slaca wrote:Hi, if i use the new opengfx (0.3.4.) with opengfx landscape, then the landscape.grf changes the shore to the old shore, and it looks like in the ogfx 0.3.3. I like the new shore sprites so much, and windmill too, so I need ogfx landscape with new shore support.
Thx
Of course the next release of OpenGFX+ Landscape will have the new shores, too Until there's a new release, you could use one of OpenGFX+ Landscape's nightly builds which already have the new shores.
slaca wrote:
But maybe i found a bug, when i used the new company land object on the coast:
Yes and no. It's know, same as the half-desert tiles will show as tropical-green, and there are no snow-transition tiles with the company land. In principle all that is possible but it a lot of work. Currently the company land uses the same ground tile which (nearly) every NewGRF uses which does a ground check. And the simple ground check doesn't know about coasts, snow transition, half-desert tiles... possibly some cases more. Maybe I'll fix it when it requires less lines to make it happen
slaca wrote:
But maybe i found a bug, when i used the new company land object on the coast:
Yes and no. It's know, same as the half-desert tiles will show as tropical-green, and there are no snow-transition tiles with the company land. In principle all that is possible but it a lot of work. Currently the company land uses the same ground tile which (nearly) every NewGRF uses which does a ground check. And the simple ground check doesn't know about coasts, snow transition, half-desert tiles... possibly some cases more. Maybe I'll fix it when it requires less lines to make it happen
Would an interim possibility be to make the company tiles along the coast use the appropriate climate-foundations? This would give you little wharfs/piers instead of a harsh sided grass tile?
Once we add the new capabilities of "(svn r22518) -Feature: [NewGRF] Advanced sprite layouts with register modifiers. " to NML it might be much easier possible. But drawing foundations is exactly the same effort as drawing coast tiles directly. I'm optimistic that these new capabilities won't be missing for too long from NML, though... But then... it might make fences also easier, I'll see.
slaca wrote:hi, the new shore graphic (ogfx0.3.4.) doesn't work if i play with r70 on arctic alpin climate
Yes, that's a known issue. OpenGFX+ Landscape has to (also) implement the shores and I haven't come around to releasing an updated version with the new shores. Seems like it's a release reason on its own, given the amount fo requests in that respect
Not sure where to post this, but it appears to be a conflict between OGFX+ Landscape and FIRS and the Large GUI set. Loading these three sets at the same time causes blue circle icons to appear under the ground tiles of some FIRS industries, and they disappeared after I removed FIRS.
Using the latest nightlies of OGFX+, FIRS and yesterday's OpenTTD (cant remember rev numbers, sorry)
It only seems to happen after building company fenced land. There are also "Zzzzz" sprites there. The version I detected it in was clean trunk r22860, this savegame also has it.
EDIT: The terminal window (not OTTD's console) output this:
dbg: [sprite] Tried to load character sprite #6 as a normal sprite. Probable cause: NewGRF interference
dbg: [sprite] Tried to load character sprite #14 as a normal sprite. Probable cause: NewGRF interference
dbg: [sprite] Tried to load character sprite #7 as a normal sprite. Probable cause: NewGRF interference
dbg: [sprite] Tried to load character sprite #2 as a normal sprite. Probable cause: NewGRF interference
dbg: [sprite] Tried to load character sprite #4 as a normal sprite. Probable cause: NewGRF interference
dbg: [sprite] Tried to load character sprite #9 as a normal sprite. Probable cause: NewGRF interference
dbg: [sprite] Tried to load character sprite #11 as a normal sprite. Probable cause: NewGRF interference
dbg: [sprite] Tried to load character sprite #3 as a normal sprite. Probable cause: NewGRF interference
Thanks, now I see what you mean and how to reproduce it, though I don't know yet what exactly causes this, but indeed it seems to be related to the fenced land.
Exactly. I only implemented that half-way so far. I dislike that only the wind turbine's base is shown in the item overview list. But I didn't yet find a good solution. I guess I need some scaled-down version or so. Which I so far was too lazy to generate
planetmaker wrote:But I didn't yet find a good solution.
Maybe something like this:
windfarm_purchase.png (3.76 KiB) Viewed 5361 times
Ideally only the image in the list at the right is replaced while the previews at the bottom show the whole thing, but I don't think that is possible. So I don't know how well this will work out, but maybe worth a try.