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PostPosted: Tue Jan 01, 2008 5:26 am 
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New RoadDepots version 0.2 grf.

Company color fixed, many adjustments. Now you can add depots in a row to form a 'long depot' eye candy (See screenshot) :wink: .

TODO:
1. Walls lack width (compare entrance with original sprites entrance).
2. Add company color on back side like original depots. It will not look so nice, but will help identify company depot belongs to. (Yes or No?)
-enough for today...


Attachments:
depots_screenshot.png
depots_screenshot.png [ 14.5 KiB | Viewed 4347 times ]
OpenGFX_newRoadDep.grf [4.69 KiB]
Downloaded 553 times

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PostPosted: Tue Jan 01, 2008 7:12 am 
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Maybe the company color could be applied somewhere else aswell. I'm thinking of a kind of stripe on the building or such... what do you think?

by the way, awesome work @everyone once again. This is truly beautiful :)

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PostPosted: Tue Jan 01, 2008 7:37 am 
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something like that maybe... (company colour all around, seperated the hall because i think two doors look better.. especially if there would be the ability to draw an opened and closed state based on vehicle movement... and i tried to give the walls some kind of 3d look, less paper thin)


Attachments:
depots.png
depots.png [ 4.14 KiB | Viewed 4319 times ]

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PostPosted: Tue Jan 01, 2008 8:16 am 
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Roujin wrote:
Maybe the company color could be applied somewhere else aswell.

...

How about a door?
Attachment:
withdoor.png
withdoor.png [ 8.68 KiB | Viewed 4303 times ]


Gonozal_VIII wrote:
... seperated the hall ...

I don't know if that would work because vehicles entering the depot would need to be behind the partition and vehicles exiting would need to be in front of it (or vice versa for the other rotation).


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PostPosted: Tue Jan 01, 2008 9:43 am 
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Nice Athanasios and other guys :) I didn't know that they were cc those blues up thee :) So they were normal lue colours instead. If you want to make more with it, maybe this could help you: It's a Gimp native file.
EDIT3...Those stripes at sides kick a$$
Attachment:
File comment: xcf files not allowed, so I zipped it.
depot.zip [52.19 KiB]
Downloaded 97 times

EDIT: BTW anyone in mood of drawing gui?

EDIT_2: What do you think of this? Worth of coding? this may have some action colours besides cc...But I have pcx which has been through palconvert so no worries :)


Attachments:
raildepot.png
raildepot.png [ 6.05 KiB | Viewed 4197 times ]

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PostPosted: Tue Jan 01, 2008 2:18 pm 
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lepkka wrote:
OTTD will accept soon this additional coast lines. I think this worth the effort. ...

yep its in trunk now (r11726)

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PostPosted: Tue Jan 01, 2008 2:29 pm 
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i have nightly r11730 and it doesn't seem to work for me....


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PostPosted: Tue Jan 01, 2008 3:24 pm 
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Killer 11 wrote:
i have nightly r11730 and it doesn't seem to work for me....

Yhe yesterday's nightly *should* include BigBB's patch completely shore :roll:

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PostPosted: Tue Jan 01, 2008 3:34 pm 
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Gonozal_VIII wrote:
something like that maybe... (company colour all around


That looks fantastic. :) I prefer this to the CC'ed door.

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PostPosted: Tue Jan 01, 2008 4:59 pm 
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lordazamath wrote:
Killer 11 wrote:
i have nightly r11730 and it doesn't seem to work for me....

Yhe yesterday's nightly *should* include BigBB's patch completely shore :roll:

Ok i have the new water grf file that has the complete shore gfx and i have the needed nightly version however the shore simply refuses to apear... Is there any special parametter or something that i have to set?


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PostPosted: Tue Jan 01, 2008 5:06 pm 
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I do love when a project snowballs like this! Apologies for no development of the infrastructure/terrain - got quite a lot on my plate at the mo... I did have time to draw a factory replacement though - still needs cutting up and coding.

Re: lepkka
Excellent coasts! I shall code them asap. I think I have my action colours sorted now so I shouldn't destroy them :D...


