OpenGFX+ Landscape

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planetmaker
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Re: OpenGFX+ Landscape

Post by planetmaker » 28 Apr 2011 16:23

Digitals wrote:Oh Yes, I put the year 1980, thank you very much!

The wind does have a feature? For example increasing the production of the power at the power station?
I'm afraid, it's purely eye candy, its only effect is to occupy some space, cost you money during building and possibly look nice ;-)

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Digitals
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Re: OpenGFX+ Landscape

Post by Digitals » 28 Apr 2011 17:05

It's just a question, but otherwise it's great, you can even build on water, you have planned another infrastrucuture? Like the wind? I do not know me, the solar panels for example ^ ^ :lol: :wink:
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Sorry for the inconsistencies of my messages,but im French

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Re: OpenGFX+ Landscape

Post by planetmaker » 28 Apr 2011 19:01

Digitals wrote:It's just a question, but otherwise it's great, you can even build on water, you have planned another infrastrucuture? Like the wind? I do not know me, the solar panels for example ^ ^ :lol: :wink:
Concerning NewObjects in this set there's no detailed plan ahead, they're more of a side-line of this NewGRF. If you care to draw for example a solar power plant, or a look-out tower, please go ahead by all means :-)

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Re: OpenGFX+ Landscape 0.2.2

Post by planetmaker » 30 Aug 2011 10:28

OpenGFX+ Landscape 0.2.2 is now available for OpenTTD r22723 and newer.

It brings a number of graphical updates to the existing features - but which require also some features introduced in current nightlies of OpenTTD.

Most important it updates the shores to the current nicer version, removes some more grid in the gridless versions and it greatly improves the look of the fenced land object (formerly called 'company land')

Code: Select all

- Feature: Add fenced, plain land tiles for all terrains and slopes (formerly known as company land)
- Feature: Make the 'company land' visible in transparent mode
- Feature: No-grid versions of roads
- Feature: Gridless version of rail tracks
- Feature: Maglev tracks without grid lines
- Change: Build foundations under wind turbines thus that they can be build on slopes
- Change: Improve base of wind turbine
- Change: Update the shore sprites to OpenGFX' new version thereof
- Change: Nicer purchase list preview for fenced land and better bounding boxes for fences
- Doc: Update information about minimum required NML version and some credits
- Add: Allow company land also on steep slopes and document the slope values in the grpahics file

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Re: OpenGFX+ Landscape

Post by Fry3k » 04 Sep 2011 19:42

I get the following message with this newgrf when starting a new game: "A fatal NewGRF error has occured: Read past end of pseude sprite" (OTTD v1.1.2, OpenGFX+Landscape 0.2.2, no other newgrfs installed). If I close the error message, the game seems to behave normally.

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Re: OpenGFX+ Landscape

Post by planetmaker » 04 Sep 2011 19:47

OpenGFX+ Landscape 0.2.2 is now available for OpenTTD r22723 and newer.
The NewGRF unfortunately can only be used with somewhat recent nightly versions of OpenTTD. The version check I included seems to not trigger before the new NewGRF properties are read.

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Re: OpenGFX+ Landscape

Post by bremerjoe » 13 Sep 2011 21:32

Dear Planetmaker,
I installed OTTD 1.1.2 portable from the portableapps website and when checking for online content I can not find GFX+ Landscape!? Lots of other Newgrfs and alike are being found including OpenGFX+ Industries, Trees,... when searching for "OpenGFX". When searching for landscape it only finds Japan Set, Stolen Trees, No Grid Land and VAST + Fences.

Is that a mistake from my side or has it not been linked properly? :?:


(Ignore below as I realized that unpacking the ...tar.gz with 7Zip and then copying that file to the data folder works well. Stupid me.)
My main problem with this is that simply downloading the file from http://binaries.openttd.org/bananas/new ... 2.2.tar.gz and then putting into the data folder on the USB installation does not seem to work and without your newgrf I can not load my old savegames. :(
Everybody can contribute to OTTD! It does not require you to be an IT specialist or designer. And it does not take days or weeks of your time either.
There are many simple yet important tasks like translations, investigating facts and details and many other that need work and if you help a bit then the experienced developers can focus more on making OTTD even more awesome!
OTTD = Awesomeness created by a whole lot of volunteers, be one of them if you like the game!

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Re: OpenGFX+ Landscape

Post by FooBar » 13 Sep 2011 21:57

bremerjoe wrote:Is that a mistake from my side or has it not been linked properly?
While I'm not planetmaker...

It's neither. OpenGFX+ Landscape uses some new features that are not available in OpenTTD 1.1.2 (or any OpenTTD 1.1.x), so for now you need a nightly version to be able to use this set.


I do wonder though why the portableapps guys made such a nasty bundle, as OpenTTD is perfectly portable in itself. But that is not of your concern (although I recommend ditching the portableapps bundle and getting an official release. You never know what they did to it what may cause bugs that are not in the normal releases).

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Re: OpenGFX+ Landscape

Post by bremerjoe » 13 Sep 2011 22:21

Thanks Foobar!
For some reason I kept reading my version to be 1.2.2 although it actually is 1.1.2 which of course can not work with this yet. But does that mean that the online content shown is being filtered by what my OTTD build does support? I would have assumed that I could get it through online content but just not use it yet?

