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PostPosted: Fri Aug 15, 2008 1:14 pm 
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:shock:
Awright! I didn't think you guys went so far!


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PostPosted: Fri Aug 15, 2008 1:43 pm 
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Alright there... some *reallye* nice stuff you drawed in the days I was on vacation :o.

Now my next (and probably final, because I don't have that much time for my hobbies currently) contribution: Finally the codable versions (except it's not pcx format) of the new oil rig, the (railyway) waypoint and the docks are done.

Concerning the oil rig: I've made 4 construction stages. In the original there are (as far as I have seen) only 2 of them. Use my first and my third one for these.
If then, later, OTTD (and esp. the OTTD graphic project) evolves, maybe the other two versions also become useful for kinda "intermediate" construction stages.


Attachments:
docks_v1.0.png
docks_v1.0.png [ 8.74 KiB | Viewed 6415 times ]
newoilrig_v1.0.png [15.23 KiB]
Downloaded 138 times
waypoint_v1.0.png
waypoint_v1.0.png [ 4.22 KiB | Viewed 4656 times ]

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Last edited by Red*Star on Fri Aug 15, 2008 1:46 pm, edited 1 time in total.
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PostPosted: Fri Aug 15, 2008 1:45 pm 
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It sounds impressive but there is still a hell of a lot to do, if you can help this really is the time to do so! Here is a list of the remaining graphics required to complete the "conventional" climates:

* Modern town buildings. I draw all your attentions again to drawing buildings. Every contribution helps massively - the town buildings are probably the hardest thing left to do...
* Oil wells, oil rig and lumber mill industries. I should be able to do these myself...
* Plane sprites. Another big job (~200 sprites!), any volunteers, suggestions, contributions or permissions really do help...
* Maglev and monorail. Whilst the train sprites are done all the monorail and maglev sprites need doing. Most of this is modifying the carriage sprites, an easy but tedious job for someone...
* Lots of eyecandy stuff. Disaster sprites, smoke, explosions, etc...
* African tycoon faces. Can largely be done by recolouring the European faces, but a 8bpp hair artist is needed!

Toyland progress is far less, generally because the sprites are modified versions of the conventional climates. Key sprites are complete (all terrain tiles/road tiles/rail tiles) but there is another tedious smiley face/recolouring job for someone. Several town buildings and a couple of industries have also been drawn.

You can also help coding; buttercup is doing a spectacular job but has a lot on his plate. The wiki page lists things still needing coding, please keep this up to date if contributing. It may also be useful for someone to start putting together the final grfs, ie. the open versions of trg*r.grf, which could further help motivate people.

We are approaching the sprint finish, don't give up now!

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PostPosted: Fri Aug 15, 2008 1:49 pm 
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Zephyris wrote:
* Oil wells, oil rig and lumber mill industries. I should be able to do these myself...

Oil rig is done now, see post above ;)

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PostPosted: Fri Aug 15, 2008 4:30 pm 
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Zephyris wrote:
Quote:
does it really matteR?
If it inspires people to contribute then yes!

Quote:
How far is it now? 60% there? 70?
Excluding toyland probably 80 to 90%, including toyland maybe 70%?


That's great! Not long now...

When it's done are there plans to pre-package it with EDIT OpenTTD?

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Last edited by StopRightThere on Fri Aug 15, 2008 5:32 pm, edited 2 times in total.

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PostPosted: Fri Aug 15, 2008 4:35 pm 
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Quote:
That's great! Not long now...
Only if people keep contributing ;)

And here is the modern office block textured up...

*edit* and the suspended office block, not so sure about this one...


Attachments:
modern office block 8bpp.png
modern office block 8bpp.png [ 6.07 KiB | Viewed 4519 times ]
suspended office block 8bpp.png
suspended office block 8bpp.png [ 4.42 KiB | Viewed 4485 times ]

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PostPosted: Fri Aug 15, 2008 5:40 pm 
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Tycoon
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Shouldn't the hanging one be in air?
And btw, sorry that I couldn't update the first posts... Sudddenly got a lot of things to do.
Quote:
When it's done are there plans to pre-package it with OpenTTD?

The plan is to include it in OpenTTD stable releases, much like the generic Tram Set now is

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PostPosted: Fri Aug 15, 2008 6:47 pm 
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LordAzamath wrote:
The plan is to include it in OpenTTD stable releases, much like the generic Tram Set now is

Ah right. I suspected that but wanted to be sure.

It's certainly welcome in my installation! :mrgreen:

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PostPosted: Fri Aug 15, 2008 6:54 pm 
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Tycoon
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Zephyris, what do you think of this?
note, this is not palconverted


Attachments:
stadium.png
stadium.png [ 15.97 KiB | Viewed 4426 times ]

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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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PostPosted: Fri Aug 15, 2008 7:28 pm 
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I like, but you should only place much smaller fences behind the 'scoring area' (can't find the word...). It's just too much fence now.

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PostPosted: Fri Aug 15, 2008 7:30 pm 
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lol.. u know what I forgot? The goals :P

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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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PostPosted: Fri Aug 15, 2008 9:36 pm 
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Its good but the fences need to be far smaller (think of the scale, those fences are currently about 5 storeys high, they want to be about 8 pixels at most!)

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PostPosted: Fri Aug 15, 2008 10:25 pm 
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At least shorter than the roof. Nice stadium!

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PostPosted: Sat Aug 16, 2008 3:09 am 
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Traffic Manager
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Progress update:

I have coded the tropic/arctic bank and the oil rig. I'll hold on to them for the moment though.

When I have a big enough collection of new buildings I will compile/post a grf of those too.

And I have made a start on the fonts, but it is very tedious work so I don't know when they'll get finished. Probably sometime next week.


(I really hope no-one minds that I'm stealing all the coding tasks)


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PostPosted: Sat Aug 16, 2008 3:33 am 
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LordAzamath, it's very nice :) may be some rugby stadium?


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PostPosted: Sat Aug 16, 2008 7:20 am 
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I'm afraid to say I'm off for a few days, it'll be great to see the font coded (I realise how tedious that will be!). Hopefully Darkmast49 will get the improved road vehicle graphics done this weekend which will give you all something else to play with!

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PostPosted: Sat Aug 16, 2008 8:14 am 
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Zephyris wrote:
it'll be great to see the font coded

Done!
Attachment:
font.png
font.png [ 33.93 KiB | Viewed 4090 times ]

Attachment:
medfont.grf [10.51 KiB]
Downloaded 635 times


I am also going away for a few days so any adjustments/corrections that need to be made (and I expect there will be a few) will have to wait until I get back.


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PostPosted: Sat Aug 16, 2008 8:50 am 
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Very nice font. Just the lowercase N seems like inversed to me.


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PostPosted: Sat Aug 16, 2008 10:24 am 
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IMO the font is too narrow to be used in low-contrast situations (ie. orange on brown). The black works well, but I have to concentrate to comfortably read the place name (and the %age, to a lesser extent). A bolder version would probably be more readable.

And yes, the 'n' does look back-to-front.

Oh, and the "W" is one pixel too low, as well! :)


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PostPosted: Sat Aug 16, 2008 12:22 pm 
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Yeah, I agree that the font is too thin and spindly for me to easily read. The original fonts were a bold font, and I think ours needs to be as well for clarity.

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