Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

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Kruemelchen
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (*NRT)

Post by Kruemelchen »

Valle wrote: 25 Mar 2020 14:33 Spectacular stuff - keep up the good work!
Thank you! :)

Right now I'm preparing the pending releases of my NRT sets...

I've just finished drawing the cargo graphics for large trailers. A while ago I also added some tracked Nodwell trucks to the roster to complete the set of tracked tractors :wink:
nodwell.png
nodwell.png (17.64 KiB) Viewed 12926 times
... including tracked trailers :D

Happy Easter!
Kruemelchen
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Re: SUV Version 0.3

Post by Kruemelchen »

Even though Corona hit the world and put many folks into quarantine and forced vacations, real life for me has been busier than ever.
But I do think now is the best time to do a release, as the new content is quite big, even though there are some small shortcomings.

the change log:
  • 11 new vans and light trucks / mini buses
  • 5 new medium duty trucks
  • 3 new buses plus 2 buses redrawn, having seats for up to 40 passengers each
  • 4 new farming tractors
  • 9 new and redrawn tracked tractors (this time in full 2x zoom sprites) for heavy duty
  • 6 new farming tractors with articulated steering for heavy duty
  • new trailer and cargo graphics in full 2x zoom
  • experimental 1x zoom graphics for some vehicles (cars, vans)
  • support for RATT and AuzRATT roadtype sets
  • support for fording (needs Water Way roadtype set)
  • reordered basic and additional vehicles
  • two modes for roadtype support of vehicles: a) narrow roadtype support, b) broad roadtype support albeit with reduced driving speed
  • better smoke effects
  • adaptable additional vehicle info
  • no unnecessary entries in the road building menu
  • custom vehicle sounds
The current featured on and off road vehicles are:
  • full set of passenger cars and station wagons for light transports from the 1930s up to 2010
  • full set of small pickup trucks for express deliveries from the 1930s up to the 2020s
  • full set of vans from the 1960s up to the 1990s
  • full set of mini buses from the 1920s up to the late 1990s
  • set of country and small city buses from the 1930s up to the 1990s
  • full set of medium duty trucks from the 1930s up to the 2000s
  • full set of light multifunctional trucks from the 1940s until the 2010s
  • full set of farming tractors for heavy hauling from the 1930s until 2030, including tracked and futuristic fictional vehicles
For a full list of vehicles refer to the first posting!

Known issues are:
  • not good looking 1x zoom graphics
  • alignment of sprites is a bit off due to different width and height of vehicles
  • smoke effect of 2 stroke gasoline engine looks funny, therefore disabled via parameter
The next release (v.0.4) may see:
  • code restructure to make use of the C pre processor
  • better (or worse) 1x zoom graphics
  • full set of heavy duty trucks
  • more buses
  • more futuristic vehicles...
  • country flags?
Find the download and sources below.

If you have any bugs or inconsistencies to report, recommendations for nicer game play to make or thoughts or feature requests to share, please take the time to write and tell me :)
If everything is alright, I'm gonna push it to Bananas in the following weeks :)

PS: according to my planned vehicle list this set is now 81% complete :P

Edit: below you find a minor bugfix release, v. 0.3.1
Attachments
SUV_0_3_1_source.7z
Source File (v. 0.3.1)
(1.9 MiB) Downloaded 142 times
SUV_0_3_1.grf
GRF File (v. 0.3.1)
(1.69 MiB) Downloaded 199 times
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Re: SUV 0.3.2

Post by Kruemelchen »

So I worked on a new minor (mostly bugfix) release. You can try it out here, before I upload it onto Bananas in the next couple of days.

changelog
  • Feature: stopped or halted vehicles now have reduced running costs, so they become a bit more economically when waiting at stations (or in traffic jams :twisted: ). Buses still have normal running costs when waiting, though.
  • Addition: mail capacity is now standardised (4 bags each 1t capacity). A setting has been added to halve the mail capacity (2 bags each 1t capacity) so it's adjustable to industry sets
  • Addition: support for U&RaTT roads
  • Bugfix: vehicle sound fixes
  • Bugfix: vehicle length adjusted for some
  • Bugfix: cargo capacity fixes for long cargo (wood, pipes etc.) for a handful of trucks
Known issues stay the same.

Find download and sources below.

A maintenance release 0.3.3 has been uploaded to bananas, best fetch ingame :)

PS: currently I'm working on a set of amphibious trucks and buses, including hovercraft and aerosani, to be released in a separate GRF. Maybe the first set of vehicles arrive around x-mas :)
Attachments
SUV_0_3_2_source.7z
S.U.V. 0.3.2 source file
(1.18 MiB) Downloaded 125 times
SUV_0_3_2.grf
S.U.V. 0.3.2
(1.71 MiB) Downloaded 157 times
Kruemelchen
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Kruemelchen »

I though I'd post a little update!
Lately I'm continuously working on the next iteration of my grfs, adding vehicles and planning road types.

