[UNIV] Swedish Rails Set 0.8.1

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Bob_Mackenzie
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Re: Swedish Rails Set

Post by Bob_Mackenzie » 29 Jun 2010 17:46

I think Ive found a minor graphics bug. Look at the bottom track of the complex junction

Jones & Co., 19-03-1903#1.png

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Re: Swedish Rails Set

Post by FooBar » 29 Jun 2010 18:18

The underlay (ballast) is misaligned; sticking out of it's tile.

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Re: Swedish Rails Set

Post by planetmaker » 29 Jun 2010 22:18

Thanks for the report. It should be fixed in the next nightly version and the upcoming release

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Re: Swedish Rails Set

Post by planetmaker » 04 Jul 2010 11:24

And yet another update with yet another few feature :-)

Most notably: level crossings don't change their appearance all at once, but over 15 years or the possibility to build them can be completely de-activated via parameter 5 (OpenTTD > r20049), bridges now always make use of Swedish rails and (partially) support snow. Finally we have also some TTDPatch support - but it will remain unusable unless TTDPatch fixes this bug. Also we have some variation in the fences, so that they don't look as uniform as they usually do.
Changelog wrote: - Feature: [OTTD] Modern versions of level crossings with a 15 year phase-out of the old style, starting
date configurable via parameter
- Feature: [OTTD] Use overlay tracks on bridges, allowing there snowy tracks in some cases, too
- Feature: [OTTD] Use a 15 year long phase-out period for the old depots, if the build date is not
available (OpenTTD < r20003)
- Feature: [TTDP] TTD (default) style level crossings
- Feature: [TTDP] TTRS style level crossings
- Feature: [OTTD] Allow to disable level crossings via parameter 5 (OpenTTD > r20049)
- Feature: [OTTD] Add some variety to the default fences
- Change: 1st parameter represents compatibility in general
- Change: [OTTD] Use the default railtype IDs for RAIL and ELRL
- Change: [Makefile] Don't ship tars within a zip file
- Change: Modern rail crossings in a red-yellow theme
- Change: Flashing red lights at closed level crossings
- Change: Rework fences parameter
- Fix: [Makefile] Regex for bundle_zip was looking for ?grf instead of .grf
- Fix: [Makefile] Also don't put extended attributes in the release tars
- Fix: [OTTD] Alignment of a few undlerlay sprites
- Doc: Add a section on compatibility with other NewGRFs
Enjoy and post some comments and critics. Nice screenshots will also help to get this set finished (faster) :-)

The current release version can be found on both, BaNaNaS and the DevZone. See the readme for parameters and further instructions and how to obtain the source code.

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Re: Swedish Rails Set

Post by Haiya-Dragon » 18 Jul 2010 04:11

Applied the update to a running game. Here's one of the more notable stations in the game:
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Leaping Cricket Logistics, 2011-07-28.png
Trylhus Steel Mill, where it all began..
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Re: Swedish Rails Set

Post by planetmaker » 15 Sep 2010 12:50

Another update to Swedish Rails.

Two very important changes:
- It now supports the parameter GUI as found in recent nightlies of OpenTTD, making it easy to configure it to your needs, especially with respect to the display of fences, level crossings and depots; this required to change the meaning of a few parameter values, but as far as I could establish none which break backward-compatibility.
- It now works on TTDPatch
Also a number of graphical glitches were fixed as well as the scrubs growing between the fences have some more variation.

The full changelog:
changelog Swedish Rails 0.6.0 wrote: - Feature: [OTTD] Support for in-game description of parameters
- Feature: [OTTD] Swedish, Dutch, German, Spanish translations
- Feature: An additional variation of rail fences with scrubs

- Change: [OTTD] Provide default graphics group in order to not fail on possible future callbacks
- Change: Parameters concerning display of fences (parameter 3) and use of level crossings
(parameter 5) changed slightly their meaning. See readme.txt for details.
- Change: [Makefile] The name of the NML compiler changed
- Change: [Makefile] Move NML - specific parts to its own file
- Change: [Makefile] Install into a configurable directory
- Change: [Makefile] Some unix2dos don't know how to be quiet. Let them babble but not complain
- Change: [Makefile] Instroduce DOCDIR which allows separate installation of docs
- Change: [Makefile] Introduce Makefile.dist for storing changes needed for source tarballs
- Change: [Makefile] Use a more unique filename for the deps

- Fix: [TTDP] Wrong parameter size caused Swedish Rails to be disabled
- Fix: Use the Swedish order of colours for level crossings
- Fix: Uphill overlay track was one pixel too wide
- Fix: White pixels crept in in TTDP compatibility mode
- Fix: GRFID was reported wrongly in documentation
- Fix: [Makefile] Clean cleaned too much

- Doc: Mention bug with non-snowy tracks on tiles with foundations around the snow line
- Doc: A few phony targets were not documented
- Doc: Compatibility with other railtype newgrfs
Enjoy :-)
The current release version can be found on both, BaNaNaS and the DevZone. See the readme for parameters and further instructions and how to obtain the source code.

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Re: Swedish Rails Set

Post by Irwe » 15 Sep 2010 13:02

planetmaker wrote:Another update to Swedish Rails.
Great! Updates on sprites will come in more and more now (I have been a little bit absent for a while).
Haiya-Dragon wrote:Applied the update to a running game. Here's one of the more notable stations in the game:
I just have to say that it looks amazing :shock:
I know it's the wrong place to talk about Swedish houses but that town has some nice suburbans!
Swedish Houses Version 1.1 Released
Swedish Road Vehicles Work in Progress

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Re: Swedish Rails Set 0.6.0

Post by Davidoff » 17 Sep 2010 06:28

Rails ade Depots look really good!

