Snow in Temperate Climate
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- Traffic Manager
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Rich,
Understandable - I wasn't trying to push this on you . Enjoy your break, I'm sure I'm not alone when I say that I'm looking forward to the additional airports.
Also - have you heard anything more about the 'mega-climate' idea becoming a reality?
Thanks again!
To everyone else,
Unless I'm mistaken, we'll need 1) someone who knows how to code, and 2) either permission to use existing graphics, or a new set of snowy temperate tiles.
Am I missing anything? Are there any volunteers?
Understandable - I wasn't trying to push this on you . Enjoy your break, I'm sure I'm not alone when I say that I'm looking forward to the additional airports.
Also - have you heard anything more about the 'mega-climate' idea becoming a reality?
Thanks again!
To everyone else,
Unless I'm mistaken, we'll need 1) someone who knows how to code, and 2) either permission to use existing graphics, or a new set of snowy temperate tiles.
Am I missing anything? Are there any volunteers?
Many thanks to those who make OTTD and TTDP possible.
Hasn't M.Blunk given OTTD permition for usage of his graphics some time ago?richk67 wrote:Well, from my POV this isnt going to happen anytime soon. 3 reasons:
1) Im having a small break, and then I'll get back to working on newgrf airports.
2) The graphics for the snow in temp patch belong to M.Blunck, and I received special permission to include it in MiniIN. I have not sought a wider release that would be needed for trunk.
3) It may be academic if a fullblown all-climates-in-one-scenario option is created.
Nothing stopping anyone else working on it though.
Uncle Dex Says: Follow the KISS Principle!
Well, the mail I received from him was specific to my patch, and gave me permission to edit the alpinew.grf to extract the tiles I needed, and then allowed me to distribute the new .grf as part of the MiniIN package with the appropriate amended licences.
Michael was really helpful, and I was happy to meet his requirements. I don't know if he has given a blanket release - I would *very* much doubt he has. Maybe open for usage, but for editing/derivative work and distribution I think it would be incredibly unlikely that he has thrown it open. I certainly wouldn't do it given the efforts he's made to protect his work so far.
Michael was really helpful, and I was happy to meet his requirements. I don't know if he has given a blanket release - I would *very* much doubt he has. Maybe open for usage, but for editing/derivative work and distribution I think it would be incredibly unlikely that he has thrown it open. I certainly wouldn't do it given the efforts he's made to protect his work so far.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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You´re refering to the old orudge thread "graphics we´re allowed to use" or similar.Dextro wrote:Hasn't M.Blunk given OTTD permition for usage of his graphics some time ago?
But that has nothing to do with copyright of my .grfs which doesn´t allow re-distributing in altered or modified form.
Concerning "snow in temperate", shouldn´t OTTD be able to use "alpineset[w].grf" which contains all the needed graphics and even more (snow for original buildings and industries)?
regards
Michael
- White Rabbit
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Which version are you using? It should work with the nightlies.dylan.farrow wrote:Tried, OTTD won't even load it.michael blunck wrote:
Concerning "snow in temperate", shouldn´t OTTD be able to use "alpineset[w].grf" which contains all the needed graphics and even more (snow for original buildings and industries)?
regards
Michael
Peter1138, any ideas?
- White Rabbit
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Thanks for the clarification, that was the exact thread I was thinking about.michael blunck wrote:You´re refering to the old orudge thread "graphics we´re allowed to use" or similar.Dextro wrote:Hasn't M.Blunk given OTTD permition for usage of his graphics some time ago?
But that has nothing to do with copyright of my .grfs which doesn´t allow re-distributing in altered or modified form.
Concerning "snow in temperate", shouldn´t OTTD be able to use "alpineset[w].grf" which contains all the needed graphics and even more (snow for original buildings and industries)?
regards
Michael
It worked until some changes were made in preparations for newindustries if I'm not mistaken.White Rabbit wrote:I was pretty sure. Now I know I was thinking of something else.Maedhros wrote:It won't load without newindustries.White Rabbit wrote:Which version are you using? It should work with the nightlies.
Uncle Dex Says: Follow the KISS Principle!
The extract I have is just the terrain tile graphics, without industry supporting code or anything, so that will work. But its not in any releaseable form, and I would want to wait for OpenTTD to support all-climates simultaneously before asking for any sort of distribution permission for the graphics.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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If you noticed, the last source for that patch is r4442. It was included within the MiniIN, but has otherwise not been updated. (and wont be)
When OTTD is capable of having all climates in one landscape, I will maybe update the patch.
