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PostPosted: Wed Aug 01, 2007 3:42 pm 
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GRVTS

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The generic Road Vehicle and Tram Set, or GRVTS, provides generic road vehicles and trams for all climates, in dual company colours. Includes vehicles for 1950 to 2050 with standard, express and articulated vehicles. Includes generic support for newGRF cargoes.

Attachment:
File comment: GRVTS Version 1.4 (normal version)
grvts.grf [453.9 KiB]
Downloaded 13094 times


Compatibility:
Compatible with OpenTTD 0.6.0
Compatible with the later OpenTTD nightlys
NOT compatible with OpenTTD 0.5.X
Compatibility not fully tested in TTDPatch

Vehicle Summary:
Buses:
5x Normal
4x Double-Decker
3x Articulated (1 trailer)
3x Express (coaches)

Heavy industry cargos (hopper, flatbed and tanker):
4x Normal
4x Articulated (1 trailer)

Light industry cargos (mail, box, armoured and refrigerated trucks):
5x Normal
3x Express

Passenger Trams:
5x Normal (some articulated)
3x Double decker (some articulated)

Cargo trams (mail, goods, sweets and food only):
4x Normal (some articulated)

eGRVTS

Image

The extended generic Road Vehicle and Tram Set, or eGRVTS, provides an extended set of 218 generic road vehicles and trams, for all climates, in dual company colours. Includes vehicles for 1800 to 2075 with standard, express, double-decker, articulated, horse-drawn and steam vehicles. Includes generic support for newGRF cargoes.

Attachment:
File comment: eGRVTS Version 1.0 (extended version)
egrvts.grf [1.04 MiB]
Downloaded 14301 times


Compatibility:
Compatible with OpenTTD nightlys r13850 and later
NOT compatible with OpenTTD 0.6.X
NOT compatible with TTDPatch

Vehicle Summary:
Buses:
6x Horse-Drawn
3x Steam
9x Normal
6x Double-Decker
5x Articulated (1 trailer)
5x Express (coaches)

Heavy industry cargos (hopper, flatbed and tanker):
3x Horse-Drawn
3x Steam (except tanker)
8x Normal
5x Articulated (1 trailer)
5x Semi-Trailer

Light industry cargos (mail, box, armoured and refrigerated trucks):
3x Horse-Drawn (4x for mail)
8x Normal
4x Express
5x Semi-Trailer

Passenger Trams:
2x Horse-Drawn
2x Steam
9x Normal (some articulated)
6x Double decker (some articulated)

Cargo trams (mail, goods, sweets and food only):
2x Horse-Drawn
2x Steam
9x Normal (some articulated)

Copyright
These sets are released under the latest version of the Attribution-Non-Commercial-Share Alike Creative Commons; ie:
Use and distribute freely for non-commercial purposes crediting me, Zephyris (Richard Wheeler), as the author with a link to this thread (viewtopic.php?f=26&t=33415). Modifications and adaptations can be made so long as they credit me as the original author, are for non-commercial purposes and are released under the Attribution-Non-Commercial-Share Alike Creative Commons license.

Downloads

Attachment:
File comment: GRVTS Version 1.0, 1.1, 1.2, 1.3 and 1.4 and eGRVTS Version 1.0 (all releases, past and present)
grvts all versions.zip [613.02 KiB]
Downloaded 4754 times

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


Last edited by Zephyris on Mon Feb 22, 2010 8:17 pm, edited 36 times in total.

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PostPosted: Wed Aug 01, 2007 3:42 pm 
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Reserved for screenshots...


Attachments:
File comment: Preview of the truck and bus sprites
sprite preview.png
sprite preview.png [ 3.04 KiB | Viewed 192504 times ]
ervs_screenshot.png
ervs_screenshot.png [ 248.52 KiB | Viewed 191279 times ]

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


Last edited by Zephyris on Sun Aug 19, 2007 12:58 pm, edited 3 times in total.
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PostPosted: Wed Aug 01, 2007 3:48 pm 
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All vehicles need names and statistics! You can help...
In general the larger the capacity, the slower the vehicle and the faster the vehicle, the more expensive it is.

The "normal" vehicles of each type are available from 1920s/30s with the express/trailer versions introduced later in the 1960/70s. Articulated and express versions do not make the normal ones obselete, ie. more normals come out right up to the 2030s.

And thats as far as I've got, and I'm not sure where to go next. Please make any suggestions as comprehensive as possible!

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PostPosted: Wed Aug 01, 2007 4:20 pm 
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One thing what I can say about this: Its awesome! Keep up good work :)

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PostPosted: Wed Aug 01, 2007 6:36 pm 
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Zephyris wrote:
All vehicles need names and statistics!
Are you looking to model the vehicles after real life models?
Or are you looking to be totally generic with invented names and statistics?

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PostPosted: Wed Aug 01, 2007 6:43 pm 
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Sounds fun. I'll draw up some basic tables, and then people can finetune the stats. The costs are obviously not based on the RV cost factors found on the TTDP site.

Code:
Regular buses
Generation     Name                   Date     Speed     Cost        Running Cost     Capacity
     1         TFB Prometheus Bus     1910     30mph     $12,500     $1,700           18
     2         Foster Pioneer Bus     1940     50mph     $14,500     $2,000           24
     3         Witsharp MG1 Bus       1977     75mph     $18,000     $2,500           40
     4         MacMillan Panther Bus  2005     90mph     $20,000     $2,800           48
     5         Foster Centurion Bus   2040     100mph    $22,000     $3,000           55

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PostPosted: Wed Aug 01, 2007 7:13 pm 
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Re: wallyweb
Totally generic although - obviously loosely based on real life :D .

