OpenGFX+ Road Vehicles development thread

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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Terkhen
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OpenGFX+ Road Vehicles development thread

Post by Terkhen » 20 Nov 2010 18:59

OpenGFX+ Road Vehicles enhances default road vehicles to be able to handle new cargos, and extends them with new road vehicles and trams. Designed to match the OpenGFX style.

Project homepage: http://dev.openttdcoop.org/projects/ogfx-rv

Downloads: http://bundles.openttdcoop.org/ogfx-rv/
Unnamed, 2050-01-28.png
Unnamed, 2050-01-28.png (78.93 KiB) Viewed 28240 times
What is included?
  • Truck models that are able to handle the new cargos from industry NewGRFs such as ECS, PBI or FIRS.
  • Three new tram models.
  • Compatibility with all climates, including new toyland sprites.

What is missing? (Suggestions and discussion welcome!)

OpenGFX+ Road Vehicles is in an early stage of development: feedback will be much appreciated.
Last edited by Terkhen on 03 Dec 2010 09:30, edited 3 times in total.

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Zephyris
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Re: OpenGFX+ Road Vehicles development thread

Post by Zephyris » 20 Nov 2010 22:57

Nice! I have been hoping to see something like this for a while...

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Re: OpenGFX+ Road Vehicles development thread

Post by Terkhen » 21 Nov 2010 07:18

Thank you, it wouldn't have been possible without all the work on OpenGFX :)

I have updated the first post with a list of things that are currently missing (http://dev.openttdcoop.org/issues/1879 and http://dev.openttdcoop.org/issues/1880).

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Re: OpenGFX+ Road Vehicles development thread

Post by Kogut » 22 Nov 2010 16:02

Small request: RV refittable to farm supplies graphic-compatible with GFX+ fs train. (http://www.tt-forums.net/viewtopic.php?p=914668#p914668)
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Re: OpenGFX+ Road Vehicles development thread

Post by planetmaker » 22 Nov 2010 16:46

Kogut wrote:Small request: RV refittable to farm supplies graphic-compatible with GFX+ fs train. (http://www.tt-forums.net/viewtopic.php?p=914668#p914668)
That's the plan :-D

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Re: OpenGFX+ Road Vehicles development thread

Post by oberhümer » 22 Nov 2010 17:16

I'm for adding a few more passenger trams (articulated/higher capacity?), possibly cargo-carrying ones too, at least for mail and goods. Articulated trucks would also be good, they could be an alternative to small trains.
Last suggestion: merge mail (?), piece goods and refrigerated trucks into one single "box" or "covered" truck - less vehicle IDs, more room in the purchase window, etc.
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Re: OpenGFX+ Road Vehicles development thread

Post by Terkhen » 22 Nov 2010 23:12

Kogut wrote:Small request: RV refittable to farm supplies graphic-compatible with GFX+ fs train. (http://www.tt-forums.net/viewtopic.php?p=914668#p914668)
Already mentioned in the thread. See: http://dev.openttdcoop.org/issues/1880

oberhümer: I don't think that merging the refrigerated and piece goods trucks is warranted, as the type of transportation they provide is quite different. I'll think about the articulated trucks, but one of my goals with this set is to keep the number of vehicles small. Specialized trucks can IMO be provided by other NewGRFs, such as HEQS or eGRVTS.

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Re: OpenGFX+ Road Vehicles development thread

Post by Terkhen » 02 Dec 2010 16:54

Since today, OpenGFX+ Road Vehicles includes nice toyland sprites for trucks and buses drawn by DanMack.
1.png
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2.png
2.png (40.54 KiB) Viewed 27874 times
3.png
3.png (78.83 KiB) Viewed 27874 times

The sprites support 2CC, but I still have to decide how to handle 2CC in this set before activating it. There have also been a lot of bug fixes in the last days, but I'm sure that a few more are still lurking around :)

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Re: OpenGFX+ Road Vehicles development thread

Post by oberhümer » 02 Dec 2010 16:57

Looks... hmm... toyish! Keep going.
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Re: OpenGFX+ Road Vehicles development thread

Post by Terkhen » 03 Dec 2010 09:40

This is a complete list of the cargo types that each vehicle type can carry, along with the ones which are missing specific sprites.
OpenGFX+_RV_Cargo_support.ods
(5.58 KiB) Downloaded 431 times
Besides graphics, we are also missing ideas for model names.

