[OTTD] Bob's Random British Vehicles - v0.9
Moderator: Graphics Moderators
Re: [OTTD] Bob's Random British Vehicles
What abou merging Ford Transits and Mammoth Majors into one ID and making stats time dependent?
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
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- colossal404
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Re: [OTTD] Bob's Random British Vehicles
The speed cannot be changed for road vehicles in one ID, so I think that's the reason of why Bob separate them.
- andythenorth
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Re: [OTTD] Bob's Random British Vehicles
It can, but it needs a varaction 2 chain and a cb.colossal404 wrote:The speed cannot be changed for road vehicles in one ID
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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Re: [OTTD] Bob's Random British Vehicles
Oops, sorry then, I knew it wrong.andythenorth wrote:It can, but it needs a varaction 2 chain and a cb.
- Bob_Mackenzie
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Re: [OTTD] Bob's Random British Vehicles
There are two reasons...Kogut wrote:What abou merging Ford Transits and Mammoth Majors into one ID and making stats time dependent?
1) The Transits replace the Morris Van not the Mammoth
2) I didn't understand a word of all that NFO stuff above - basically I'm just up to using GRFmaker and AFAIK thats one ID per vehicle
Cheers
Bob
Re: [OTTD] Bob's Random British Vehicles
I thought about merging multiple Ford Transits into one, and merging multiple Mammoth Majors. But it is only random idea.Bob_Mackenzie wrote:There are two reasons...Kogut wrote:What abou merging Ford Transits and Mammoth Majors into one ID and making stats time dependent?
1) The Transits replace the Morris Van not the Mammoth
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
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- Bob_Mackenzie
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Re: [OTTD] Bob's Random British Vehicles
Ah now I understand
The other problem with using the same ID for multiple vehicles is the auto replace doesn't work
The other problem with using the same ID for multiple vehicles is the auto replace doesn't work
- andythenorth
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Re: [OTTD] Bob's Random British Vehicles
It's easy, no? Here's some I made earlierBob_Mackenzie wrote:I didn't understand a word of all that NFO stuff above
Code: Select all
// No. 8 Crawler Tractor (General Purpose)
-1 * 67 00 01 1A 01 96
00 00 00 // intro date (min value: 1-1-1920)
02 20 // reliability
03 \b40 // vehicle life
04 \b100 // class life
06 0F // climate
07 05 // load amount
08 \b45 // speed in mph * 3.2
09 1E // running cost factor
0A 48 4C 00 00 // running cost base
0E FF // sprite ID
0F 00 // capacity
10 FF // cargo type
11 34 // cost factor
12 17 // sound effect
13 \b35 // power in 10 hp
14 \b144 // weight in 1/4 tons
15 \b11 // speed in mph * 0.8
16 00 00 00 00 // Bit mask of cargo types available for refitting
17 16 // Callback flags bit mask
18 9F // coefficient of TE
1A 00 // Refit cost, using 25% of the purchase price cost base
1B 00 // Retire vehicle early, this many years before the end of phase 2
1C 02 // Miscellaneous vehicle flags 01 = tram, 02 = use 2CC
1D FF 03 // Refittable cargo classes
1E 01 00 // Non-refittable cargo classes