Attachments:
Factory 8bpp 2.png
Factory 8bpp 2.png [ 16.05 KiB | Viewed 4019 times ]

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PostPosted: Tue Jan 01, 2008 5:13 pm 
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Zephyris wrote:
still needs cutting up and coding.

May I do it? i have spare time arm and I'm terribly bored

PS: I'll make soon a suprise too :)

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PostPosted: Tue Jan 01, 2008 6:09 pm 
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Attached is newTerrain v0.2
Improvements:
Better rough ground.
New water + coast for temperate (thanks to lepkka).
(Slightly) better tiling on desert tiles.

Not improved:
Snow transition on 1210, 2101, 1012 and 0121 tiles - I messed it up again!
Various lumps and bumps.

Todo:
The rest of the coasts.
Toyland :s.

Re: lordazamath
Go for it!

Re: lepkka
In the future it would be easier to work from a grf containing the new graphics - saves time working out the x, y, x_offs and y_offs...


Attachments:
OpenGFX_-_newTerrain_v0.2.grf [565.1 KiB]
Downloaded 627 times

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PostPosted: Tue Jan 01, 2008 7:19 pm 
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almost everything looks soo good, but .... what about that "black" snow, he should be more like snow, white, not that dark and sand and grass too, too dark for me :?

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PostPosted: Tue Jan 01, 2008 8:08 pm 
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Me again :roll:

I've removed the door, put the company colours all the way around and added an action 7 so that you don't get them in Toyland.

Attachment:
roaddepcc.png
roaddepcc.png [ 20.75 KiB | Viewed 3827 times ]

Attachment:
OpenGFX_-_newRoadDepots_v0.3.grf [4.68 KiB]
Downloaded 543 times


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PostPosted: Tue Jan 01, 2008 8:09 pm 
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With the decree of His Excellency, Zephyris, all old Factories everywhere are to be demolished. New ones to be built. Decree is to be committed immedeatly.


Attachments:
factory_commercial.png
factory_commercial.png [ 92.53 KiB | Viewed 3814 times ]
OpenGFX_-_newIndustries_-_Factory_v0.1.grf [15.85 KiB]
Downloaded 604 times

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PostPosted: Tue Jan 01, 2008 8:35 pm 
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The rapid progress is literally stunning me O_O

Right now i'm trying out the latest terrain pack (i applied it to a running game) and i also have issues with the water.

I added this grf and removed the newwater grf, and this is what i get:
Attachment:
Farnway Transport, 4th Sep 1925.png [160.01 KiB]
Downloaded 165 times


The edge tiles have the old water graphics.


Or is this normal because they are not done yet? What's the current status of water?

(ps: using r11731)

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PostPosted: Tue Jan 01, 2008 9:01 pm 
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[03:43:07] Belugas: Gonozal_VIII, i'm aware of the troubles r11726 caused. there is going to be a "fix" for that soon
edit: that's was belugas said about the wrong half land/half water tiles

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Last edited by Gonozal_VIII on Tue Jan 01, 2008 9:08 pm, edited 1 time in total.

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PostPosted: Tue Jan 01, 2008 9:06 pm 
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@Roujin, I don't know..Ask Leppka and/or Zephyris

Anyway, the little suprise I promised: Red*Star's ship depot. Zephyris, if you have time, you may include this too to your infrastructure set. And please make comments about rail depot..Then I can improve it and code it.


Attachments:
OpenGFX_-_newInfrastructure_-_Ship_Depot_v0.1.grf [6.62 KiB]
Downloaded 702 times
ship_depot.png
ship_depot.png [ 18.29 KiB | Viewed 3713 times ]

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I know I have a BBCode error in my signature but I really cba to fix it.
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PostPosted: Tue Jan 01, 2008 9:19 pm 
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@Gonozal: Thanks for information, so it seems to be a code issue rather than a grf issue. Well i'm positive that the devs will sort it out in no time :D

@lord: looking good as always :) I like it better than the original. Thanks @Red*Star for your permission i assume :)

ps: little comment about rail depot - at first sight it seems a little dark for me. One would have to test it in the game though to see how it really fits in.
ps2: is it tileable? meaning long depots for eyecandy? seems to be "the" thing nowadays, so... ;)

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<Lakie> Well, they do the same thing but the code is different.

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