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Re: OpenGFX+ Road Vehicles development thread

Post by WWTBAM » 03 Dec 2010 13:32

Are fake made up names wanted? I'm just asking as I am thinking about some fake names now.
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Re: OpenGFX+ Road Vehicles development thread

Post by Zephyris » 03 Dec 2010 14:39

I think fake names, in the style of the basic OpenTTD ones, would be best...

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Re: OpenGFX+ Road Vehicles development thread

Post by WWTBAM » 03 Dec 2010 14:43

Zephyris wrote:I think fake names, in the style of the basic OpenTTD ones, would be best...
Since some if not most of the orriginals were named after Microprose staff from the credits, I was thinking of piking important people on these forums so long as they consented.
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Re: OpenGFX+ Road Vehicles development thread

Post by Timmaexx » 05 Dec 2010 16:38

Do you need german translation? Or does Planetmaker translates it again?

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Re: OpenGFX+ Road Vehicles development thread

Post by Terkhen » 05 Dec 2010 18:49

roboboy wrote:
Zephyris wrote:I think fake names, in the style of the basic OpenTTD ones, would be best...
Since some if not most of the orriginals were named after Microprose staff from the credits, I was thinking of piking important people on these forums so long as they consented.
Hmm... I'm not sure about that. I would prefer completely fictional names.
Timmaexx wrote:Do you need german translation? Or does Planetmaker translates it again?
We are not accepting translations until the model names are set, as it would be duplicating work for no reason. Once we have them, my guess is that planetmaker will take care of the german translation.

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Re: OpenGFX+ Road Vehicles development thread

Post by colossal404 » 05 Dec 2010 19:03

What about the original TT (not TTD) names? There is a table with them (I saw this table once with imges, but I don't remember where), so I think some of the names could be use in this set.
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Re: OpenGFX+ Road Vehicles development thread

Post by lawton27 » 05 Dec 2010 19:06

Terkhen wrote:Hmm... I'm not sure about that. I would prefer completely fictional names.
Possibly a parameter for this may be nice....

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Re: OpenGFX+ Road Vehicles development thread

Post by Terkhen » 08 Dec 2010 18:32

lawton27 wrote:Possibly a parameter for this may be nice....
We should have a set of names before thinking on new ones activated by parameter :P

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Re: OpenGFX+ Road Vehicles development thread

Post by kamnet » 27 Dec 2010 01:56

I've got a peculiar bug that I can't seem to quite narrow down. I've got a save game with lots of NewGRFs running ChillCore's patchpack chipp_v11_5_1_r21532. With OpenGFX+ Vehicles 0.1.0, the Flatbed Truck Mk1 is displaying as Query button. I've found that either removing Industrial Station Renewal 0.8.0 or moving OpenGFX+ Vehicles to the top of the list fixes the issue within this game or subsequent games using this list of NewGRFs, but I can't reproduce the problem with just ISR and OpenGFX+ Vehicles installed. If somebody would like to take a look at it, cool, or if you want to throw up your hands and not look at it, I don't blame ya ;-)
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Re: OpenGFX+ Road Vehicles development thread

Post by Terkhen » 27 Dec 2010 10:19

Since I cannot reproduce it using OpenGFX+ Road Vehicles 0.1.0 and ISR, I'm inclined to think that your issue is caused by something else. The cause might be:

a) Changing NewGRFs ingame. This is known to mess up the internal state of the savegame and can result in even weirder issues.

b) A buggy NewGRF in your list that has not been mentioned.

c) Using a patched version (unlikely, but I ignore what patches are included in that build).

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