1F \d708300 // Long format introduction date
1371 * 34 04 01 7F 01 96 "No. 8 Crawler (Supply Train)" 00
1372 * 103 04 01 81 01 80 D0 "Hauls: " 8A "Four 12t trailers or sleds"
0d 98 "Model: " 8A "1940" // (48t total)
0d 98 0d 98 "Variations (random): " 98 "Bulldozer blade, cab"
0d 98
00
1373 * 129 04 01 81 01 81 D0 "Hauls: " 8A "Four 12t low-ground-pressure trailers or sleds"
0d 98 "Model: " 8A "1955" // (48t total)
0d 98 0d 98 "Variations (random): " 98 "Bulldozer blade, cab style"
0d 98
00
1374 * 129 04 01 81 01 82 D0 "Hauls: " 8A "Four 14t low-ground-pressure trailers or sleds"
0d 98 "Model: " 8A "1969" // (56t total)
0d 98 0d 98 "Variations (random): " 98 "Bulldozer blade, cab style"
0d 98
00
1375 * 135 04 01 81 01 83 D0 "Hauls: " 8A "Four 19t low-ground-pressure trailers or sleds"
0d 98 "Model: " 8A "1980 (Elevated drive)" // (76t total)
0d 98 0d 98 "Variations (random): " 98 "Bulldozer blade"
0d 98
00
1376 * 135 04 01 81 01 84 D0 "Hauls: " 8A "Four 24t low-ground-pressure trailers or sleds"
0d 98 "Model: " 8A "1991 (Elevated drive)" // (96t total)
0d 98 0d 98 "Variations (random): " 98 "Bulldozer blade"
0d 98
00
1377 * 135 04 01 81 01 85 D0 "Hauls: " 8A "Four 29t low-ground-pressure trailers or sleds"
0d 98 "Model: " 8A "2005 (Elevated drive)" // (116t total)
0d 98 0d 98 "Variations (random): " 98 "Bulldozer blade"
0d 98
00
// No. 8 standard drive
1378 * 4 01 01 06 08
// No. 8 standard drive no cab - bulldozer blade
1379 sprites/pcx/bulldozers.pcx 34 490 01 24 12 -5 -17
1380 sprites/pcx/bulldozers.pcx 66 490 09 20 26 -17 -9
1381 sprites/pcx/bulldozers.pcx 98 490 01 16 36 -14 -8
1382 sprites/pcx/bulldozers.pcx 146 490 09 20 26 -8 -8
1383 sprites/pcx/bulldozers.pcx 178 490 01 24 12 -5 -13
1384 sprites/pcx/bulldozers.pcx 210 490 09 20 26 -16 -8
1385 sprites/pcx/bulldozers.pcx 242 490 01 16 36 -23 -9
1386 sprites/pcx/bulldozers.pcx 290 490 09 20 26 -11 -10
// No. 8 standard drive no cab - no blade
1387 sprites/pcx/bulldozers.pcx 34 530 01 24 12 -5 -17
1388 sprites/pcx/bulldozers.pcx 66 530 09 20 26 -17 -9
1389 sprites/pcx/bulldozers.pcx 98 530 01 16 36 -14 -8
1390 sprites/pcx/bulldozers.pcx 146 530 09 20 26 -8 -8
1391 sprites/pcx/bulldozers.pcx 178 530 01 24 12 -5 -13
1392 sprites/pcx/bulldozers.pcx 210 530 09 20 26 -16 -8
1393 sprites/pcx/bulldozers.pcx 242 530 01 16 36 -23 -9
1394 sprites/pcx/bulldozers.pcx 290 530 09 20 26 -11 -10
// No. 8 standard drive open cab - bulldozer blade
1395 sprites/pcx/bulldozers.pcx 34 570 01 24 12 -5 -17
1396 sprites/pcx/bulldozers.pcx 66 570 09 20 26 -17 -9
1397 sprites/pcx/bulldozers.pcx 98 570 01 16 36 -14 -8
1398 sprites/pcx/bulldozers.pcx 146 570 09 20 26 -8 -8
1399 sprites/pcx/bulldozers.pcx 178 570 01 24 12 -5 -13
1400 sprites/pcx/bulldozers.pcx 210 570 09 20 26 -16 -8
1401 sprites/pcx/bulldozers.pcx 242 570 01 16 36 -23 -9
1402 sprites/pcx/bulldozers.pcx 290 570 09 20 26 -11 -10
// No. 8 standard drive open cab - no blade
1403 sprites/pcx/bulldozers.pcx 34 610 01 24 12 -5 -17
1404 sprites/pcx/bulldozers.pcx 66 610 09 20 26 -17 -9
1405 sprites/pcx/bulldozers.pcx 98 610 01 16 36 -14 -8
1406 sprites/pcx/bulldozers.pcx 146 610 09 20 26 -8 -8
1407 sprites/pcx/bulldozers.pcx 178 610 01 24 12 -5 -13
1408 sprites/pcx/bulldozers.pcx 210 610 09 20 26 -16 -8
1409 sprites/pcx/bulldozers.pcx 242 610 01 16 36 -23 -9
1410 sprites/pcx/bulldozers.pcx 290 610 09 20 26 -11 -10
