OpenGFX Mars
Moderator: Graphics Moderators
Re: OpenGFX Mars
Instead of SUV, MPV or sedans, shouldn't we add MSL instead ?
YNM = yoursNotMine - Don't get it ?
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Re: OpenGFX Mars
the design could be used for different vehicles transporting <insert those mars ressources here>
Re: OpenGFX Mars
Or you could have it to harvest mineral on mines, or over the paths...
No, really, but for certain our current MSL is pretty big.
No, really, but for certain our current MSL is pretty big.
YNM = yoursNotMine - Don't get it ?
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Re: OpenGFX Mars
Does anyone have any tips for the short dual headed train alignment issues I have? I still can't get them aligned correctly... are there any simple examples around?
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Re: OpenGFX Mars
With dual headed the back end sprites are ordered differently. If you normally have them ordered 12345678 in your graphics file, the back end has order 56781234. You can either do that in the code (template) or in the graphics file. In the 2cc Trains In NML it is done in the graphics file, take a look at this one. The second row is the back end of the train, but all rows use the same template.Zephyris wrote:Does anyone have any tips for the short dual headed train alignment issues I have? I still can't get them aligned correctly... are there any simple examples around?
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
- trainman1432
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Re: OpenGFX Mars
Um, may I suggest a possible veichle being various rovers? Just a thought.
Jetrain
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Re: OpenGFX Mars
Stuck due to lack of coders with enough time to make any progress, currently.
I think at least 60-80% is done as initial step. Once the last bits are in, some play-testing can be done
But foremost it needs a coder with some time to code the missing parts, and fix bugs that will be reported once play-testing starts.
I think at least 60-80% is done as initial step. Once the last bits are in, some play-testing can be done
But foremost it needs a coder with some time to code the missing parts, and fix bugs that will be reported once play-testing starts.
Re: OpenGFX Mars
Using OpenTTD 1.4.1, I am not seeing any of the trains available. I've tested in both 2100 and 2500, and see nothing at all. Enabling vehicles_never_expire shows that these trains exist in the 1900s. Can you create a table of when all vehicles are made available and expire?
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- planetmaker
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Re: OpenGFX Mars
The tables are right in the repository: http://dev.openttdcoop.org/projects/ope ... repository
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Re: OpenGFX Mars
Exactly what Alberth said. Currently finished is:Alberth wrote:Stuck due to lack of coders with enough time to make any progress, currently.
I think at least 60-80% is done as initial step. Once the last bits are in, some play-testing can be done
But foremost it needs a coder with some time to code the missing parts, and fix bugs that will be reported once play-testing starts.
Most of the terrain (all ground tiles for all climates)
Most of the landscape (all trees, no foundations)
Towns (all buildings replaced)
Most industries (all drawn and coded, but likely buggy)
Most trains (all drawn and coded, but likely buggy)
My problem is I don't have enough time to play test anything at the moment, so I can't pick up on the bugs that need fixing. Pushing to make pixeltool to help draw the vehicles was very useful though, and I could probably knock together the road vehicles sprites quite quickly.
Re: OpenGFX Mars
Road Vehicles
On Mars road vehicles are very successful, benefiting from the low gravity which allows them to carry large loads on relatively cheap infrastructure. Like the rail engines they are normally powered by biofuel or fuel cells, but typically have tracks rather than wheels to maximise traction in the low gravity, especially in the later years.
Unfortunately I am currently stuck on mobile Internet, so can't commit any changes to the repo, but here is a big zip of all the rover graphics!
On Mars road vehicles are very successful, benefiting from the low gravity which allows them to carry large loads on relatively cheap infrastructure. Like the rail engines they are normally powered by biofuel or fuel cells, but typically have tracks rather than wheels to maximise traction in the low gravity, especially in the later years.
Unfortunately I am currently stuck on mobile Internet, so can't commit any changes to the repo, but here is a big zip of all the rover graphics!
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- PixelTool_Rovers.zip
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Re: OpenGFX Mars
Industry: Life Support
Every Martian town desperately need two things: oxygen and water. Almost every larger settlement has a life support industry which receives deliveries of oxygen and water, and manage its distribution through the colony. Without oxygen daily life becomes nearly impossible, with a huge time and effort devoted to maintaining air balance. Without oxygen it is simply impossible for a town to expand. Water is less vital, as water recycling is far simpler, but providing a town with an ample water supply helps boost growth. Either way, make sure the life support industry of a colony is well supplied if you want it to grow!
Every Martian town desperately need two things: oxygen and water. Almost every larger settlement has a life support industry which receives deliveries of oxygen and water, and manage its distribution through the colony. Without oxygen daily life becomes nearly impossible, with a huge time and effort devoted to maintaining air balance. Without oxygen it is simply impossible for a town to expand. Water is less vital, as water recycling is far simpler, but providing a town with an ample water supply helps boost growth. Either way, make sure the life support industry of a colony is well supplied if you want it to grow!
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- Industry_LifeSupport.zip
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Re: OpenGFX Mars
Awesome work Zephyris, this is looking to be an extremely fun environment to play!
Re: OpenGFX Mars
It is actually coming together quite well, I tried a game with trains and industries and in general it was quite interesting and we'll balanced. Once town cargo acceptance is fixed and the road vehicles are coded it will be very playable. I just need to get the airports and waterways sorted now!
Re: OpenGFX Mars
Will this work with your Zbase gfx baseset Zephyris?
Thank you guys for your hard work
Thank you guys for your hard work
Re: OpenGFX Mars
OpenGFX Mars will mostly overwrite the zBase sprites. You'll still get the larger menu GUI from zBase. I did notice a few glitches with town roads and crossroads in the tropical and arctic environments.
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Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
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- planetmaker
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Re: OpenGFX Mars
NewGRFs generally do not know, cannot know and never will know which base set is used by a user. Thus they work with every base set or not at all.Glynbd wrote:Will this work with your Zbase gfx baseset Zephyris?
Thank you guys for your hard work
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Re: OpenGFX Mars
So if a GRF intends to supply different sprites depending on which base set is in use, to give compatability between for example Original and OpenGFX, this must be done by user parameter, it is not possible to auto-detect in this case?planetmaker wrote: NewGRFs generally do not know, cannot know and never will know which base set is used by a user. Thus they work with every base set or not at all.
Re: OpenGFX Mars
No, NewGRF cannot detect what base set is used by the player.Eddy Arfik wrote:So if a GRF intends to supply different sprites depending on which base set is in use,
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