[Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

One of my specific aims with this set was to keep it simple, and unnecessary climate to climate variation IMO just makes it more complex... Having said that it may be nice, if I ever get round to it, to add some proper land trains!
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)

Post by NekoMaster »

Zephyris wrote:One of my specific aims with this set was to keep it simple, and unnecessary climate to climate variation IMO just makes it more complex... Having said that it may be nice, if I ever get round to it, to add some proper land trains!
heh yeah, though i really wish that there was American Style Trucks for Openttd, not too many around accept for HEQs and some trucks in LRVS4. Also, for Trucks with trailers, here in North America (usually for Tankers and Flatbeds) theres a Truck, a Tanker Trailer and then another, usually smaller one behind the first trailer.
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

I guess BANDIT will be the solution, just need to get that project some life!
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)

Post by NekoMaster »

Zephyris wrote:I guess BANDIT will be the solution, just need to get that project some life!
Yeah, but that probably wont bare fruit for a while
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

Thanks to the kind help of PaulC some bugs in GRVTS 1.3 have been fixed; appearance of toyland vehicles where they shouldn't and some problems with tram sound effects.

The download is available in the first post, and if you are looking for GRVTS 1.3 it can now be found in the "all versions" zip.
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

Boo y'all!

How about 32bpp? This may take some time (around 6000 sprites to go!) but what do you think?
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)

Post by cmoiromain »

woo, sexy! I'm so looking forward to a fully playable 32bpp game, with some complete 32bpp grfs!
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

GRVTS v1.4, now in full 32bpp.

See this thread, the full .tar download is currently uploading :)
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by stevenh »

Zephyris wrote:GRVTS v1.4, now in full 32bpp.
Zephyris, that is truly some amazing work. With momentum like this OTTD will have 32bpp by default in no time :)
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Roujin »

Sweet, can't wait to play with it :)

The speed at which you produced these is really amazing! You've done it before with OpenGFX, but these are 32bpp, and you're still churning them out like a factory - incredible :shock:
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

Roujin wrote:The speed at which you produced these is really amazing!
Thanks! I like to work in bursts, after all what is the point in starting something if it's not going to be finished soon?!
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Leanden »

Ill be interested to see how you do the horses in 32bpp for the early horse-drawn carriages?
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

Leanden wrote:Ill be interested to see how you do the horses in 32bpp for the early horse-drawn carriages?
Badly :)
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Roujin »

Zephyris wrote:
Leanden wrote:Ill be interested to see how you do the horses in 32bpp for the early horse-drawn carriages?
Badly :)
Something like this? :)

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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by colossal404 »

Zephyris, did You think about make a new version of 8BPP grvts with more realistic vehicles? The 32BPP version is now a fully realistic looking nice set, but the 8BPP is too generic... I know it's a lot of work, but... Áhh, doesn't mind, I just draw some 32BPP sprites back into 8BPP, and if You like them I can make a few more, and You can use them with the current code or something...
But if You don't want to do anything with the current 8BPP set, just tell me.
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Benny »

I like what I see here ^. :)
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by NekoMaster »

^^^ I second that ^^^
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

It seems like a lot of effort for quite little gain, but if you are interested then try this: http://dl.dropbox.com/u/1994002/TTForum ... e32bpp.zip

It is the 8bpp-sized version of all sprites (many of them not actually used in GRVTS) with no shadow, etc...
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by colossal404 »

Ooo, I like them! Is it possibe to use these sprites without complete recoding?
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Post by Zephyris »

Depends what you mean by complete recoding... These sprites need 8bpp-izing (they are currently 32bpp), aligning and arranging into a .pcx, but the actual vehicle code could be copied straight across.
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