If you didn't already fix the bugs I had in the definition, then here's an updated version which fixes the compass directions, plus an updated graphic. To be honest I'm still not sure it's ready for inclusion in the trunk just yet; the graphic still needs some tweaking for alignment -- e.g., there's a huge jump when moving from SE to E (where S is towards the bottom left of the screen).
obj=vehicle
name=PonyExpress
waytype=road
engine_type=bio
copyright=JT
freight=Post
payload=1
speed=37
cost=22500
weight=1
power=2
gear=250
sound=horse.wav
RunningCost=45
intro_year = 650
intro_month = 1
retire_year = 1919
retire_month = 9
Constraint[Prev][0]=none
EmptyImage[S]=ponyexpress-64.0.0
EmptyImage[N]=ponyexpress-64.0.1
EmptyImage[E]=ponyexpress-64.0.2
EmptyImage[W]=ponyexpress-64.0.3
EmptyImage[SE]=ponyexpress-64.0.4
EmptyImage[NW]=ponyexpress-64.0.5
EmptyImage[NE]=ponyexpress-64.0.6
EmptyImage[SW]=ponyexpress-64.0.7
First mod, it's already included in.
First mod, yep, but I've actually been checking on Simutrans every year or two since around the beginning. I recall raving about it over ICQ to one of my internet buddies (ha ha, does anyone still remember ICQ?), not having heard of Transport Tycoon beforehand, so TTD's method of paying you based on bringing the cargo somewhere it could be used -- rather than to a specific destination -- struck me as amazingly strange when I first tried TTD a couple years ago. Locomotion never captured my interest enough either, although I loved the curving tracks. It's too bad Simutrans is so set on the 8 cardinal directions. I'd love to rig up a 16- or 32-direction graphic with three possible steepnesses of slopes (that's a total of 224 sprites per vehicle, if my math is right) so you could have comparable fineness. It'd be a nice challenge!
I seem to recall a forum older than the archive.forum.simutrans.com where I offered to do some building graphics when the only real buildings were Hajo's, but my priorities sort of fell flat (that old cathedral's perspective still grates on me... I've been meaning to draw a replacement for that). I think it was because someone suggested I work on pak128 rather than pak64, so I sort of gave up on trying to do true-colour graphics and found something else to play instead. ;-)
I'm glad the English tools and documentation have matured enough now to make modding a little more approachable, especially for us one-language-wonders!