// No. 8 standard drive enclosed cab - bulldozer blade
1411 sprites/pcx/bulldozers.pcx 34 650 01 24 12 -5 -17
1412 sprites/pcx/bulldozers.pcx 66 650 09 20 26 -17 -9
1413 sprites/pcx/bulldozers.pcx 98 650 01 16 36 -14 -8
1414 sprites/pcx/bulldozers.pcx 146 650 09 20 26 -8 -8
1415 sprites/pcx/bulldozers.pcx 178 650 01 24 12 -5 -13
1416 sprites/pcx/bulldozers.pcx 210 650 09 20 26 -16 -8
1417 sprites/pcx/bulldozers.pcx 242 650 01 16 36 -23 -9
1418 sprites/pcx/bulldozers.pcx 290 650 09 20 26 -11 -10
// No. 8 standard drive enclosed cab - no blade
1419 sprites/pcx/bulldozers.pcx 34 690 01 24 12 -5 -17
1420 sprites/pcx/bulldozers.pcx 66 690 09 20 26 -17 -9
1421 sprites/pcx/bulldozers.pcx 98 690 01 16 36 -14 -8
1422 sprites/pcx/bulldozers.pcx 146 690 09 20 26 -8 -8
1423 sprites/pcx/bulldozers.pcx 178 690 01 24 12 -5 -13
1424 sprites/pcx/bulldozers.pcx 210 690 09 20 26 -16 -8
1425 sprites/pcx/bulldozers.pcx 242 690 01 16 36 -23 -9
1426 sprites/pcx/bulldozers.pcx 290 690 09 20 26 -11 -10
// Real sprites are also used by No. 8 (Logging / Mining)
1427 * 9 02 01 A1 //action2 - no cab, blade
01 // number loading states
01 // number loaded states
00 00 // loading sprites
00 00 // loaded sprites
1428 * 9 02 01 A2 //action2 - no cab, no blade
01 // number loading states
01 // number loaded states
01 00 // loading sprites
01 00 // loaded sprites
1429 * 9 02 01 A3 //action2 - open cab, blade
01 // number loading states
01 // number loaded states
02 00 // loading sprites
02 00 // loaded sprites
1430 * 9 02 01 A4 //action2 - open cab, no blade
01 // number loading states
01 // number loaded states
03 00 // loading sprites
03 00 // loaded sprites
1431 * 9 02 01 A5 //action2 - enclosed cab, no blade
01 // number loading states
01 // number loaded states
04 00 // loading sprites
04 00 // loaded sprites
1432 * 9 02 01 A6 //action2 - enclosed cab, no blade
01 // number loading states
01 // number loaded states
05 00 // loading sprites
05 00 // loaded sprites
// high drive
1433 * 4 01 01 04 08
// No. 8 high drive 2cc cab - bulldozer blade
1434 sprites/pcx/bulldozers.pcx 34 810 01 24 12 -5 -17
1435 sprites/pcx/bulldozers.pcx 66 810 09 20 26 -17 -9
1436 sprites/pcx/bulldozers.pcx 98 810 01 16 36 -14 -8
1437 sprites/pcx/bulldozers.pcx 146 810 09 20 26 -8 -8
1438 sprites/pcx/bulldozers.pcx 178 810 01 24 12 -5 -13
1439 sprites/pcx/bulldozers.pcx 210 810 09 20 26 -16 -8
1440 sprites/pcx/bulldozers.pcx 242 810 01 16 36 -23 -9
1441 sprites/pcx/bulldozers.pcx 290 810 09 20 26 -11 -10
// No. 8 high drive 2cc cab - no blade
1442 sprites/pcx/bulldozers.pcx 34 850 01 24 12 -5 -17
1443 sprites/pcx/bulldozers.pcx 66 850 09 20 26 -17 -9
1444 sprites/pcx/bulldozers.pcx 98 850 01 16 36 -14 -8
1445 sprites/pcx/bulldozers.pcx 146 850 09 20 26 -8 -8
1446 sprites/pcx/bulldozers.pcx 178 850 01 24 12 -5 -13
1447 sprites/pcx/bulldozers.pcx 210 850 09 20 26 -16 -8
1448 sprites/pcx/bulldozers.pcx 242 850 01 16 36 -27 -9
1449 sprites/pcx/bulldozers.pcx 290 850 09 20 26 -11 -10
// No. 8 upgraded black cab - bulldozer blade
1450 sprites/pcx/bulldozers.pcx 34 890 01 24 12 -5 -17
1451 sprites/pcx/bulldozers.pcx 66 890 09 20 26 -17 -9
1452 sprites/pcx/bulldozers.pcx 98 890 01 16 36 -14 -8
1453 sprites/pcx/bulldozers.pcx 146 890 09 20 26 -8 -8
1454 sprites/pcx/bulldozers.pcx 178 890 01 24 12 -5 -13
1455 sprites/pcx/bulldozers.pcx 210 890 09 20 26 -16 -8
1456 sprites/pcx/bulldozers.pcx 242 890 01 16 36 -23 -9