Here is a little teaser. It's going to be wild 8)
newatvset.png
newatvset.png (30.71 KiB) Viewed 12159 times
... it's reality based amphibious all terrain vehicles, including trucks and buses, hovercraft, propeller sledges in zoom graphics, animated and and and :mrgreen:
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by perverted monkey »

These drive me nuts. :mrgreen:
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by kamnet »

I'm hitting a wall with an error in 0.3.3. Trying to ramp up to 255 NewGRFs in JGR Patch Pack 0.40.1, I'm getting this error on load: "A fatal NewGRF error has occurred: Attempt to use invalid ID (sprite 25)". I am not getting this error in 0.3.1, and I can't figure out what's triggering it. And I don't have any other helpful information to try to provide.

EDIT: I just found it, it's U&RATT (v140) that's causing the conflict. Bummer :( It's happening even when I have a SUV-supported road set loaded.
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Kruemelchen »

kamnet wrote: 23 Feb 2021 14:40 EDIT: I just found it, it's U&ReMM 2 (v140) that's causing the conflict. Bummer :( It's happening even when I have a SUV-supported road set loaded.
That's strange, isn't U&Remm supposed to be a rail type set?
If you're talking about U&Ratt, SUV should be compatible at least with the bananas version. I haven't tested any newer version, but I don't see how both sets in combination could cause any sprite issues?

Hope you can resolve this issue for your game
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by kamnet »

Kruemelchen wrote: 23 Feb 2021 15:08
kamnet wrote: 23 Feb 2021 14:40 EDIT: I just found it, it's U&ReMM 2 (v140) that's causing the conflict. Bummer :( It's happening even when I have a SUV-supported road set loaded.
That's strange, isn't U&Remm supposed to be a rail type set?
If you're talking about U&Ratt, SUV should be compatible at least with the bananas version. I haven't tested any newer version, but I don't see how both sets in combination could cause any sprite issues?

Hope you can resolve this issue for your game
U&RATT, sorry. *ugh*. Lemmie try something.
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by kamnet »

Okay so getting this narrowed down more, I'm getting the error when I have the following sets loaded:
SUV 0.33
Docklands 1.0.1
UR&RATT 0.2a
Water Way Road 0.3.1
Utility Roadtype Set 4.3

If I take any of those other sets out, the error goes away. But enough playing around with the load order and I've finally got them working without errors. The order that works:
SUV
Water Way Road
URS
Docklands
U&RATT

ORRR.... I thought that fixed it. Went back into my big preset and that caused all sorts of chaos. After some more jiggering, I think the real culprit is the Utility Roadtype Set. Suspect programming. ;) I take that out and no more problems period. LOL
Kruemelchen
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Kruemelchen »

kamnet wrote: 23 Feb 2021 17:03 ORRR.... I thought that fixed it. Went back into my big preset and that caused all sorts of chaos. After some more jiggering, I think the real culprit is the Utility Roadtype Set. Suspect programming. ;) I take that out and no more problems period. LOL
I'm glad you could solve the issue for you :)

My sets might contain questionable spaghetti code, too, so it's only reasonable to suspect the SUV set :D

In fact, there seems to be an error, when using this set in JGRs PP, but that's more or less harmless ;)
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Kruemelchen »

It's time for an update :)

While I've been working on the boat set(s), I've drawn some cute horses for boat pulling (towing). But I've realised they horsies can fairly pull some carts, wagons or coaches, too!

So here you go, it's getting hooves-busy on the road :D
It's getting hooves busy on the road!
It's getting hooves busy on the road!
horsies2.png (12.93 KiB) Viewed 11426 times
the list
the list
horsies.png (7.44 KiB) Viewed 11426 times
These horsies will hoove-in with the next release, coming soon-ish(tm) :wink:
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by perverted monkey »

Cute indeed!
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (*NRT)

Post by Quast65 »

Kruemelchen wrote: 04 May 2018 21:19 amphibious car
Hello!
First of all, thank you for this set! :bow:
I have a question about the amphi-ranger amphibious car.
It only goes on the WaterWay (WWAY), but not on the River Way (RWAY), is this intended behaviour?

EDIT:
Additional question...
On water the graphics change to the car floating in water.
How did you do that?
I am working on a roadtype with water, but the car keeps it's land-appearance.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (*NRT)

Post by Kruemelchen »

Quast65 wrote: 21 Jan 2022 19:26
Kruemelchen wrote: 04 May 2018 21:19 amphibious car
Hello!
First of all, thank you for this set! :bow:
I have a question about the amphi-ranger amphibious car.
It only goes on the WaterWay (WWAY), but not on the River Way (RWAY), is this intended behaviour?

EDIT:
Additional question...
On water the graphics change to the car floating in water.
How did you do that?
I am working on a roadtype with water, but the car keeps it's land-appearance.
Thank you for your interest in the amphibious vehicles!