Planetmaker, I am curios on what station set is visible in your screenshots?

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Re: Swedish Rails Set 0.6.0

Post by planetmaker » 17 Sep 2010 07:10

Davidoff wrote:Rails ade Depots look really good!

Planetmaker, I am curios on what station set is visible in your screenshots?
Thanks :-) The stations will be the default OpenGFX stations (you mean those like in http://www.tt-forums.net/viewtopic.php?p=885176#p885176 right?)

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Re: Swedish Rails Set 0.6.0

Post by slaca » 19 Sep 2010 08:54

hi, i like this grf so much, but i found some bugs. I play with newest nightly, and tried all kind of fences parameters:

scrubs with cc - works fine
scrubs without cc - no scrubs and there are cc fences
plain without cc - good
normal - good
none at all - good
bushes with cc- like scrub with cc
bushes without cc - no bushes, and it is cc
plain without cc - good, but it was already

pls, try to fix them, and sorry for my english

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Re: Swedish Rails Set 0.6.0

Post by planetmaker » 19 Sep 2010 09:17

slaca wrote:hi, i like this grf so much, but i found some bugs. I play with newest nightly, and tried all kind of fences parameters:

scrubs with cc - works fine
scrubs without cc - no scrubs and there are cc fences
plain without cc - good
normal - good
none at all - good
bushes with cc- like scrub with cc
bushes without cc - no bushes, and it is cc
plain without cc - good, but it was already

pls, try to fix them, and sorry for my english
Thanks for the report and glad that you like it :-)

The bug in this case is the text being displayed :-) - and it should have been fixed in the latest nightlies (r181 or later); which version exactly do you use? 0.6.0 still has that bug.

The confusion between bushes and scrubs... it's not unambigeously translated from my native language and I first used 'bushes' but later decided that 'scrubs' was the better word given the looks - and missed a few places where I used it. Maybe you can try a current nightly and see whether it there works as expected :-)

That said, it's easy to add another version of fences provided I get the graphics :-)

PS: your English is fine

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Re: Swedish Rails Set 0.6.0

Post by slaca » 19 Sep 2010 11:37

i used 0.6.0, but i've just tried r181, and now everything is fine, but what does "replace default" mean?
it seems to be same as without that

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Re: Swedish Rails Set 0.6.0

Post by planetmaker » 19 Sep 2010 11:40

slaca wrote:i used 0.6.0, but i've just tried r181, and now everything is fine, but what does "replace default" mean?
it seems to be same as without that
It makes no difference for SwedishRails. It makes a difference for other rails. Assuming you have no other railtypes newgrf installed, look at the fences of, say, monorail or maglev, if you chose an option which (also) says 'replace default'. They'll then have the same fences as SwedishRails supplies.

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Re: [UNIV] Swedish Rails Set 0.6.0

Post by Kogut » 12 Nov 2010 20:15

Is it possible to reuse graphics of that great tracks in NuTracks? ( http://www.tt-forums.net/viewtopic.php?f=26&t=47347 )
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Re: [UNIV] Swedish Rails Set 0.6.0

Post by planetmaker » 12 Nov 2010 23:19

Kogut wrote:Is it possible to reuse graphics of that great tracks in NuTracks? ( http://www.tt-forums.net/viewtopic.php?f=26&t=47347 )
Of course. To my knowledge both sets use the same license, GPL v2, as such there's no problem as long as it's followed.

The only thing which makes a simple copy&paste operation difficult is that both sets are written in different programming languages. Another solution would be that we add some parameters to SwedishRails and NuTracks so that they can work along eachother and possibly offer to replace one track or another in Nutracks.

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Re: [UNIV] Swedish Rails Set 0.6.0

Post by supermop » 13 Nov 2010 21:01

planetmaker wrote: Another solution would be that we add some parameters to SwedishRails and NuTracks so that they can work along eachother and possibly offer to replace one track or another in Nutracks.

I really like this idea. Rather that reinventing the classes of rail types available in each grf, it would be great if various aesthetic oriented grf's could function as a graphics module to grfs like Nutracks. If the method is planned out carefully, perhaps we could have an informal standard for setting up rail type behavior grfs and rail type graphics grfs, allowing players to choose a combination of their preferred speed limits and graphics.

Best,

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Re: [UNIV] Swedish Rails Set 0.6.0

Post by Kogut » 03 Dec 2010 07:45

Is it possible to improve snow behaviour on partial snow level?
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Re: [UNIV] Swedish Rails Set 0.6.0

Post by Kimby » 11 Dec 2010 15:31

Very nice looking graphics. It's also sobering to see what amount of issues come from introducing 1 new set of rail graphics.

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Re: [UNIV] Swedish Rails Set 0.6.0

Post by alxfa » 14 Dec 2010 11:06

Is it only I who have a problem with the blue engine, which is just transparent in the game?

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Re: [UNIV] Swedish Rails Set 0.6.0

Post by planetmaker » 14 Dec 2010 11:38

Kogut wrote:Is it possible to improve snow behaviour on partial snow level?
That is only possibly by means of changing the code within OpenTTD. I could in principle check the tileheight against the snow level and apply different degrees of snow depending on that. But as long as the ground tile itself is either snowy or not, there's not much point to that IMHO.
alxfa wrote:Is it only I who have a problem with the blue engine, which is just transparent in the game?
And that has to do with this set exactly what?
EDIT: Oh, you probably mean the Swedish Trains. See their thread

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