[OTTD] OpenGFX releases - Graphics Replacement Project

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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by cmoiromain »

There's a glitch on the picture you just posted. You can see the road through the shoe-house at the bottom of the screen.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by PaulC »

Found a bug in the gold mine: sprite #2240 (ogfx1_base) is a duplicate of #2239 when it should in fact be different.

EDIT: Just noticed that the same problem exists with sprites #2222 and #2226.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

Thanks for the hint. Tomorrow's nightly of OpenGFX will have this fixed.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by normapomero »

I actually like these graphics more then the original TTD graphics. Thank you for updating and sharing tips, really helpful.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

OpenGFX 0.3.3

Today another bug fix release was made and we started to rework aircraft, based on some of Pikka's av8 sprites, reworked by DanMacK, two of which can already be found ingame. It can be found in your favourite fruit store as well as newgrf development zone.

Enjoy the new sprites and hints on bugs and possible improvements or participation in development as usual welcome. Also a big thanks again to all who contributed again.

Changelog:

Code: Select all

- Add: New sprites for the Darwin300 and the Bakewell Luckett aircraft
- Add: Allow to also generate parts of the extra grf
- Add: Allow to manually generate pnfo files via nml
- Add: allow to use includes in the nml files
- Change: Add the a NML file for the aircraft
- Change: Use the base_sprite variable in some nml files
- Doc: Aircraft sprites
- Fix: Updated and resized sprites for the arctic engines
- Fix: Glitch with horizontal monorail track
- Fix: misalignment 1px
- Fix: Airport hangar was slightly too big
- Fix: Add static meta data (action14) to the extra newgrf
- Fix: build script didn't update to tag for releases
- Fix: Glitch with some maglev crossing sprites
- Fix: [Makefile] A re-build was not always triggered when required
- Fix: Helicopter sprite sizes were converted wrongly
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

OpenGFX 0.3.4

This release brings you many new tasty sprites, most notably it brings you new shore sprites, new tree sprites and partially new sprites for factory, steel mill and farms. And of course there's a number of bug fixes found as well, see below for a complete changelog. Get it from your favourite fruit store or the newgrf development zone.

Enjoy the new sprites and as usual contributions and hints on bugs and possible improvements are welcome.

Changelog:

Code: Select all

- Feature: New arctic trees
- Feature: New temperate trees
- Feature / Fix: Reduce the size of the sand beaches in order to make less apparent a glitch with some coast corners (#2137)
- Feature: Rework factory, improving esp. the transparent view and construction stages
- Feature: Rework transparent view and building stages of the steel mill
- Feature: [Makefile] Optionally use nml to generate (some) pnfo files
- Feature: [Makefile] Allow source bundles in xz, zip, gzip and bzip2 format; use xz by default

- Change: Temperate and arctic farms retouched
- Change: Tricaro helicopter with new sprites (#2118)
- Change: Company-colour version for the Darwin 300 (#2107)
- Change: Rework rail vehicle alignment, using more Pikkas alignment
- Change: [Makefile] Update to makefile r284
- Change: [Makefile] Prepare for using gimp's scripting capability in order to generate png files from their (layered) psd or xcf source files, saving potentially many repetitive tasks

- Fix: Wrong, untranslated colour in some bridge GUI sprites (#2153)
- Fix: Missing animation for headstocks of gold mine
- Fix: An airport tile had erronously flashing pixels
- Fix: One house had a ground tile displayed as construction stage
- Fix: [Makefile] Clean the nfo and cnfo files related to the grfs we build
- Fix: [Makefile] Having the nfo and not the cnfo file depend on source changes resulted in not everything being re-built when it needed to be re-built

- Doc: Meaning of re-colour sprites
- Doc: Tree sprites
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by Brumi »

Sorry if this issue has been raised before, but the copper ore wagons look different from the outside when they are loaded:
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

It has not been reported. Thank you for bringing it to my attention. I added it to the todo for the next release.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

New release, thanks to many busy people drawing and adjusting sprites and also thanks to the return of FooBar.
Next to a number of bug fixes and smaller changes, the main features of this release are reworked rolling stock (drawn by DanMacK) and aircraft (Pikka, finishing by DanMacK), and a new food processor (andythenorth).

Code: Select all

- Feature: Show outline of arctic church on ground tile
- Feature: New sprite for a sawmill tile
- Feature: New sprites for Food Processor
- Feature: Update to tropic rail wagons
- Feature: New rubber wagon sprites to match rail wagons rather than monolev wagons
- Feature: New sprites for arctic CS2400 and MJS 1000
- Feature: Revised arctic railcars 
- Feature: Revised temperate rail wagons
- Feature: Revised aircraft
- Feature: Temperate locomotives resized to 28px
- Feature: New ground tile for toyland buildings
- Feature: Revised GuruX2 helicopter
- Feature: Show outline of arctic church on ground tile
- Change: [Makefile] Add nml2nfo to the buildsystem (will use nml releases)
- Fix: Improve graphics of flatbed road vehicles
- Fix: [Makefile] do not copy Makefile.local as this is still available, instead add a note of purpose to Makefile.dist
- Fix: Tropic food monolev wagon was invisible
- Fix: Swapped first two sprites of 1524-1529 small flats
- Fix: Remove action colours from arctic_engines.png
- Fix: Improve farm field fences and hedges
- Fix: Update toyland rough terrain sprites
- Fix: New forest ground tile shows holes where trees used to sit in invisible industries mode
If you find any inconsistencies and bugs, please tell us, best places are either in the development topic or in our issue tracker.
Enjoy!
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by oberhümer »

