Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Sat Oct 20, 2018 1:07 am

All times are UTC




Post new topic  Reply to topic  [ 81 posts ]  Go to page 1 2 3 4 5 Next
Author Message
 Post subject: OpenGFX+ Trains
PostPosted: Sun Oct 10, 2010 7:03 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
Let me show you the newest baby of the OpenGFX+ family, OpenGFX+ Trains.

It's still in its infancy and will still need to grow. What OpenGFX+ Trains offers you are
- a bulk wagon, a flatbed wagon, a covered piece goods wagon, a tank wagon and a refrigerated wagon with dedicated sprites for many cargos
- new livery override for the arctic TurboTrain, so that passenger and mail carriages match the engine
- Full support for ECS, FIRS and PBI industry sets

For the future we plan more specialized cargo support, including more loading stages and special treatment of more engines and trains and possibly adding a few selected additional engines in order to complement the set of available rolling stock over the range of years, especially for the early ones.

Graphics are those from OpenGFX, by molace, DanMacK, Zephyris, Uzurpator and buttercup, additional new ones from molace and DanMacK.

Get it from the usual grocery store :-)
Nightlies are available from the DevZone for those who want to play with the bleeding edge development version.


Attachments:
Dresden an der Donau Transport, 18-04-1980.png
Dresden an der Donau Transport, 18-04-1980.png [ 172 KiB | Viewed 28329 times ]

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Last edited by planetmaker on Thu Nov 25, 2010 8:32 am, edited 1 time in total.
Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Sun Oct 10, 2010 8:04 pm 
Offline
Tycoon
Tycoon

Joined: Fri Oct 23, 2009 7:35 pm
Posts: 1276
Location: Here and there, sometime or another
Hmm... thumbs up! Would you mind also raising a few wagon capacities? I think they are a bit low, especially for some of the freight cars.

_________________
--- 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. ---


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Mon Oct 11, 2010 6:28 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
I don't mind that at all; given the different weight of individual cargos there might indeed be some glitches or unwelcome low capcities and this has not yet been reviewed. Suggestions are very welcome but let us continue that in the development thread :-)

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Mon Oct 11, 2010 7:31 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2825
Nice to see this in action!

Could I suggest some futuristic trains and monorail vehicles so that those railtypes don't immediately go obselete once monorail and then maglev become availble?

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Mon Oct 11, 2010 8:10 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Aug 03, 2009 2:29 pm
Posts: 1418
Location: Manchester
I trust tenders for steam locomotives is also on a coming soon? Nice start to the grf, can't wait for more. :wink:

_________________
==Flickr==


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Tue Oct 12, 2010 5:09 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
Zephyris wrote:
Could I suggest some futuristic trains and monorail vehicles so that those railtypes don't immediately go obselete once monorail and then maglev become availble?

I guess it won't be the next addition, but definitely an option :-) The overall time frame for the default engines is too small, it needs a few earlier as well as later ones. Graphics contributions will be welcome :-)

lawton27 wrote:
I trust tenders for steam locomotives is also on a coming soon?

Yes, there'll be one or more. I'm still a bit undecided how exactly to use them, what effect they'll have as I don't want them as a hard requirement. Currently I'm working on getting one into the game which will add a bit extra power to the steam engines it works with.

I copied this also to the development discussion thread :-)

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 11, 2010 8:50 pm 
Offline
Engineer
Engineer

Joined: Sat Jul 02, 2005 1:45 pm
Posts: 3
Location: Gdynia, Poland
Hello everyone!

I'm using this set with FIRS Industry Replacment 0.5.2. I looking for wagon for lumber, but i didn't found it... Did I miss it or maybe it isn't in this set?


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 11, 2010 9:39 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
n0zYk wrote:
I'm using this set with FIRS Industry Replacment 0.5.2. I looking for wagon for lumber, but i didn't found it... Did I miss it or maybe it isn't in this set?

It sadly seems that you didn't miss, it's an oversight on my part. Thanks for reporting it, it will be fixed in the next released version.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Nov 12, 2010 8:26 am 
Offline
Engineer
Engineer

Joined: Sat Jul 02, 2005 1:45 pm
Posts: 3
Location: Gdynia, Poland
Found another hmm bug? If i bulid coal train with bulk wagons, they are not the same... Two diffrent types I see. I attach the screenshoot


Attachments:
Clipboard01.jpg
Clipboard01.jpg [ 16.35 KiB | Viewed 27115 times ]
Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Nov 12, 2010 8:32 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
n0zYk wrote:
Found another hmm bug? If i bulid coal train with bulk wagons, they are not the same... Two diffrent types I see. I attach the screenshoot

That actually is not a bug but a feature to make for some variety :-) I'm open to suggestions there, this is rather a bit of a play-around and test for this kind of thing and it does not necessarily have to remain that way as it's now using in a 3:1 ration randomly the two coal wagon styles.

Maybe I could also make it such that only different trains look different and the single train more uniform... or one look the old, the other the newer one, depending upon the date they were purchased. Or something else... go ahead to make suggestions, if you like.

