations*

- French

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andythenorth
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Re: Road Hog

Post by andythenorth » 07 Apr 2015 12:15

Alpha 14 now on bananabananas

Alpha 14
--------

- Buff logging truck sprites were out of position

*New / improved sprites*

- Road Thief supplies truck
- Speedwell general cargo truck
- Fortiscue reefer truck
- Coldfall reefer truck
- Stungun livestock truck
- Ribble covered hopper truck
- McDowell covered hopper truck
- Powerstock farm bulk truck

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colossal404
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Re: Road Hog

Post by colossal404 » 07 Apr 2015 13:37

I'd like tó report a bug, the speedwell generál cargo truck seems to have it's first párt doubled instead of having a trailer :wink:
Also, the road thief is waaaaay too weak tó reach it's maximum speed...

Edist: Sorry for the strange resolution, tested the grf, and captured the pic on phone...
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Last edited by colossal404 on 07 Apr 2015 15:26, edited 1 time in total.
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andythenorth
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Re: Road Hog

Post by andythenorth » 07 Oct 2015 20:18

Alpha 16 now on bananas

Changelog
=========

Changed the approach to vehicle types and reworked the whole roster. Can't be helped, eh. :twisted:

- very not finished, vehicles are missing, have wrong sprites, or wrong stats
- absolutely not savegame compatible with previous alphas
- it is fun, I've play-tested it

*Translations*

- updated
- translator credits: http://bundles.openttdcoop.org/road-hog ... redits.txt


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Voyager One
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Re: Road Hog

Post by Voyager One » 11 Oct 2015 08:01

Yep! The pig likes it!!! :lol:
Leon

Image Image Image Image
"... all I ask is a tall ship and a star to steer her by..." - John Masefield

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Re: Road Hog

Post by Eddi » 11 Oct 2015 09:47

i don't know if there's an english translation for this, but we know this as "gefräßige Stille", when all the conversations suddenly die down after the food got served, and everybody is focused on enjoying their meal.

it usually means the meal is good :p
You might not exactly be interested in Ferion, but if you are, have fun :)

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andythenorth
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Re: Road Hog

Post by andythenorth » 11 Dec 2015 19:53

Alpha 17 now on Bananas.


Alpha 17
--------

*Changes*
- dibble TE way up, RV performance sucks
- fix some bugs
- add Cowsleigh livestock truck
- visible cargo for log trucks
- supplies haulers now refit to vehicles cargo
- use more appropriate sprites for some trucks
- set correct ‘faster’ speeds for some vehicles

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Re: Road Hog

Post by RichardJGE » 03 Jan 2016 18:47

Had a quick play with the current version today. An excellent set, I am very impressed in how 'natural' (if that makes sense) the vehicles looks.

One issue I have found is the Griff Logging Truck (1870) recieves two truck heads with no trailer; furthermore, they do not run aligned on a S-E direction.
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Screenshot of Griff Logging Truck with two truck heads.
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andythenorth
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Re: Road Hog

Post by andythenorth » 03 Jan 2016 19:19

Thanks for the report :)

Alpha 18 now available for download on Bananas ;)

-- changelog --

Alpha 18
--------

*Changes*
- covered hopper trucks now refit rubber cargo
- mining trucks were a bit too fast, reduce speed
- replace some temporary sprites for flatbed trucks with better temporary sprites :P
- visible cargo states working for dump trucks and mining trucks (cargo colours don't cover all cargos for these trucks yet)

*Fixes*
- wrong lengths for Towerhouse Flatbed Truck
- reset a bunch of speeds that were wrong after refactoring some code
- wrong trailer sprites for Buff, Trefell and Griff logging trucks

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Re: Road Hog

Post by RichardJGE » 03 Jan 2016 19:49

Great stuff.

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colossal404
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Re: Road Hog

Post by colossal404 » 03 Jan 2016 20:23

andythenorth wrote:Thanks for the report :)
- replace some temporary sprites for flatbed trucks with better temporary sprites :P
Best. Feature. Ever. :D
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andythenorth
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Re: Road Hog

Post by andythenorth » 09 Feb 2016 09:01

Beta 1 now on Bananas.

What's left to do for a v1?

- new or improved sprites for about half the vehicles
- cargo sprites
- some offsets still wrong
- properties of some vehicles need tweaking

-- Beta 1 changelog --

*Changes*
- add support for edible oil, nuts and phosphate cargos
- white trailer for Ribble and McDowell covered hopper trucks, consistent with Iron Horse covered hoppers
- covered hoppers now refit sand cargo
- automagically split semi-truck capacity on first trailer to get correct TE on lead unit (otherwise they have gutless performance)
- set power correctly for most of the on-highway trucks
- rebalanced passenger tram power and weight
- rebalance bus and coach intro dates, power and weight (each bus and coach generation now has unified intro date and power)
- remove Big Sky coach, not needed

*Fixes*
- wrong trailer position for Ribble and McDowell covered hopper trucks
- (codechange) don't set certain properties for trailing parts, they're not valid

*Translations*

- updated
- translator credits: http://bundles.openttdcoop.org/road-hog ... redits.txt

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Re: Road Hog

Post by Scanz » 08 Apr 2016 17:33

1920year.
Jinglepot and Runwell tracks has the same characteristics exept durability
Bug ?

oh. - properties of some vehicles need tweaking :roll:

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andythenorth
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Re: Road Hog

Post by andythenorth » 31 May 2016 17:59

Road Hog Beta 2 now on Bananas.

Changelog
=========

Beta 2
------

*Changes*
- new sprites for Waterperry and Silvertop edibles tankers
- new sprites for Capo and Yeoman open trucks
- new sprites for Cowsleigh livestock truck
- cargo graphics finished for dump / mining trucks and trams
- improved appearance of flatbed trucks (deck style matches Iron Horse flat cars)
- capacity for 'armoured' cargos now same as mail capacity where relevant
- consistent colour for wheel hubs everywhere (including replacement of 2CC wheel hubs where drawn)
- (unfinished) Witch Hill Mining Truck has a trailer

*Fixes*
- Scrooby Top mining tram showed wrong sprites when empty
- correct visual effects for Cowsleigh and Trefell steam trucks
- correct capacity for Capo and Rattlebrook open trucks

*Translations*

- updated
- translator credits: http://bundles.openttdcoop.org/road-hog ... redits.txt


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colossal404
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Re: Road Hog

Post by colossal404 » 04 Jun 2016 02:44

Ooh, nice job! I like those new, colorful "cargo spaces"! (I don't even know the proper word for bulk truck's cargo space in hungarian)
This set is getting better and better, as I see it is becoming complete! :D
I wish I has half as much motivation as You to draw my trucks :wink:
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