In regards to the PortableApps bundle: I use it because it takes care of teh install and changes for me. I am too ADS'ish to figure out myself how to make OTTD portable. But if you have a link to a HowTo I would be glad to try as this way I sure get quicker access to new builds and also less risk of bug issues.
Everybody can contribute to OTTD! It does not require you to be an IT specialist or designer. And it does not take days or weeks of your time either.
There are many simple yet important tasks like translations, investigating facts and details and many other that need work and if you help a bit then the experienced developers can focus more on making OTTD even more awesome!
OTTD = Awesomeness created by a whole lot of volunteers, be one of them if you like the game!

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planetmaker
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Re: OpenGFX+ Landscape

Post by planetmaker » 13 Sep 2011 22:29

bremerjoe wrote:Thanks Foobar!
For some reason I kept reading my version to be 1.2.2 although it actually is 1.1.2 which of course can not work with this yet. But does that mean that the online content shown is being filtered by what my OTTD build does support? I would have assumed that I could get it through online content but just not use it yet?
The online content will only offer for download that content which is indicated to work with the OpenTTD version querying the content server. As NewGRF author I have the choice to select a minimum and maximum version of OpenTTD for the content I add to it - or I can leave blank either for cases where it doesn't matter. Often setting a minimum version like here makes sense, though - and you'll get the Landscape NewGRF just fine when you try to download it with a nightly version of OpenTTD (there's no point to offer it for download when you cannot use it anyway, is there?)

And yes, I'm afraid I couldn't make the new versions compatible with stable OpenTTD - it would mean about 20x the work for me as NewGRF support made huge progress since 1.1.0 was split off from trunk and many things got tremendously easier for authors. Old versions like OpenGFX+Landscape 0.2.0 IIRC still work with stable OpenTTD. You can find all releases of that NewGRF on the DevZone's release server

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planetmaker
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Re: OpenGFX+ Landscape

Post by planetmaker » 15 Sep 2011 14:00

Small update release with an alternate version for the fenced land and a working version check (doh!)
Thanks also to akasoft for the Russian translation.

Code: Select all

- Feature: Add a view to fenced land which grows a tree on the tile
- Change: Add the existing gridless sprites for roads and rails to alpine climate (issue #3047)
- Add: Russian translation (akasoft)
- Add: German translation
- Add: Some compatibility check for other newgrfs
- Fix: Type in template name (issue #3050)
- Fix: OpenTTD 1.1.2 is not 1.2.0
As usual: available from your favourite fruit store or from the DevZone.
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Re: OpenGFX+ Landscape

Post by Bob_Mackenzie » 15 Sep 2011 16:36

I rather like that :)

Is it possible to randomise the position of the tree on the tile - looks a little regular right now?

Alternatively do fruit trees that are supposed to be in a row

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planetmaker
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Re: OpenGFX+ Landscape

Post by planetmaker » 15 Sep 2011 16:43

Bob_Mackenzie wrote:I rather like that :)

Is it possible to randomise the position of the tree on the tile - looks a little regular right now?

Alternatively do fruit trees that are supposed to be in a row
So far the position or tree type cannot be varied nor is it so far randomized. But for sure that's something on my agenda for this for one of the future releases. For now consider it a Christmas tree plantation ;-)

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Re: OpenGFX+ Landscape

Post by slaca » 16 Sep 2011 15:37

Something must be wrong. Can't download from bananas, and i can't see in content download (i use newest nightly)

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Re: OpenGFX+ Landscape

Post by planetmaker » 16 Sep 2011 15:58

slaca wrote:Something must be wrong. Can't download from bananas, and i can't see in content download (i use newest nightly)
Thank you for the pointer, it should now be fixed. The required revision seems to have been wrongly set in bananas.

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Re: OpenGFX+ Landscape

Post by alluke » 16 Sep 2011 17:36

Dang! :P
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Re: OpenGFX+ Landscape

Post by planetmaker » 16 Sep 2011 17:38

alluke wrote:Dang! :P
Yes... but that's actually OpenGFX itself... it's fixed in the nightly version of it already.

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Re: OpenGFX+ Landscape

Post by NoWa » 17 Sep 2011 06:05

Hi! Nice set. :)
Colud you make crop fields pls. :bow:
Thanks.
Hungarian City Set

Coming soon!

Miau miau :3

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planetmaker
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Re: OpenGFX+ Landscape

Post by planetmaker » 18 Oct 2011 10:46

NoWa wrote:Hi! Nice set. :)
Colud you make crop fields pls. :bow:
Thanks.
It's a nice idea, but it (currently) has one big problem:
It currently is not possible to have both, fields which change in the course of the seasons from seedlings just sprouting to growing to harvest (like with the grain field now) and to have different kinds of crops which grow in this manner. The only option currently possible is to have fields change much more frequently; but that might look awkward.

Alternatively one could provide a NewGRF parameter to control the crops which are grown on the field. Or to vary the look of the fields by the climate (why shouldn't in tropical climate different crops be grown and harvested than in arctic?). I'd actually happily include such option... but that's a lot of graphics to draw, thus I can't promise anything to happen quickly here. On the other hand, if someone should have graphics for me... I'll gladly incorporate them.

The climate variation actually is even something I'd incorporate into OpenGFX itself then, too :-)

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Re: OpenGFX+ Landscape

Post by Zephyris » 18 Oct 2011 10:49

or we get some newgrf support for custom field graphics up and running...

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