1457 sprites/pcx/bulldozers.pcx 290 890 09 20 26 -11 -10
// No. 8 upgraded black cab - no blade
1458 sprites/pcx/bulldozers.pcx 34 930 01 24 12 -5 -17
1459 sprites/pcx/bulldozers.pcx 66 930 09 20 26 -17 -9
1460 sprites/pcx/bulldozers.pcx 98 930 01 16 36 -14 -8
1461 sprites/pcx/bulldozers.pcx 146 930 09 20 26 -8 -8
1462 sprites/pcx/bulldozers.pcx 178 930 01 24 12 -5 -13
1463 sprites/pcx/bulldozers.pcx 210 930 09 20 26 -16 -8
1464 sprites/pcx/bulldozers.pcx 242 930 01 16 36 -27 -9
1465 sprites/pcx/bulldozers.pcx 290 930 09 20 26 -11 -10
// Real sprites are also used by No. 8 (Logging / Mining)
1466 * 9 02 01 AA //action2 - 2cc cab, blade
01 // number loading states
01 // number loaded states
00 00 // loading sprites
00 00 // loaded sprites
1467 * 9 02 01 AB //action2 - 2cc cab, no blade
01 // number loading states
01 // number loaded states
01 00 // loading sprites
01 00 // loaded sprites
1468 * 9 02 01 AC //action2 - black cab, blade
01 // number loading states
01 // number loaded states
02 00 // loading sprites
02 00 // loaded sprites
1469 * 9 02 01 AD //action2 - black cab, no blade
01 // number loading states
01 // number loaded states
03 00 // loading sprites
03 00 // loaded sprites
1470 * 4 01 01 03 04 // buy menu sprites
// No. 8 standard drive, open cab, no blade
1471 * 1 00
1472 * 1 00
1473 sprites/pcx/bulldozers.pcx 370 610 01 16 36 -14 -9
1474 * 1 00
// No. 8 high drive 2cc cab, no blade
1475 * 1 00
1476 * 1 00
1477 sprites/pcx/bulldozers.pcx 370 853 01 12 36 -27 -6
1478 * 1 00
// No. 8 high drive black cab, no blade
1479 * 1 00
1480 * 1 00
1481 sprites/pcx/bulldozers.pcx 370 933 01 12 36 -27 -6
1482 * 1 00
1483 * 9 02 01 E1 //action2 - buy menu sprites (standard drive open cab)
01 // number loading states
01 // number loaded states
00 00 // loading sprites
00 00 // loaded sprites
1484 * 9 02 01 E2 //action2 - buy menu sprites (high drive 2cc cab)
01 // number loading states
01 // number loaded states
01 00 // loading sprites
01 00 // loaded sprites
1485 * 9 02 01 E3 //action2 - buy menu sprites (high drive black cab)
01 // number loading states
01 // number loaded states
02 00 // loading sprites
02 00 // loaded sprites
1486 * 14 02 01 FF // buy menu
81 0C 00 FF //check byte value of variable 81 (no bit shift, FF andmask)
01 // range
85 80 23 23 // text for vehicle window
E3 00 //otherwise go to next action 2 ID
1487 * 14 02 01 FE // buy menu
81 0C 00 FF //check byte value of variable 81 (no bit shift, FF andmask)
01 // range
84 80 23 23 // text for vehicle window
E2 00 //otherwise go to next action 2 ID
1488 * 14 02 01 FD // buy menu
81 0C 00 FF //check byte value of variable 81 (no bit shift, FF andmask)
01 // range
83 80 23 23 // text for vehicle window
E2 00 //otherwise go to next action 2 ID
1489 * 14 02 01 FC // buy menu
81 0C 00 FF //check byte value of variable 81 (no bit shift, FF andmask)
01 // range
82 80 23 23 // text for vehicle window
E1 00 //otherwise go to next action 2 ID
1490 * 14 02 01 FB // buy menu
81 0C 00 FF //check byte value of variable 81 (no bit shift, FF andmask)
01 // range
81 80 23 23 // text for vehicle window
E1 00 //otherwise go to next action 2 ID
1491 * 14 02 01 FA // buy menu
81 0C 00 FF //check byte value of variable 81 (no bit shift, FF andmask)
01 // range
80 80 23 23 // text for vehicle window
E1 00 //otherwise go to next action 2 ID
1492 * 30 02 01 F0 // buy menu
