Michael Blunck's new graphics [http://www.ttdpatch.de/]

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Peteza
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Post by Peteza »

michael blunck wrote: But anyway, having used up nearly all veh-IDs, it´s too late. :mrgreen:
Any chance of having a parameter (or another grf) that doesn't include all the speed limited wagons? They take up a lot of IDs, and could instead be more engines. How about a parameter to remove the transrapid otherwise? Even that would free a few IDs. I mainly play one game for many years, so the speed limited wagons only affect me at the start of my one game.

Otherwise, is it possible to have all the different speed limited wagons as 'cargo refits' so the wagons don't take up too many IDs? They could be made available in the relevant years when they should be available. Similar to how the rheingold carriages are available during that limited period.

I have to say Michael, your work is awesome. I feel that all your graphics fit really well with the original TTD graphics. The DBSet XL is the only train set i play at the moment.
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Post by SHADOW-XIII »

yeah ... the idea refiting wagons to faster types would be better ...
but I do not remember if it's possible to disable some options in refit window depending on game year
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Post by jvassie »

No sorry, i think you have misunderstood, i was asking if i could use his RAe TEE graphics from his Alpine Set.

I was also saying that i will be happy when we can use the DB101 in metropolitan livery.

Hope that clears it up!

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Post by Colonel Sheperd »

Bilevel RE coaches plze.
It's getting boring to use the 612 or something with a 112 or something behind it..
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Post by Spaceball »

@jamesvassie

It was a just in Case answer. If you like to. ;)

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Post by jvassie »

@jamesvassie

It was a just in Case answer. If you like to.

cu, Spaceball
Ah ok!

Thanks for the offer, would you mind if i had a look at them?

Cheers
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Post by lobster »

hey, an update! :) can't figure out what though.
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Post by SkeedR »

probably a vehicle update, michael?
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Post by Spaceball »

@jamesvassie

Sure. You may edit them if you like to.

cu, Spaceball
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Post by DaleStan »

Methinks that's not where you meant to post that, Spaceball.
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Post by Raichase »

Yes. Enough OT guys, take it back to the "Alternate DB Set" thread please.
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Post by lobster »

speaking of which, this new train looks awesome. and it was added on my birthday! :)

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Post by SHADOW-XIII »

oh I can't wait for new releases :o
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Post by Geo Ghost »

I saw it yesterday. It looks really nice! :D
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Post by michael blunck »

Hi all,

I´ve put together a first set which introduces new cargoes and new industries, based on Csabas patch version alpha55 vcs3 which you may find here.

This set is only a very first step towards a full implementation of a new general cargo and industries scheme which I´m working on, ATM.

Cargoes implemented in NewCargo v0.0:

- fish

is produced at "fishing grounds" (at sea) and may be transported by ships, trucks, box cars and reefers. To sent a ship to the fishing grounds, you´ll have to built a special buoy there (w. ctrl-click) allowing loading of ships. Fish is sent to "food processing industries" (which are made available in temperate climate with this set) and the resulting food will be accepted in turn by selected town buildings.

- beer

is produced from grain in "breweries" and may be transported by trucks and box cars to towns where it´s accepted also by selected buildings, e.g. stadiums. :)

- food

is produced by "food processing industries" from grain, livestock or fish and is sent to towns by trucks, box cars or reefers.


Industries implemented in NewCargo v0.0:

- fishing grounds

produces fish, will be found at the high sea.

- brewery

produces beer from grain, will be placed near medium and large towns.

- food processing

produces food from grain, livestock or fish.

- factory

changed to process "goods" from steel and wood for now.


Because the NewCargo Set modifies both the NewShips and the DB Set XL files to get a number of their vehicles transport the new cargoes, it must be loaded *after* these files, i.e. placed *behind* them in "newgrf.cfg".

There´s a more detailed donotreadme included in the .zip file, just in case ...

You may download it from

my page

or from

Josef´s site.

Have fun!
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brewery.png
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fishing.png
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Last edited by michael blunck on 27 Jul 2005 13:56, edited 1 time in total.
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Post by eis_os »

I miss the entry in grfcrawler for it, well done Michael :D
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Post by Aegir »

Michael, Im awe-struck. That is amazing! I knew what you were up to (im on the dev mailing list), so I shouldnt of been surprised, but that was really unexpected for me. Nice work Michael, nice work.
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Post by Sanchimaru »

tested! very nice indeed!! I like a lot the brewery

Thanks for sharing that sneak preview of what is to come! I'm excited to see what follows...
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CZAR ALEKSANDER
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Does not work

Post by CZAR ALEKSANDER »

hello Michael:

I have download the new ships from your website but the ttd patch 201.55 ver 3 is in dos and not windows and I cann't run the new cargo or new ships in the game please help


thanks

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Post by DaleStan »

Then download the windows version: ttdpatchW-201a55vcs3.zip
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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