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Re: [OTTD] OpenGFX+ Airports
Posted: 12 Oct 2015 16:00
by kamnet
Alberth wrote:You shouldn't need to delete the current version, afaik a savegame always tries to find an exact match with the available newgrfs, and only moves to "compatible" newgrfs if the exact match fails.
Saving the game with the "compatible" NewGRF won't update it with the newer version?
Re: [OTTD] OpenGFX+ Airports
Posted: 12 Oct 2015 17:08
by Eddi
if you set a hidden and known unsafe flag, ignored all the warnings, noticed something being wrong, and still overwrote your previously fine savegame, then you are beyond hope.
Re: [OTTD] OpenGFX+ Airports
Posted: 13 Oct 2015 03:38
by te_lanus
Alberth wrote:You shouldn't need to delete the current version, afaik a savegame always tries to find an exact match with the available newgrfs, and only moves to "compatible" newgrfs if the exact match fails.
As we discussed it
here in the Firs thread, there is a bug in the Path handling of tar files, thus it doesn't work. Tested it with Rev27408, and not fixed up to this rev. Created a Bug report
here
Eddi wrote:if you set a hidden and known unsafe flag, ignored all the warnings, noticed something being wrong, and still overwrote your previously fine savegame, then you are beyond hope.
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Jul 2016 18:00
by Pekkape
Hello and thanks for a nice newgrf.
I just wanted to add that the swedish translation is made and done for this project.
Re: [OTTD] OpenGFX+ Airports
Posted: 17 Jun 2017 03:36
by kamnet
It's been six months since the last nightly was released, and nearly three years since 0.4.2 was published. Can we go ahead and move r6200 to stable 0.4.3 and publish it to BaNaNaS?
Re: [OTTD] OpenGFX+ Airports - 0.5.0
Posted: 01 Jan 2019 22:58
by planetmaker
Long time ago... But yes, we can establish the current state of development as new release version.
Thank you for your patience. And especially thank you to all the industrious translators!
Translation updates were contributed (in no particular order) by
telanus, juanjo, siu238X, Voyager1, Alberth, alfergen, foobar, OliTTD, alluke, Czeczki, UseYourIllusion, kevin, Snail, Supercheese, ciekma, George, SilverSurferZzZ, Phreeze and
Pekkape01. Your work is very much appreciated! (I hope I didn't forget any name here when going through translation commits)
Now available from Bananas is
OpenGFX+ Airports 0.5.0:
Code: Select all
Version 0.5.0 (01-01-2019)
--------------------------
- Feature: Vintage Air Depots and Air Stations suitable for early games with airships
- Feature: Vintage Commuter airport suitable for early games.
- Feature: Parameter to adjust displaying airport fences
- Feature: Small Seaplane Airport
- Feature: Skid mark generation on landing runways as more planes touch down on them
- Fix: Company Colors were one shade too light in Air Depot and Air Station previews
- Fix: Bump min_compatible_version
- Fix: [Makefile] Order of parameters for tar changed for newer versions.
dos2unix behaviour changed for newer versions
- Fix: [Makefile] Upload to bananas
- Update: Translations for Africaans, Chinese (simplified), Chinese (traditional),
Croatian, Czech, Dutch, English (US), Finnish, French, German, Hungarian,
Indonesian, Italian, Japnanese, Korean, Latin, Luxembourgish, Polish,
Russian, Spanish, Swedish,
- Some of the airports in snowy climate
- Osnaheim Transport, 3rd Apr 1971.png (306.94 KiB) Viewed 5709 times
Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.
EDIT: oh, yes, I just notice NOW: the shipped changelog will quote the wrong year for the release
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 03:32
by kamnet
I am very happy to finally see this released to Bananas. Thank you!
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 12:41
by Emperor Jake
planetmaker wrote:Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.
Of course you can use the water tile in the
Seaplane Airport GRF to make it look seamless
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 12:55
by Pyoro
Could have used the EmptyGRF water tile for snowline compability. Who wouldn't put a lake airport on top of a snowy mountain lake?