81 01 00 FF // check current year
05 // range
FA 00 \b00 \b34 // action 2 for setting graphics / text before 1955
FB 00 \b35 \b48 // action 2 for setting graphics / text before 1969
FC 00 \b49 \b59 // action 2 for setting graphics / text before 1980
FD 00 \b60 \b70 // action 2 for setting graphics / text before 1991
FE 00 \b71 \b84 // action 2 for setting graphics / text before 2005
FF 00 // default graphics / text
1493 * 15 02 01 C1
83 00 00 // randomise graphics (83 is per engine)
04 //check two ranges (choose blade or no blade)
A1 00 // blade, no cab
A2 00 // no blade, no cab
A3 00 // blade, open cab
A4 00 // no blade, open cab
1494 * 15 02 01 C2
83 00 00 // randomise graphics (83 is per engine)
04 //check two ranges (choose blade or no blade)
A3 00 // blade, open cab
A4 00 // no blade, open cab
A5 00 // blade, enclosed cab
A6 00 // no blade, enclosed cab
1495 * 11 02 01 C4
83 00 00 // randomise graphics (83 is per engine)
02 //check two ranges (choose blade or no blade)
AC 00 // blade
AD 00 // no blade
1496 * 11 02 01 C3
83 00 00 // randomise graphics (83 is per engine)
02 //check two ranges (choose blade or no blade)
AA 00 // blade
AB 00 // no blade
1497 * 22 02 01 B2 // chain starting here uses date and random to show various cabs and also whether to show blades
81 C4 00 FF // check date vehicle built
03 // range
C1 00 \b00 \b44 // use standard drive, random no cab / open cab, before 1965
C2 00 \b45 \b59 // use standard drive, random open cab / enclosed cab, before 1980
C3 00 \b60 \b84 // use high drive, 2cc cab graphics before 2005
C4 00 // else use upgraded (black cab) graphics
1498 * 30 02 01 B5 // choose trailers by date
81 01 00 FF // check current year
05 // range
6F 80 \b00 \b34 // before 1955
75 80 \b35 \b48 // before 1969
76 80 \b49 \b59 // before 1980
77 80 \b60 \b70 // before 1991
78 80 \b71 \b84 // before 2005
79 80 // default
1499 * 26 02 01 B0 // articulated vehicle instructions
81 10 00 FF //check byte value of variable 10 (no bit shift, FF andmask)
04 //range
B5 00 01 01 //
B5 00 02 02 //
B5 00 03 03 //
B5 00 04 04 //
FF FF //otherwise end the callback chain
1500 * 14 02 01 B6 // provide correct refit/capacity information in buy menu (credits to DJ Nekkid for solution)
82 40 10 FF // check vehicle length
01 // check one range
F0 00 00 00 // if length is 0 use purchase menu sprite
B2 00 // else go to action 2 to apply graphics
1501 * 18 02 01 B1
81 0C 00 FF //check byte value of variable 81 (no bit shift, FF andmask)
02 //check one range
00 80 11 11 // vehicle length CB
B0 00 16 16 //go to ID B0 for value 16 (ie. go to the articulated vehicle building instructions)
B6 00 // go to ID A1
1502 * 7 03 01 01 96 // Action 3
00 // number of cargo types to define
B1 00
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [OTTD] Bob's Random British Vehicles
*thud*
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: [OTTD] Bob's Random British Vehicles
Yes, it may be reason for not doing it.Bob_Mackenzie wrote:Ah now I understand
The other problem with using the same ID for multiple vehicles is the auto replace doesn't work
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: [OTTD] Bob's Random British Vehicles
You could make a Reliant Robin. Give it 2 passengers and make it have a 50% chance to break down every time it goes round left-hand a corner to simulate a rollover. Maybe a higher chance would be more realistic?
