OpenGFX+ Trains development thread

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
kamnet
Moderator
Moderator
Posts: 6859
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: OpenGFX+ Trains development and translations thread

Post by kamnet » 08 Jun 2012 18:55

Xotic750 wrote:For those of you that like Toyland, I have done a little work on tank and bulk wagon products; you should now have Candy Floss, Raw Sugar and Cola available in 32bpp. Here is a sample of the cola sprites ;)


Wow, oh, wow! :bow:

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 11 Jun 2012 18:19

Due to disk space issues on the nightly build server, we have split the source graphics from the NewGRF repositories. All the sources are still available from their own repo called ogfx-trains-render. So with any luck the nightly builds should start functioning again.

While I'm here, I thought I'd post some more samples of recently added Toyland sprites :)
Attachments
fizzy.png
fizzy.png (107.2 KiB) Viewed 2733 times
batteries.png
batteries.png (98.13 KiB) Viewed 2733 times
fizzy_tank.png
fizzy_tank.png (98.91 KiB) Viewed 2733 times

Terkhen
OpenTTD Developer
OpenTTD Developer
Posts: 1034
Joined: 11 Sep 2008 07:32
Location: Spain

Re: OpenGFX+ Trains development and translations thread

Post by Terkhen » 11 Jun 2012 18:30

Awesome, I love those toyland sprites :)

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9311
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: OpenGFX+ Trains development and translations thread

Post by planetmaker » 11 Jun 2012 22:40

When I saw these sprites I was at a friend's place. We all could only agree that they are marvelous :-)

I would try to enhance the contrast of the can opener on the top a bit more.

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 12 Jun 2012 07:13

The materials still need a little work as they are not 100% and batteries need a hint of lettering on the sides, but we have some replacements in game :)

User avatar
OliTTD
Engineer
Engineer
Posts: 79
Joined: 26 Nov 2011 20:44

Re: OpenGFX+ Trains development and translations thread

Post by OliTTD » 12 Jun 2012 12:19

@Xotic750: splendid graphics, congratulations!

Here is my new French translation, based on english.lng r610 (+ tenders).

TWIMC: I wanted to try a compilation, but I got an error msg when downloading the files:

Code: Select all

$ hg clone http://hg.openttdcoop.org/ogfx-trains

destination directory: ogfx-trains
requesting all changes
adding changesets
adding manifests
adding file changes
transaction abort!
rollback completed
abandon : premature EOF reading chunk (got 63347 bytes, expected 76083)
Attachments
oGFX-Trains-french-v0.3-en_r610-OliTTD.lng
oGFX+ Trains - French translation v0.3 - Based on english.lng r610
(6.6 KiB) Downloaded 57 times

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 12 Jun 2012 12:34

OliTTD wrote:@Xotic750: splendid graphics, congratulations!

Here is my new French translation, based on english.lng r610 (+ tenders).

TWIMC: I wanted to try a compilation, but I got an error msg when downloading the files:

Code: Select all

$ hg clone http://hg.openttdcoop.org/ogfx-trains

destination directory: ogfx-trains
requesting all changes
adding changesets
adding manifests
adding file changes
transaction abort!
rollback completed
abandon : premature EOF reading chunk (got 63347 bytes, expected 76083)
Thanks for the translation, it has been logged in the issues #4015 and will be added very soon.

As for cloning/pulling the repo, this is a known problem over http on the openttdcoop server and is still waiting a solution. However you should be able to clone successfully using the bakup repo on bitbucket

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 13 Jun 2012 13:23

Both the Lithuanian and French translations have been added to the project. Thank you!

There are still plenty of translations required. Current list of up-to-date files are:

English
Lithuanian
French

Feel free to translate to your language, the text is not much and this could be your chance to contribute ;)


User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 14 Jun 2012 10:00

Thanks Alberth for the Dutch translation and English corrections.

