Changelog
1.4.1
Fixes
- logging trucks were showing incorrect sprites, probably also affected supplies trucks and foundry transporters
1.4.0
Changes
- repainted Fruit & Vegetable trams to match fruit & veg vehicles in Iron Horse 2, Unsinkable Sam
- show power type in vehicle name, e.g. '(Steam)', '(Diesel)', '(Electric)'
- improved handling of default vehicle cargos; in the case where first cargo(s) are not available in game fallback cargo(s) will be tried
Fixes
- reworked handling of model life for more reliable and useful handling of vehicle expiry dates (with help from Pikka, Eddi)
- don't set articulated consist flag unless needed (confuses AIs)
- 'open' vehicles had some piece goods sprites missing
- Jinglepot trailer mask was out of position in one angle
- some trams needed always_use_same_spriterow flag set
Docs
- better explanation of asset licenses that are not GPL compliant
- anchor links for individual road vehicles in Road Vehicles page
- improved readme.txt
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Codechanges
- adopt Polar Fox library for consistent handling of cargo across Unsinkable Sam, Road Hog, Iron Horse
- multiple compile improvements
- code formatting/linting improvements
- renamed vehicle .py files on filesystem so they're easier to work with
- move solitary lang template to src/templates and remove src/lang_templates dir
- remove unused code, notably ModelVariant support, which is dead
- show vacant numeric ids at compile time
1.3.0
Changes
- restore Steeraway foundry hauler
- cargo support for acid, chlorine, cement, explosives, fertiliser, kaolin, pig iron, salt, slag, soda ash, sulphur,
- supplies trucks show cargo when loaded
- 'Fruit & Vegetables Tram' not 'Fruit Tram'
Docs
- improved text
- fixed vehicle image height bug
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Codechanges
- refactored python compile (code quality, performance)
- refactored makefile (Alberth)
1.2.1
Fixes
- 3 wagons for Scrag End livestock wagon not 2, correcting total length to 16/8
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
1.2.0
Changes
- vehicle models now have expiry dates (if OpenTTD 'vehicles never expire' setting is 'off')
- cargo support for potash, quicklime
Fixes
- bad sprite for Tin Hatch tram
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Codechanges
- refactored graphics processing
1.1.0
Changes
- cargo graphics for cassava, coffee, fruit, nuts
Fixes
- bad cargo mask for Portland tram in | views
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
1.0.0
Changes
- rebalanced costs for all vehicles
- adjusted weights for all vehicles
Docs
- updated html docs, including removal of stuff left over from the FISH Ate Squid docs
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Beta 8
Changes
- reworked passenger and courier trams
Fixes
- Plumley fruit tram should be 3 wagons not 2
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Beta 7
Changes
- added three fruit trams
- reworked appearance of most freight trams
- adjusted freight tram capacity, generation 2 is now 60t and generation 3 is 72t
- adjusted freight tram weight, tractive effort and power
- use different sound effects for different vehicle types (tram, bus, truck etc)
- removed Steeraway foundry hauler, doesn't make gameplay / graphical sense in current form (might add it back later in revised form)
- cargo sprites
- tarpaulins in 2nd company colour for generic piece cargo loads
- blue tarpaulins for farm supplies
- gold tarpaulins for engineering supplies
- red tarpaulins for building materials
- added potash
- added sugar beet
- improved clay
- tanker colours
- use dark red for rubber cargo
- use 2nd company colour for generic cargos
Docs
- list special features (if any) for each vehicle in vehicles page
Codechanges
- tankers now automatically recoloured with pixa
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Beta 6
Changes
- cargo sprites for
- steel / metal
- copper
- pyrite ore
- nitrates
- manganese
- alcohol, dyes, edible oil, milk, oil, petrol, chemicals, water
Fixes
- adjust cargo location points for a bunch of trucks
Beta 5
Beta 5 is not savegame compatible with previous releases.