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Re: [OTTD] Bob's Random British Vehicles
A reliant robin isn't such a bad idea. I suppose you want me to make it yellow?AlienKing wrote:You could make a Reliant Robin. Give it 2 passengers and make it have a 50% chance to break down every time it goes round left-hand a corner to simulate a rollover. Maybe a higher chance would be more realistic?
-
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Re: [OTTD] Bob's Random British Vehicles
Good stuff here(even though you stole my idea which I stole from someone else ), you can use whatever is left in my LRVS of course. I think this pretty much supersedes it... If you need help, I can do lots of things.
--- Licenses: GNU LGPL, version 2 or newer, code and graphics. CC-By-SA, graphics, alternatively. If you're using any, I'd like to hear about it --- Call them "track types" ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---
--- Need a file packer? 7-Zip --- BOINC - use your computing power to benefit science --- Block trackers, not ads --- Unix in dispersible pellets, the formula for the future. ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---
--- Need a file packer? 7-Zip --- BOINC - use your computing power to benefit science --- Block trackers, not ads --- Unix in dispersible pellets, the formula for the future. ---
Re: [OTTD] Bob's Random British Vehicles
I have been playing with this (been on a Brit kick since the latest UKRS came out.) All I can say is Awesome! I really like these vehicles.
Maybe you, PikkaBird, and some others can put your heads and your sprites together and create a real world Brit vehicle set.
Maybe you, PikkaBird, and some others can put your heads and your sprites together and create a real world Brit vehicle set.
Who is John Galt?
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Re: [OTTD] Bob's Random British Vehicles
Your set was certainly an inspiration so thank youoberhümer wrote:Good stuff here(even though you stole my idea which I stole from someone else ), you can use whatever is left in my LRVS of course. I think this pretty much supersedes it... If you need help, I can do lots of things.
What is really slowing the set down right now is having to do all the loading sprites - for example the Mammoth still doesn't have any lumber graphics
@ostlandr - glad you like it
Currently Ive pretty much finished re-vamping the DAF75 - thanks to AndyN for the logs he posted up. It doesn't have lumber either though. Started on a Thornycroft J to give an early truck:
http://www3.hants.gov.uk/museum/thornyc ... type-j.htm
Cheers
Bob
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Re: [OTTD] Bob's Random British Vehicles
Some new sprites
ERF B series "Chinese 6" - bit plain and boring at the mo' IMO
Ford Model T Van - built in Britain. Also a bit plain & boring
Lastly Thornycroft J Type 1913 Lorry
Cheers
Bob
ERF B series "Chinese 6" - bit plain and boring at the mo' IMO
Ford Model T Van - built in Britain. Also a bit plain & boring
Lastly Thornycroft J Type 1913 Lorry
Cheers
Bob
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Re: [OTTD] Bob's Random British Vehicles
Current Version 0.6
There is now a release thread where the set can be downloaded or its on Bananas: http://www.tt-forums.net/viewtopic.php?f=67&t=49489
There is now a release thread where the set can be downloaded or its on Bananas: http://www.tt-forums.net/viewtopic.php?f=67&t=49489
- colossal404
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Re: [OTTD] Bob's Random British Vehicles - v0.6
I found a bug that fast:
The DAF 75 hoppers are a bit wrong positioned when loaded. Just copy and paste the positions od the empty one.
The DAF 75 hoppers are a bit wrong positioned when loaded. Just copy and paste the positions od the empty one.
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Re: [OTTD] Bob's Random British Vehicles - v0.6
Now fixed see first post. Thanks for your help
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