User avatar
OliTTD
Engineer
Engineer
Posts: 79
Joined: 26 Nov 2011 20:44

Re: OpenGFX+ Trains development and translations thread

Post by OliTTD » 14 Jun 2012 13:29

Xotic750 wrote:However you should be able to clone successfully using the bakup repo on bitbucket
thank you Xotic750, but I just realised now that there is 1.9 GB to download, ie over an hour of a fast, steady connection, which is something I haven't got access to. And I'm afraid the compiling time will be overwhelming on my 10+ years old computer :mrgreen:

i like to compile myself only to check the quality of the translation before submitting it, but in this case it is not worth the trouble…

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 14 Jun 2012 14:01

We are hoping to reduce this size now that we have split the graphics sources from the NewGRF sources, Planetmaker just needs some spare time to work on it (Issue #4017)

User avatar
NukeBuster
Traffic Manager
Traffic Manager
Posts: 222
Joined: 04 Jan 2006 18:16
Location: Alphen aan den Rijn, The Netherlands
Contact:

Re: OpenGFX+ Trains development and translations thread

Post by NukeBuster » 27 Jun 2012 09:33

Is the nightly available as GRF?

I'm now using the 8bpp/32bpp trains newgrf, but as that is to be deprecated. Can we expect a new OpenGFX+ Trains release anytime in the near future?
NukeBuster

Transport Empire: The Transport Empire Linux effort
Join the Transport Empire IRC channel: [url]irc://irc.oftc.net/transportempire[/url] !

OpenTTD patch(es): Password at join

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 27 Jun 2012 09:52

There are still issues with the repo size and the nightly server is not building a nightly until it is fixed.

The latest successful nightly was r691

Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Re: OpenGFX+ Trains development and translations thread

Post by Moriarty » 05 Jul 2012 21:34

The content download list lists OpenGFX+ Trains twice. Version 0.2.5 and 0.3.0. I'm guessing only the later should be on there.

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 16 Jul 2012 16:39

I have now included an experimental branch to the OpenGFX+ Trains repo.

This branch uses the GNU M4 macro processor instead of the usual C preprocessor to create the nml.

The name of the branch is m4_experiment

If you clone the repo then you can change to this branch for compiling by executing:

Code: Select all

hg update -C m4_experiment
Then just follow the normal build process.

I am hoping to put a pre-built copy on the backup repo server soon so that you can test it without having to build it. :)

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 16 Jul 2012 18:13

I have now uploaded the pre-built copy of the m4_experiment branch to the backup repo server.

Please give it a try and let us know of any problems, m4_experiment-r709

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 18 Jul 2012 09:05

Ok, have added some fixes and feature updates to both the default and m4_experiment branch. We still don't have any nightly builds for the project so I have pre-built both branches for you to try. Both branches produce the same featured NewGRF and should be directly interchangeable, the m4_experiment branch also reuses some of the rendered graphics to produce a slightly more complete 32bpp set, otherwise there are no new graphics at present. They are both available for download on the backup repo server.

Default branch r720

m4_experiment branch r713

User avatar
Xotic750
Traffic Manager
Traffic Manager
Posts: 206
Joined: 13 Nov 2011 18:46
Location: Sweden

Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 18 Jul 2012 19:43

Added to the m4_experiment branch today are some new early wagon sprites that have an 80km/h limit until their change at 1970. Hopefully I will get it built tonight and put it up on the backup repo server, or you can build it yourself :)

These sprites have not yet been included in the default branch as I haven't had the time to code them there as well.

A sample of the wooden wagons in their loading and loaded state is attached.
Attachments
Wooden early wagons; passenger, mail, valuables, piece goods and livestock
Wooden early wagons; passenger, mail, valuables, piece goods and livestock
early.png (82.92 KiB) Viewed 1761 times

User avatar
colossal404
Chief Executive
Chief Executive
Posts: 644
Joined: 07 Mar 2009 12:48
Location: Szeged, Hungary

Re: OpenGFX+ Trains development and translations thread

Post by colossal404 » 18 Jul 2012 19:47

They looks nice!
early wagon sprites that have an 80km/h limit until their change at 1970
You mean they get new (probably fully company coloured) spites after 1970?
Image

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 5 guests