Maritime Collection (MariCo) v0.37

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planetmaker
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Re: Maritime Collection (MariCo) v0.2

Post by planetmaker » 01 Oct 2011 12:50

alluke wrote:Raise the timeframe to 30.12.9999 :mrgreen:
From a NewGRF specification point of view there's no reason to disallow building at dates later than this (i.e. it could easily be made 'allow allways, if later than XXX')

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Re: Maritime Collection (MariCo) v0.2

Post by jian » 01 Oct 2011 13:59

I can not use ,not let me Why? :bow: ?(

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Re: Maritime Collection (MariCo) v0.2

Post by FooBar » 01 Oct 2011 15:28

jian wrote:I can not use ,not let me Why? :bow: ?(
Read a couple of posts back.

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Re: Maritime Collection (MariCo) v0.2

Post by ZxBiohazardZx » 04 Oct 2011 20:12

very nice addon for eyecandy and especially nice when playing with high water maps, and/or combined with newships and FISH

love it

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Re: Maritime Collection (MariCo) v0.2

Post by alexboyland » 13 Mar 2013 18:10

HI Michael

I downloaded the .22 and i read how to change timeframe, but....i stopped when the nfo file was in front of me. I dont know how to modify it and make it work the grf for ever!

Can u show me the line and the character to fix? Or perhaps, make a .23 release.

I love to do great harbours and this help me too much. Thanks!

Alex

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Re: Maritime Collection (MariCo) v0.2

Post by michael blunck » 14 Mar 2013 07:19

alexboyland wrote: I downloaded the .22 and i read how to change timeframe, but....i stopped when the nfo file was in front of me. I dont know how to modify it and make it work the grf for ever!

Can u show me the line and the character to fix? Or perhaps, make a .23 release.
v0.23 (still in development) will include modified timeframes for object availability.

regards
Michael
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Re: Maritime Collection (MariCo) v0.2

Post by AlexG » 21 Apr 2013 18:11

Hi

I have a problem with Moles. It doesn't show correctly...
I've attached a picture below with how it shows in game and how it should be.

Version of OTTD: 1.3.0

Thanks
Attachments
Capture.JPG
(233.66 KiB) Downloaded 3 times

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Re: Maritime Collection (MariCo) v0.2

Post by Supercheese » 21 Apr 2013 18:44

Sadguardian wrote:Hi

I have a problem with Moles. It doesn't show correctly...
I've attached a picture below with how it shows in game and how it should be.

Version of OTTD: 1.3.0

Thanks
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Re: Maritime Collection (MariCo) v0.2

Post by AlexG » 22 Apr 2013 06:53

oh :D

Thx

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Re: Maritime Collection (MariCo) v0.2

Post by Voyager One » 22 Apr 2013 07:03

These simulate real life situations - more yachts during summer months, less yachts during winter. Michael intended to do so. :wink:
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Re: Maritime Collection (MariCo) v0.3

Post by michael blunck » 26 Aug 2013 21:30

The MariCo set v0.3 has been released, please see first post.

regards
Michael
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Re: Maritime Collection (MariCo) v0.3

Post by STD » 27 Aug 2013 05:47

michael blunck wrote:The MariCo set v0.3 has been released, please see first post.

regards
Michael
Thank you for the update version of this set :bow: . With pleasure use MariCo set in the game :)) .
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Re: Maritime Collection (MariCo) v0.3

Post by AlexG » 28 Aug 2013 08:27

Congrats!!
Really nice artwork you did there :!:

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Re: Maritime Collection (MariCo) v0.3

Post by arikover » 31 Aug 2013 11:15

Really nice work indeed ! There are so many new features !

I noticed two minor glitches :
1) The south- and the north-facing quays let some of the coast appear, when using the OTTD graphic baseset.
*EDIT: added arrows
2) When installed on two opposing slopes, sheds have a hole in the roof.

Anyway, a really cool set !
Attachments
"2 sloped" sheds have a hole in the roof
"2 sloped" sheds have a hole in the roof
glitch_2_sloped_sheds.png (36.8 KiB) Viewed 3793 times
glitch_quays.png
glitch_quays.png (32.28 KiB) Viewed 3777 times
Last edited by arikover on 31 Aug 2013 11:44, edited 1 time in total.

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Re: Maritime Collection (MariCo) v0.3

Post by wallyweb » 31 Aug 2013 11:29

arikover wrote:1) The south- and the north-facing quays let some of the coast appear, when using the OTTD graphic baseset.
I asked Michael about this while testing. All quays are only half as high as the coast tiles. As this was done on purpose, it is not a glitch. This also occurs with the windows_original baseset.
2) When installed on two opposing slopes, sheds have a hole in the roof.
A bug! @Michael: Perhaps your shed has a sliding roof? 8)

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Re: Maritime Collection (MariCo) v0.3

Post by arikover » 31 Aug 2013 11:49

wallyweb wrote:I asked Michael about this while testing. All quays are only half as high as the coast tiles. As this was done on purpose, it is not a glitch. This also occurs with the windows_original baseset.
I am sorry I was so vague. I was referring to the part of the animated beach (OTTD base sprites) you can see on north and south facing quays.
I edited my post to add arrows pointing the glitch. I am not sure this is intended.

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Re: Maritime Collection (MariCo) v0.3

Post by wallyweb » 31 Aug 2013 12:24

arikover wrote:I am sorry I was so vague. I was referring to the part of the animated beach (OTTD base sprites) you can see on north and south facing quays.
Not at all vague ... If I had scrolled your image I would have seen the glitch you were referring to. :oops:
We did see that in testing. One of the OTTD coast tiles extends somewhat further into the sea than the corresponding windows_original tile. Unfortunately the coast tiles have to be used as the ground tiles.

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Re: Maritime Collection (MariCo) v0.3

Post by Mexus » 07 Sep 2013 14:08

Why can't i find this on bananas?

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Re: Maritime Collection (MariCo) v0.3

Post by TinyMusic » 07 Sep 2013 14:41

Mexus wrote:Why can't i find this on bananas?
I think it's because michael doesn't like his stuff to be released in BaNaNaS.
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Re: Maritime Collection (MariCo) v0.3

Post by michael blunck » 07 Sep 2013 15:17

arikover wrote: I noticed two minor glitches :
1) The south- and the north-facing quays let some of the coast appear, when using the OTTD graphic baseset.
*EDIT: added arrows
Yeah, like Wally said. The problem is that an OTTD artist decided for a very different shape for his beach tiles. So, it´s a catch-22: in case I´d enlarge the water overlay to hide that surplus shape, there would be more original water added to that "OTTD water". And since base sets cannot be detected, there´s no relief.
arikover wrote: 2) When installed on two opposing slopes, sheds have a hole in the roof.
Thanks for spotting that glitch. In fact, it should have been forbidden to place those sheds on such unusual terrain, so there hadn´t been included special sprites for that combination. I´ve added them now for the next version.

regards
Michael
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