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Aquaduct GRF for nightly r1498.

Posted: 17 Apr 2007 21:13
by JGR
This is a test GRF for action 5, feature 0x12: aquaducts.
This feature is included in nightly r1498.
Without an aquaduct GRF, a very ugly (but perfectly usable) wooden monorail bridge will be displayed instead, this may be fixed in future.
Someone with actual artistic talent, feel free to upload a better one... 8)

To build an aquaduct control-click on the canal icon.
Note: enhanced GUI must be enabled.

JGR

Posted: 17 Apr 2007 21:19
by Aegir
:shock:

You crazy b******...

Nice work, JGR, nice work :). You continue to surprise us.

Posted: 17 Apr 2007 21:30
by Ameecher
This is fantastic! No more locks up and down for me!

Posted: 17 Apr 2007 21:32
by Dave
FANDABBIFUCKINGDOZY!

! ! ! ! !!!!

Posted: 17 Apr 2007 21:44
by The Irish
Hi,
Sorry, I don't get it. what should this do?
I tried it, but I get: file newgrf/jaquaduct1w.grf has an invalid sprite #2
Any ideas?

Thanks for your help.

Posted: 17 Apr 2007 22:02
by Dropzone
In case anybody wants a screenshot:

Posted: 17 Apr 2007 22:02
by Dave
It's not in the current nightly. Will be in the next incarnation.

EDIT: Hmmm...?

Posted: 17 Apr 2007 22:03
by Lakie
Wait for the next nightly, currently those changes don't exist in the nightly source code. ;)

~ Lakie

Posted: 17 Apr 2007 22:04
by The Irish
oooh, very nice.

Just realized that it say r1498 in the title, but the max I can see on the nightly pages is 1494.

What do I miss? Is there a new place to get the nightlies?

Posted: 17 Apr 2007 22:09
by Lakie
No, the nighties are based off the source at the time of compilation (end of the day), they don't update with the commits in real time, ISA.
Wait for tonight's nightly and it'll have the changes. :)

~ Lakie

Posted: 17 Apr 2007 22:24
by Dave
Nightly is released at 05:01 usually. I dunno what time that is. Probably UTC.

Posted: 17 Apr 2007 22:30
by DaleStan
Or compile it yourself, like some of us do. (So, DropZone, when are you planning to start PatchDeving? ;) )

On a somewhat related note, JGR, dragging water over slopes can create lock arrangements that Should Not Be. Try dragging water over something like the attached terrain, for example. (I was trying to create an aqueduct nearby, but ctrl-clicked while using the water tool, instead of selecting the aqueduct tool.)

Posted: 18 Apr 2007 03:31
by WWTBAM
you could try asking Born Acorn and Mrx if you could use there sprites. they drew some/mocked some up for openttd hat never got used. Image Born Acorns from here
and MrX's Image
from here

Posted: 18 Apr 2007 04:29
by DaleStan
Mr X's isn't actually a bridge (at least not without a LOT of sprite-extent hackery, and at least as much thou-shalt-not-ing) and Born Acorn's, while valid, isn't quite right either. The problem is that bridges, at least in theory (and an aqueduct is a bridge) are high enough for a vehicle to pass under them only one level lower. Attempting that with an aqueduct may be rather cheaty, but someone's bound to do it.

Posted: 18 Apr 2007 06:40
by Pookey
Great Work JGR! :D

Posted: 18 Apr 2007 06:40
by DeletedUser21
I might draw another aquaduct mockup wich would look like if it's build as a normal bridge, with normal bridgeheads and pillars that doesn't require a lot of hackery. :wink: :P

Posted: 18 Apr 2007 07:34
by JGR
DaleStan: This has been fixed, thanks for pointing it out...

Mr. X/Artists: Feel free to draw the sprites for an aquaduct and I will code it...
Note however that it must consist of a sprite for the ends, and two sprites for each middle section, the upper part and the pillar. For higher bridges to work properly the pillar should be about 8px in height...
Similar to ordinary bridge sprites.

Thanks guys...

JGR

Posted: 18 Apr 2007 08:00
by BobDendry
It's hard to author GRFs for this feature, seeing as it hasn't been documented yet. JGR, perhaps putting out some documentation on it?

Posted: 18 Apr 2007 08:18
by peter1138
It's 'aqueduct', by the way... :-)

Posted: 18 Apr 2007 08:30
by JGR
Whitehand:
Look here: http://wiki.ttdpatch.net/tiki-index.php?page=Action5

Peter1138:
Oh dear... Thanks for pointing that out. I'll correct the more glaring ones 8)