- makessense.png (72.28 KiB) Viewed 5611 times
(of course technically the ice would probably just be snow so just have it replaced with a snow groundtile would make sense as well ^^; )
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 14:03
by planetmaker
Emperor Jake wrote:planetmaker wrote:Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.
Of course you can use the water tile in the
Seaplane Airport GRF to make it look seamless
My usual work-around is to build canals all-around adjacent to the envisioned airport. And then bulldoze the enclosed area in order to build the airport
@Pyrno: yes, maybe - there currently is no ground tile selection for this one. Sadly I cannot have it built on water directly (in that case I'd simply re-use the ground tile) - as such I have to choose a ground tile explicitly.
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 16:23
by andythenorth
Pretty much an essential grf this one.
Worth using just for removing the airport date restrictions.
But the extra vintage/grass airports are also great - I use them for airports handling FIRS supplies at farms and such
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 16:36
by wallyweb
planetmaker wrote:Emperor Jake wrote:planetmaker wrote:Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.
Of course you can use the water tile in the
Seaplane Airport GRF to make it look seamless
My usual work-around is to build canals all-around adjacent to the envisioned airport. And then bulldoze the enclosed area in order to build the airport
@Pyrno: yes, maybe - there currently is no ground tile selection for this one. Sadly I cannot have it built on water directly (in that case I'd simply re-use the ground tile) - as such I have to choose a ground tile explicitly.
Just curious ...
What happens if the over-water part of the airport sprites are done in transparent blue?
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 16:41
by planetmaker
wallyweb wrote:
What happens if the over-water part of the airport sprites are done in transparent blue?
Not sure I understand the question..
The water is ground sprites. You need to use non-transparent ground sprites or you'll get graphics glitches of the worst kind as OpenTTD doesn't know what to draw and draws random content of graphics buffer. And as airports cannot be built on water, I cannot choose the ground sprite for the sea port from the tiletype either as I do for all other airports - here I need to force water manually
Re: [OTTD] OpenGFX+ Airports
Posted: 02 Jan 2019 22:02
by GuilhermeJK
If you feel like using a small patch, there is the "Native seaplane airport".
viewtopic.php?f=33&t=72959
I have used this patch it with NRT and worked. The patch forum thread also has an adapted Seaplane airport from OpenGFX+ Airports to work with the patch.
Re: [OTTD] OpenGFX+ Airports
Posted: 30 May 2019 21:00
by Zoeff
Curious, what happened to the Airport Maintenance Costs multiplier option in this GRF's settings? I was using that to nerf larger airports
Re: [OTTD] OpenGFX+ Airports
Posted: 08 Jun 2019 03:19
by Cryolaser
Zoeff wrote:Curious, what happened to the Airport Maintenance Costs multiplier option in this GRF's settings? I was using that to nerf larger airports
It's still present as the 4th option for me. Version 0.5.0.
There is a GRF in the ingame online content menu simply called BaseCosts that can also offer control over this.
Re: [OTTD] OpenGFX+ Airports
Posted: 08 Jun 2019 11:46
by Zoeff
Cryolaser wrote:Zoeff wrote:Curious, what happened to the Airport Maintenance Costs multiplier option in this GRF's settings? I was using that to nerf larger airports
It's still present as the 4th option for me. Version 0.5.0.
There is a GRF in the ingame online content menu simply called BaseCosts that can also offer control over this.
There's only 3 options after upgrading to 0.5.0
Re: [OTTD] OpenGFX+ Airports
Posted: 08 Jun 2019 16:33
by piratescooby
Def there in 0.5.0 , as said earlier Base cost mod does the same .
Re: [OTTD] OpenGFX+ Airports
Posted: 15 Apr 2022 19:06
by Quantom
Hi guys! I maked a OpenGFX+ airports: ttdurban theme version! I changed all grafic but helicopter terminals... they still OGF! Someone know how to fix that?
P.S. Source files here. Use GRFcogec to compilate it back.
P.P.S. This not last version. I will make changes soon.
P.P.P.S. Look on new traces! I'm remaked all of them!