The food processor building seems to be drawn as freestanding and doesn't look right when several are in a row, but the airplanes are greatly improved.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

New version of OpenGFX with improved rivers. Find it in the usual places, on BaNaNas, or the DevZone.
OpenGFX 0.3.6 wrote:- Feature: New sprites for fruit and rubber plantations
- Feature: Separate water for rivers
- Feature: New park sprites to match trees and river water (issue #3081)
- Feature: New road side trees to match other trees for temperate and arctic (issue #3081)
- Feature: Improved construction stages for some tiles of the food processing plant
- Feature: More undulating riverbanks for flat river tiles (issue #3011)

- Fix: Provide new sprites for the used types of river mouths (issue #2981)
- Fix: Some tree sprites were truncated (issue #3023)

- Doc: Sprites of the waterfeatures
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by AndersI »

May I suggest shading the river water a bit, so that slopes are recognizable?
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by Zephyris »

AndersI wrote:May I suggest shading the river water a bit, so that slopes are recognizable?
I don't think that is at all possible when you are restricted to the water cycle colours... Unless you dither in some non-water cycle (i.e. normal) blue shades too.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by AndersI »

Didn't think about that :-(

How many colors are there in the water cycle - 10? Perhaps one could get three (slightly different) shades by using [first 6], [middle 6], [last 6]? Or will that produce jerky animation?
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

OpenGFX 0.4.0

Also for Christmas there's a new version of OpenGFX which brings you improvements in quite some things:

- many improved and addition font characters for all font types thanks to PaulC
- fully snow and snow-transition aware docks thanks to Red*Star
- fully snow and snow-transition aware rivers and canals provided by ... myself
- monospaced font for ingame text file viewer (readme, changelog, license), thanks to Rubidium and PaulC
- improved food processing plant thanks to oberhuemer

As usual get it from the ingame content download or the DevZone. If you find glitches or bugs, please be so kind to tells us either here or in the bug tracker. And if you think this game should become better, please and by all means, draw (and code, if you want) improved sprites, this set is ongoing work. It certainly has potential for improvements, but it needs people taking up the challenge :-) A full overview of who worked on what can be found here.

Full changelog:

Code: Select all

OpenGFX 0.4.0 (24 Dec 2011)
---------------------------
- Feature: More and improved characters for all fonts (issue #3314)
- Feature: Monospaced font 'liberation mono'
- Feature: Snow transition aware locks (issue #3302)
- Feature: Respect snow density for river tiles (issue #3011)
- Change: Improve look of food processing plant (oberhuemer) (issue #2987)
- Change: Use the same water sprite for level canal tiles as for rivers (issue #3088)
- Change: Engine overrides are not needed anymore since OpenTTD r23232
- Change: Convert project to NML source
- Add: [Makefile] Allow to generate png files directly from the xcf if gimp is present
- Fix: Runway lights were not flashing in proper order (issue #3221)
- Fix: Wrong buoy type in toyland climate (issue #3321)
- Fix: [Makefile] Use a version unspecific tag file for the grfs which don't contain version info (issue #3371)
- Fix: No regular waves on fountain water (issue #3281)
- Fix: Animation of coal mine, gold mine and oil wells did change too many pixels (issues #3280, #3279, #3278)
- Fix: Runway lights were not flashing in proper order (issue #3221)
- Fix: Arctic riverbanks had erronous green
- Fix: Wrong palette for piggybank and toyland bubble tree.
- Fix: Naming of bundles for TTDPatch usage was broken
- Doc: Meaning of some sprites
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by akasoft »

wrong_fence_align_ogfx2.png
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Wrong the fence of railway tracks align on diagonal view.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by FooBar »

That's impossible to fix. The same issue exists with the ttd graphics.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by Nite Owl »

The following is self explanatory. It was achieved using OpenGFX r890 and OpenTTD r23679.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

Nite Owl wrote:The following is self explanatory. It was achieved using OpenGFX r890 and OpenTTD r23679.
Yes, thanks for the report, it's quite obvious. That bug is only in the nightly builds and not in the releases, though.

It sees to be caused by switching the palette of the baseset from windows to DOS - which NML seems to not carry out properly for the water indices.

EDIT: And fixed in r893. I forgot to change the palette info in the obg file; Fix is available in a few hours in the upcoming nightly.
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Re: [OTTD] OpenGFX releases - Graphics Replacement Project

Post by planetmaker »

OpenGFX 0.4.1

This is a small bug fix release which allows OpenGFX 0.4.1 to still work with OpenTTD 1.1.3 and earlier:

Code: Select all

- Fix: Monospace fonts must not be available for OpenTTD prior to 1.2.0
- Fix: Correct a number of spelling and grammar errors in the readme
Thanks to orudge for correcting the readme thoroughly for language quirks.

As usual, the release is found via online content or on the DevZone
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