When OTTD is capable of having all climates in one landscape, I will maybe update the patch.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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I've always wanted to create a multi-climate scenario to properly create a USA map. However, when I tested out what could be done, I found that it needed 2 things; separation of snow and desert since they use the same map bits, and newindustry support to allow use of non-native industries within the base climate.
The first of these is/was fairly easy - we just need to find 1 bit to identify the tile as desert or snow in addition to its current setting.
For the second, the map has been capable for a long time to display the graphics of the other industries, just not to be able to make all the industries appear on the same map. This is hopefully coming soon.
What would then be needed (ideally) would be to have the ability to load multiple motive power sets at the same time; so you could use temperate trains in the plains, arctic trains in the mountains, and tropical trains in the desert.
If I can get motivated to do anything - hard at the moment - then this is something I would be really interested in, as it opens up the possibilities of some stunning maps. I would definitely revisit my Africa map, and add in the coal, iron ore, livestock, wheat, etc. industries that are missing from the tropical map.
So its sort of an if, but since newindustries is happening, it is more likely a (long term) when.
The first of these is/was fairly easy - we just need to find 1 bit to identify the tile as desert or snow in addition to its current setting.
For the second, the map has been capable for a long time to display the graphics of the other industries, just not to be able to make all the industries appear on the same map. This is hopefully coming soon.
What would then be needed (ideally) would be to have the ability to load multiple motive power sets at the same time; so you could use temperate trains in the plains, arctic trains in the mountains, and tropical trains in the desert.
If I can get motivated to do anything - hard at the moment - then this is something I would be really interested in, as it opens up the possibilities of some stunning maps. I would definitely revisit my Africa map, and add in the coal, iron ore, livestock, wheat, etc. industries that are missing from the tropical map.
So its sort of an if, but since newindustries is happening, it is more likely a (long term) when.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Thanks, Rich... I know I've bugged you about this via PM plenty (apologies, of course).
I hadn't thought of that... but it sounds brilliant.What would then be needed (ideally) would be to have the ability to load multiple motive power sets at the same time; so you could use temperate trains in the plains, arctic trains in the mountains, and tropical trains in the desert.
Well... as NewIndustries wraps up and you find some time after you finish your work on the real-world airports (which look amazing, btw)... Feel free to drop a PM my way if you want help organizing ideas/etc. I'd be happy to contribute in any way that I can...development ideas, etc....
Many thanks to those who make OTTD and TTDP possible.
Re: Snow in Temperate Climate
After being absent for some years it makes me sad to see nobody completed this patch. It took me several hours but I got it working against trunk. Snow in temperate climate looks amazing with opengfx
Now I have a problem: changing house sprites between their snowed and non-snowed versions isn't working. And I've got no idea how to do it xD
Using Total Town Replacement Set and Swedish Houseset it's working, but not with normal houses (tried it with original windows gfx and with opengfx). First I thought I could have missed something, because there is the variable snow line height feature in trunk. Even in unmodified trunk and arctic climate using a grf for variable snow line height, openttd isn't changing the house sprites. Seems this feature isn't complete xD
I would like to solve this issue before posting the patch, someone an idea?
Now I have a problem: changing house sprites between their snowed and non-snowed versions isn't working. And I've got no idea how to do it xD
Using Total Town Replacement Set and Swedish Houseset it's working, but not with normal houses (tried it with original windows gfx and with opengfx). First I thought I could have missed something, because there is the variable snow line height feature in trunk. Even in unmodified trunk and arctic climate using a grf for variable snow line height, openttd isn't changing the house sprites. Seems this feature isn't complete xD
I would like to solve this issue before posting the patch, someone an idea?
- planetmaker
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Re: Snow in Temperate Climate
Sounds good.
A number of temperate houses have (also in original TTD) no snowy versions. As such they cannot be displayed as snow covered. NewGRFs otoh have access to the tiletype variable and change their appearance accordingly.
A number of temperate houses have (also in original TTD) no snowy versions. As such they cannot be displayed as snow covered. NewGRFs otoh have access to the tiletype variable and change their appearance accordingly.
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Re: Snow in Temperate Climate
houses must be made "snow-aware", which the default houses are not. this can be done by newgrf, though. e.g. alpine climate does that, most of the house sets do as well.
if you are unlucky, the snowy default houses, despite looking the same, have completely different house IDs.
anyway, i don't think it should be part of a patch like this.
if you are unlucky, the snowy default houses, despite looking the same, have completely different house IDs.
anyway, i don't think it should be part of a patch like this.
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Re: Snow in Temperate Climate
Maybe houses without snow sprite shouldn't appear over the snowline.Valance wrote:I would like to solve this issue before posting the patch, someone an idea?
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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