EDIT:
There's one fundamental thing I do not want to change with this set: Default vehicles shall not be limited beyond what they are capable of in an OpenTTD without NewGRFs, so I'd not like to decrease the cargo capacity of wagons or limit their max speed (at least not for a default choice of parameters; by means of parameters I might enable such things). It would be no problem to a) introduce engines and wagons prior to the default introduction dates (<1920) with other (lower) stats or newer and improved ones for years >2050, though. The wagons are to be unified to about two hand full of refittable wagons, at best to nothing less than with dedicated loading sprites for each cargo, in order accomodate all possible cargos along with all possible newgrf combinations. That is going to be improved especially on the graphical side in the next version; new sprites are already waiting to be coded, but I've been testing a few backend things so far which doesn't immediately show.

What I'm not yet quite sure about whether I shall change the graphical display of wagons over time (different look but same stats) or just provide more (random) variety, and if so depending on what: per wagon? per train? per company? something else or a combination?

It actually might help me make my decision when I know what people will like to see in the field of wagons and how they (should) evolve and behave :-)

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Last edited by planetmaker on Fri Nov 12, 2010 8:49 am, edited 2 times in total.

Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Nov 12, 2010 8:46 am 
Offline
Tycoon
Tycoon

Joined: Wed Aug 26, 2009 6:33 am
Posts: 2493
Location: Poland
Or make more than 2 styles - with just 2 completely different it looks odd.

_________________
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Nov 12, 2010 11:39 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2825
I think the issue is just the two styles... So I drew 8 slightly more subtle variants.


Attachments:
CoalVariants.zip [14.05 KiB]
Downloaded 274 times

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net
Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Nov 12, 2010 12:03 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
Nice! I shall make use of those in the next version :-)

EDIT
n0zYk wrote:
I'm using this set with FIRS Industry Replacment 0.5.2. I looking for wagon for lumber, but i didn't found it... Did I miss it or maybe it isn't in this set?

Fixed in r88 and later. Nightlies are available at the DevZone (compiled at 18:30h CET). Thanks again for that report.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Fri Nov 12, 2010 1:23 pm 
Offline
President
President
User avatar

Joined: Sun Jun 18, 2006 6:18 pm
Posts: 953
Location: Switzerland
n0zYk, you are using this set with original ttd baseset, maybe you should guess what OpenGFX implies in the name. ;-)

Anyway, isn't it as bad as someone could think? Maybe "someone" should make a recode of the ttd baseset with optimized offsets like OpenGFX. :-)

Greets
Ammler

_________________
Image
Town Names: Image Portuguese Image Belarusian Image French Image Swiss · Image Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Sat Nov 13, 2010 8:41 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
Zephyris wrote:
I think the issue is just the two styles... So I drew 8 slightly more subtle variants.

Very nice wagons :-) But now... how do I use all that variety, what behaviour and use is desired? I moved this development discussion to the developement thread.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Sat Nov 13, 2010 10:51 am 
Offline
Engineer
Engineer
User avatar

Joined: Sun Dec 25, 2005 5:42 pm
Posts: 69
Location: Poland
What is the main difference between OpenGFX & OpenGFX+ Trains & OpenGFX+ Trees ?
Which GFX is newer/better ?
BTW - do I need all 3 GFX packs to play ?

_________________
Find new graphics easier:
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> http://bananas.openttd.org/en/


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Sat Nov 13, 2010 10:57 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
OpenGFX is a base set. You need one base set to be able to start OpenTTD at all

OpenGFX+ Trains, OpenGFX+ Trees, OpengFX+ RV, OpenGFX+ Airports are all NewGRFs which add things to the game. The intention of the OpenGFX+ series is to extend the game in a manner which matches the graphics style found in the OpenGFX base set and add cautiously some improvements both in graphics as well as some behaviour without modifying the general behaviour of vehicles, buildings and industries.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Sun Nov 21, 2010 9:23 am 
Offline
Engineer
Engineer
User avatar

Joined: Sun Dec 25, 2005 5:42 pm
Posts: 69
Location: Poland
planetmaker wrote:
OpenGFX is a base set. You need one base set to be able to start OpenTTD at all

OpenGFX+ Trains, OpenGFX+ Trees, OpengFX+ RV, OpenGFX+ Airports are all NewGRFs which add things to the game. The intention of the OpenGFX+ series is to extend the game in a manner which matches the graphics style found in the OpenGFX base set and add cautiously some improvements both in graphics as well as some behaviour without modifying the general behaviour of vehicles, buildings and industries.


Thanks, I found it finally http://dev.openttdcoop.org/projects/ogfxplus but it was hard to find :P

_________________
Find new graphics easier:
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> http://bananas.openttd.org/en/


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 25, 2010 7:28 am 
Offline
Tycoon
Tycoon

Joined: Wed Aug 26, 2009 6:33 am
Posts: 2493
Location: Poland
http://bundles.openttdcoop.org/ogfx-tra ... es/LATEST/ -is it possible to add the link to first post? And why grf is zipped, not tared?
EDIT: O+ is working with US set!

_________________
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD


Top
   
 Post subject: Re: OpenGFX+ Trains
PostPosted: Thu Nov 25, 2010 8:35 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9040
Location: Sol d
Kogut wrote:
http://bundles.openttdcoop.org/ogfx-trains/nightlies/LATEST/ -is it possible to add the link to first post? And why grf is zipped, not tared?
EDIT: O+ is working with US set!

Good point, link to nightly downloads added to first posting.

Sure enough this set works with others. I can't test nor make sure it works graphically with _every_ other set, but I have no plans to put deliberate obstacles into the path to have this working together with other sets. Combinatory trains are of course at the user's own risk ;-)

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 81 posts ]  Go to page 1 2 3 4 5 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.