Changes
- cargo sprites for open and flatbed vehicles, including
- paper
- wood
- lumber
- engineering supplies / farm supplies
- goods
- reworked appearance of
- open trams
- flatbed trams
- livestock trucks and trams
- covered hopper trucks
- tanker trucks
- edibles tanker trucks
- Scrooby Top mining tram
Fixes
- steam not sparks for Stakebeck tram
- Ladycross tram wrong length for some angles
- correct offsets for 3/8 long vehicles
Codechanges
- cargo sprites compositor now works
- cargo templating reworked
- refactored from vehicle subclasses to consist subclasses
- provide multiprocessing support for grapics processor
- tidy some trivial mistakes in the compile
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Beta 4
Changes
- added Boilingwell steam tanker truck
- change trailers on Cowsleigh livestock truck (needs more work)
- reworked Merrivale, Fortiscue and Coldfall reefer trucks
- reworked Runwell and Easywheal box trucks
Fixes
- Greenscoe tanker truck cab out of position (also copy improved pixels from Honister)
- tweak out-of-place pixels for multiple trucks
- set correct power value for Coleman dump truck
Beta 3
Changes
- added Coleman steam dump truck
- reworked appearance (adjusted lengths, wheels, body style)
- all open, flat, box and dump trucks
- some tanker and livestock trucks
- removed mining trucks, they don't make gameplay / graphical sense in current form (might add them back later in revised form)
Codechanges
- reworked assignment of sprites to vehicles
- prepared compile to add cargo sprite compositing
Beta 2
Changes
- new sprites for Waterperry and Silvertop edibles tankers
- new sprites for Capo and Yeoman open trucks
- new sprites for Cowsleigh livestock truck
- cargo graphics finished for dump / mining trucks and trams
- improved appearance of flatbed trucks (deck style matches Iron Horse flat cars)
- capacity for 'armoured' cargos now same as mail capacity where relevant
- consistent colour for wheel hubs everywhere (including replacement of 2CC wheel hubs where drawn)
- (unfinished) Witch Hill Mining Truck has a trailer
Fixes
- Scrooby Top mining tram showed wrong sprites when empty
- correct visual effects for Cowsleigh and Trefell steam trucks
- correct capacity for Capo and Rattlebrook open trucks
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Beta 1
Changes
- add support for edible oil, nuts and phosphate cargos
- white trailer for Ribble and McDowell covered hopper trucks, consistent with Iron Horse covered hoppers
- covered hoppers now refit sand cargo
- automagically split semi-truck capacity on first trailer to get correct TE on lead unit (otherwise they have gutless performance)
- set power correctly for most of the on-highway trucks
- rebalanced passenger tram power and weight
- rebalance bus and coach intro dates, power and weight (each bus and coach generation now has unified intro date and power)
- remove Big Sky coach, not needed
Fixes
- wrong trailer position for Ribble and McDowell covered hopper trucks
- (codechange) don't set certain properties for trailing parts, they're not valid
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Alpha 18
Changes
- covered hopper trucks now refit rubber cargo
- mining trucks were a bit too fast, reduce speed
- replace some temporary sprites for flatbed trucks with better temporary sprites :P
- visible cargo states working for dump trucks and mining trucks (cargo colours don't cover all cargos for these trucks yet)
Fixes
- wrong lengths for Towerhouse Flatbed Truck
- reset a bunch of speeds that were wrong after refactoring some code
- wrong trailer sprites for Buff, Trefell and Griff logging trucks
Alpha 17
Changes
- dibble TE way up, RV performance sucks
- fix some bugs
- add Cowsleigh livestock truck
- visible cargo for log trucks
- supplies haulers now refit to vehicles cargo
- use more appropriate sprites for some trucks
- set correct ‘faster’ speeds for some vehicles
Alpha 16
Changed the approach to vehicle types and reworked the whole roster. Can't be helped, eh.
- very not finished, vehicles are missing, have wrong sprites, or wrong stats
- absolutely not savegame compatible with previous alphas
- it is fun, I've play-tested it
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Alpha 15
Fixes
- Road Thief power too low
- correct trailer sprite for Speedwell
Translations
- updated
- translator credits: http://bundles.openttdcoop.org/road-hog/releases/LATEST/credits.txt
Alpha 14
- Buff logging truck sprites were out of position
New / improved sprites
- Road Thief supplies truck
- Speedwell general cargo truck
- Fortiscue reefer truck
- Coldfall reefer truck
- Stungun livestock truck
- Ribble covered hopper truck
- McDowell covered hopper truck
- Powerstock farm bulk truck
Alpha 13
- unlucky for some
- remove Foreshore intermodal hauler (at least temporarily, possibly permanently)
New sprites
- Amblecote tram
- Stancliffe foundry tram
- Steeraway foundry hauler
- Swineshead livestock truck
- Gravelhead mining truck
- Meriden tanker truck
- Quickset general cargo truck
- Brigand supplies truck
Translations
Alpha 12
New sprites
- Ladycross and Twinhills trams
- McDowell covered hopper truck
- Buff, Knockdown and Trefell logging trucks
- Goldmire courier truck
- Wookey farm truck
- Reaver, Crime Rigg and Brigand supplies trucks (some known bugs)
Translations
Alpha 11
Changes since Alpha 9. No changes were listed before Alpha 9, because eh, not valuable.
New sprites
Translations
- updated (non-comprehensive list includes): French, Hungarian, Russian, Italian, Spanish, Afrikaans
- (sorry if I missed any, doing this after sedation).
Codechanges
- rebuilt the compile
- now uses Python 3 and nmlc 0.4.x
- now placated pyflakes
- removed dubious magic when importing modules
Fin