I haven't got the time to work on my sets for quite some months. I think it might be best to just release a pre-release of my amphibious all-terrain vehicles (AATV) set! You can find the GRF and the source attached :)

Note: the amphi-ranger of the SUV set is deprecated, please use the one from aforementioned AATV-set

About the floating-graphics I use a switch to check for the roadtype! :)
Right now I am only supporting my own labels (WWAY, RWAY among others, please refer to the attached NML source file), but if you tell me your Water Roadtype label, I'll add support for that when releasing this set and also the WWAY set with the boats! :)
Attachments
aatv_0.1_prerelease.7z
(158.05 KiB) Downloaded 84 times
aatvset_0.1_prerelease.grf
(223.35 KiB) Downloaded 88 times
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Quast65 »

Ooh, very nice new stuff! :bow:
Kruemelchen wrote: 27 Jan 2022 13:07 tell me your Water Roadtype label, I'll add support for that when releasing this set and also the WWAY set with the boats!
Thank you, that would be nice:

CAN0 (CAN and number 0, to be clear ;-) )
CAN1
CAN2
CAN3
CAN4
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by kamnet »

It seems that I cannot use SUV 0.3.3 and AATV 0.1 simultaneously, it causes WaterWayRoad 0.3.1 to error out "Attempt to use invalid ID".
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Kruemelchen »

kamnet wrote: 28 Jan 2022 06:56 It seems that I cannot use SUV 0.3.3 and AATV 0.1 simultaneously, it causes WaterWayRoad 0.3.1 to error out "Attempt to use invalid ID".
That is strange, it works fine on my side. I never understand these "attempt to use invalid ID" errors :oops:

Have you tried another load order, i.e. loading WaterWayRoad first?

If that doesn't help, you may try to use the attached development version*
Quast65 wrote: 27 Jan 2022 13:51 Thank you, that would be nice:
*this version has support for CAN0 etc.;
also it has many new features that may not be coherent and change in a future release version;
please note that there is a new type of Water Road which needs "Auz Water Objects" to be present, it adds support for swamps!
Attachments
waterway_0_4_dev.grf
development snapshot, may contain bugs
(970.57 KiB) Downloaded 88 times
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Quast65 »

Kruemelchen wrote: 28 Jan 2022 11:25 *this version has support for CAN0 etc.;
Thank you! :bow:
The ships that are included in that GRF are now appearing in the depots, but no amphibious vehicles from the other sets just yet...

Is there anything I can do in my roadset so that they are activated?
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Kruemelchen
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by Kruemelchen »

Quast65 wrote: 28 Jan 2022 20:04 Thank you! :bow:
The ships that are included in that GRF are now appearing in the depots, but no amphibious vehicles from the other sets just yet...

Is there anything I can do in my roadset so that they are activated?
Generally speaking, the roadtype that is used by the vehicles has to have support (powered roadtype list) for the roadtype of the actual type of road. In other words, if you want ROAD vehicles to support your road, you have to code an empty ROAD roadtype, that has support for your road. In case of WWAY*, you'd want to create an empty roadtype WWAY and insert the roadtype labels of your roadset under "powered_roadtype_list".

* I am thinking of separating the boats of the WaterWayRoad set into a different set and labelling them BOAT. That might be more generic than labelling them under WWAY, which is a type of canal. But I am not sure when I'd have the time for this.

However, the attached prerelease of AATV should work now with your canals :)
Attachments
aatvset_0.1_prerelease2.grf
prerelease 2; added support for CAN0...
(224.18 KiB) Downloaded 140 times
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Re: Supplemental Unsurfaced Road Vehicles Set (SUV) (OpenTTD 1.10 required)

Post by kamnet »

Kruemelchen wrote: 28 Jan 2022 11:25
kamnet wrote: 28 Jan 2022 06:56 It seems that I cannot use SUV 0.3.3 and AATV 0.1 simultaneously, it causes WaterWayRoad 0.3.1 to error out "Attempt to use invalid ID".
That is strange, it works fine on my side. I never understand these "attempt to use invalid ID" errors :oops: Have you Tried another load order, i.e. loading WaterWayRoad first? If that doesn't help, you may try to use the attached development version*
Here is a test game for you to look at, if it's helpful. Generated on OpenTTD 12.1 with:
SUV 0.3.3
AATV 0.1 Prerelease 2
Mop's Expanded Road Vehicles 0.8.0
Docklands 1.0.1
Unspooled 0.4.6
U&Ratt 0.7a
Water Way Roads 0.4

At first blush this appears to be an error with NRT roads. But having just recently tallied up all the roadtypes and tramtypes that each set provides, this combo should come out to exactly 64. No matter which way I re-arrange the files, one of them is always going to generate an error.

If I take out MERV, I still get the error. But if I remove either SUV or AATV, the error goes away and all the road sets load completely.
Attachments
test-arctic.sav
(23.41 KiB) Downloaded 78 times
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