Re: White Rabbit
Thats exactly the kind of suggestion I was looking for! lots of discussion => well balanced set...

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PostPosted: Thu Aug 02, 2007 1:21 am 
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Impressive :D Looking forward to this.
Keep up the good work.

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North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
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PostPosted: Thu Aug 02, 2007 8:08 am 
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are RV's able to go above 79mph?

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PostPosted: Thu Aug 02, 2007 8:28 am 
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m3henry wrote:
are RV's able to go above 79mph?

Hmm, good point. In TTDPatch they can, but only with realistic acceleration enabled (which you can't use with aRVs at the moment IIRC). In OpenTTD they can't at all.

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PostPosted: Thu Aug 02, 2007 9:33 pm 
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Double deckers:
Code:
Double deckers
Generation    Name                          Date    Speed    Cost       Running Cost    Capacity
     1        Witcombe Fort Bus             1927    25 mph   $14,500    $2,000          35
     2        Hereford Double Decker Bus    1956    33 mph   $16,500    $2,300          52
     3        Prime Ironwood Bus            1980    45 mph   $22,000    $2,800          74
     4        TFB Oceanus Bus               2015    60 mph   $24,000    $3,100          90

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Last edited by White Rabbit on Fri Aug 31, 2007 5:44 pm, edited 2 times in total.

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PostPosted: Thu Aug 02, 2007 10:09 pm 
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I don't know - obviously in real life they fill different niches with the hight limit/maneuverability issues... I would say make them similar, but sway one to have slightly higher max speed and running costs, and the other to have slightly higher capacity. Ideas on power would be good too, how powerful is a bus!?

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PostPosted: Fri Aug 03, 2007 8:04 pm 
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If it is possible to modify loading time, I'd suggest that a double decker takes a lot longer to load than an articulated coach (more doors).

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PostPosted: Sat Aug 04, 2007 9:25 am 
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It is possible to modify loading times, I'm working with that feature on the GermanRV set (which unfortunately is currently on hold due to lack of time). You will need to adjust the setting anyway, because loading becomes painfully slow for any larger bus otherwise.

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PostPosted: Sun Aug 05, 2007 1:32 pm 
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First teaser WIP grf released; see first post of the thread. This is essentially a graphics showcase - names and statistics will be altered lots! Trucks and buses only so far...

Known bugs:
Graphics:
Hopper trucks loaded with toffee and flatbed trucks loaded with batteries revert to default graphics
Flatbed trucks loaded with livestock or wood show temporary graphics
Coach and double-decker bus graphics are too tall, so minor glitches under bridges, entering tunnels, etc.
[Tanker trucks have low contrast and may be redrawn]
[Armoured trucks may be improved]

Code:
Refrigerated trucks do not appear in the buy menu
Default cargos in non-temperate climates may be incorrect
All vehicles are introduced in 1920
Some default toyland trucks still available
[Vehicle names and statistics will be changed]

OpenTTD:
Articulated trucks are unstable - turning round in a junction will crash the game
Callbacks for cargotype FF in action3 (i.e. buy menu graphics) not recognised, so deceptive articulated road vehicle capacities
Articulated road vehicle refitting does not refit the trailer
Loading stage graphics (loading animations) incorrectly displayed for trailers

Reports of bugs other than these would be appreciated :) .

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PostPosted: Sun Aug 05, 2007 2:11 pm 
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When starting ttdpatch (nightly r1695) I am getting an error loading file newgrf\ervs.grf too many sprites. More sprites than specified.

Consequently I am unable to try this set. :cry:

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Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
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Last edited by wallyweb on Sun Aug 05, 2007 2:25 pm, edited 1 time in total.

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PostPosted: Sun Aug 05, 2007 2:23 pm 
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Seems likely to be a general TTDpatch problem - ill have a look...

edit: lol, uploaded the wrong version! should (hopefully!) be working now...

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PostPosted: Sun Aug 05, 2007 3:15 pm 
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First of all, very nice work Zephyris!
This will be a very good road vehicle set indeed:) I have played with it my OTTD, but it has got disconnecting road vehicles issue, even when I didnt build any non-drivethru statuions...

I think, the entire set is too bright, or only my eyes misleading?
And below in the attachment, the two company colours should have same brightness when I select same colours for dual company colours...


Attachments:
my suggestion.PNG
my suggestion.PNG [ 7.63 KiB | Viewed 190296 times ]

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PostPosted: Sun Aug 05, 2007 3:26 pm 
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The entire set is lower contrast than the original graphics - so my seem brighter at some angles, particularly the two side views. This might be changed, but my priority is to get the set functional first... The two company colours on the oil tanker are intentionally different shades so when the same company colour for primary and secondary is set there is some variation.

In OpenTTD disconnecting often occurs because the AI will send articulated road vehicles to normal bus/truck stops and if any ARV turns round on a junction it may disconnect - bug reports in progress!

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PostPosted: Sun Aug 05, 2007 7:35 pm 
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Zephyris wrote:
Seems likely to be a general TTDpatch problem - ill have a look...

edit: lol, uploaded the wrong version! should (hopefully!) be working now...
Yes it is working fine now. :D

1. Suggestion for the articulated vehicles ... I believe it is possible to code them so that the player is not able to select a regular station for the schedule ... only the drive through stops. This would be very convenient and help to prevent problems caused by accidentally selecting a regular station.
2. Suggestion for the articulated trucks ...
... A. only have standard un-articulated trucks
... B. then also have trailer units with no trucks.
The player would then buy a truck first, then use the Ctrl key to buy a trailer to add on to the truck. This way, a player could buy several trailers for a multi trailer unit (sometimes referred to as a road train).

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wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016


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