[OTTD] OpenGFX+ Airports 0.3.0

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

User avatar
zero.eight
Traffic Manager
Traffic Manager
Posts: 128
Joined: 15 Jun 2007 01:14

[OTTD] OpenGFX+ Airports 0.3.0

Post by zero.eight » 05 Sep 2011 16:17

Hello ladies and gents,

We are proud to present OpenGFX+ Airports 0.3.0, a NewGRF designed to enhance the default airports. This release version adds four rotations for all airports, specific graphics for tiles above the snowline and several fixes to the base set sprites.

OpenGFX+ Airports 0.3.0 is available through the ingame online content service as "Climate dependant airports" (a search for "airport" will bring it up) or directly from openttdcoop (thanks for hosting) for manual installation. You must have OpenTTD 1.2.0 or r22518 or later.
opengfxairports_1.png
Serving suggestion
opengfxairports_1.png (317.99 KiB) Viewed 15448 times
Big thanks to Skidd13 and Zephyris for their work on the original OpenGFX sprites which were used for drawing the new graphics, and to yexo and planetmaker for coding, the developers of the AirportTiles NewGRF extension, and not forgetting others who have made small but nonetheless significant contributions. Please see the readme for full credits.

If you'd like to contribute to this set or have any suggestions, please post in the development thread. Since this set fully replaces the default airports, it is possible to do things that cannot easily be done (if at all) by base set replacements, such as unique sprites for specific airports.
opengfxairports_2.png
4 rotations and snow graphics for all default airports
opengfxairports_2.png (243.08 KiB) Viewed 15448 times
Enjoy :)
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement

User avatar
Level Crossing
Tycoon
Tycoon
Posts: 1183
Joined: 07 Feb 2011 22:04
Location: East Coast, United States

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Level Crossing » 05 Sep 2011 16:19

zero.eight wrote:You must have OpenTTD 1.2.0
Wait...what? That hasn't been released yet! :?
Like my avatar? See my screenshot thread
Chill's Patchpack, an awesome collection of OTTD patches

Yexo
Tycoon
Tycoon
Posts: 3653
Joined: 20 Dec 2007 12:49

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Yexo » 05 Sep 2011 16:22

Level Crossing wrote:
zero.eight wrote:You must have OpenTTD 1.2.0
Wait...what? That hasn't been released yet! :?
But that will be the first stable that supports this NewGRF. If you want to use it now, you can use nightly r22518 or later.

User avatar
Pingaware
Director
Director
Posts: 625
Joined: 03 May 2007 20:18
Location: England

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Pingaware » 05 Sep 2011 16:23

Level Crossing wrote:
zero.eight wrote:You must have OpenTTD 1.2.0
Wait...what? That hasn't been released yet! :?
It requires features that won't hit the main releases until 1.2.0 comes around, judging by the required nightly.

User avatar
Level Crossing
Tycoon
Tycoon
Posts: 1183
Joined: 07 Feb 2011 22:04
Location: East Coast, United States

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Level Crossing » 05 Sep 2011 16:25

The feature won't be included in, for example, 1.1.3?
Like my avatar? See my screenshot thread
Chill's Patchpack, an awesome collection of OTTD patches

Yexo
Tycoon
Tycoon
Posts: 3653
Joined: 20 Dec 2007 12:49

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Yexo » 05 Sep 2011 16:31

Level Crossing wrote:The feature won't be included in, for example, 1.1.3?
No.

User avatar
FooBar
Tycoon
Tycoon
Posts: 6559
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by FooBar » 05 Sep 2011 16:41

Level Crossing wrote:The feature won't be included in, for example, 1.1.3?
If the version number x.y.z increases the z-value, that means it's a bugfix release that will not include any new features, certainly not siginificant ones. A release with new features is identified by the increase of the y-value and a reset to 0 of the z-value. New feature releases come out typically once a year in April.


Apart from that, good work on the airports! If I may suggest a suggestion, than that's improving the jetways of the city airport. One appears to be flat on the ground while another is connected to the top of the gate-building. Plus that the main walkway doesn't seem to be connected to the main building.

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9282
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by planetmaker » 05 Sep 2011 22:00

zero.eight wrote: Enjoy :)
That I do :-) - another NewGRF for my 'always on' NewGRF-list. Marevelous work on all the graphics (and code) :-)

akasoft
Engineer
Engineer
Posts: 120
Joined: 25 Aug 2011 11:48

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by akasoft » 05 Sep 2011 23:29

Good work!
I attached my translation into Russian for this set (revision 144).
russian.lng
(1.01 KiB) Downloaded 136 times

User avatar
2006TTD
Route Supervisor
Route Supervisor
Posts: 428
Joined: 05 Mar 2006 02:46
Location: Hong Kong

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by 2006TTD » 06 Sep 2011 09:41

This looks really great! The different rotations suits very well. :)
I would also like to provide a translation for traditional Chinese too.
Attachments
Chi-Trad.lng
(780 Bytes) Downloaded 193 times
Face the fearful with no fear, and its fearfulness disappears.

User avatar
romazoon
Tycoon
Tycoon
Posts: 1288
Joined: 20 Jun 2010 23:16

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by romazoon » 06 Sep 2011 09:54

You guys really rock ! This rotation feature is pure awesomeness !

Yexo
Tycoon
Tycoon
Posts: 3653
Joined: 20 Dec 2007 12:49

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Yexo » 06 Sep 2011 10:12

Thanks for your contributions, in r145 translations for Dutch, Russian, Spanish and traditional Chinese have been added.

Sabre_Justice
Traffic Manager
Traffic Manager
Posts: 142
Joined: 08 Jul 2011 12:10

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Sabre_Justice » 06 Sep 2011 12:52

A release so current it's compatible with a OTTD version not even out yet!

User avatar
Lord Aro
Tycoon
Tycoon
Posts: 2365
Joined: 25 Jun 2009 16:42
Location: Location, Location
Contact:

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Lord Aro » 06 Sep 2011 13:12

Great work!
Now all that's needed is for someone to draw the airport rotations for the original graphics, and this grf will be obsoleted! :D
AroAI - A really feeble attempt at an AI

It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9282
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by planetmaker » 06 Sep 2011 13:34

Lord Aro wrote:Great work!
Now all that's needed is for someone to draw the airport rotations for the original graphics, and this grf will be obsoleted! :D
Quite not so. Default airports don't adopt to the ground (i.e. always green grass) and have never any snow cover.

User avatar
Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Zuu » 07 Sep 2011 20:32

Very nice done! :bow:

I will sure enjoy these additional views in the ongoing work to add support for AIs to use airport views. :-)
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)

User avatar
kamnet
Moderator
Moderator
Posts: 6731
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by kamnet » 09 Sep 2011 03:28

I'm absolutely blown away by the time and effort that the OpenGFX+ team puts into these projects. I wish I had more time right now to throw into some complementary projects.

User avatar
buckethead
Tycoon
Tycoon
Posts: 2014
Joined: 12 Jun 2009 07:21

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by buckethead » 09 Sep 2011 06:21

Great! Ill download the set as soon as I get home. :)

Cheshire Cat ^..^
Engineer
Engineer
Posts: 17
Joined: 10 Jan 2008 22:02

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Cheshire Cat ^..^ » 31 Oct 2015 12:21

I'm guessing this grf doesn't work in toy climate? It didn't for me...

Alberth
OpenTTD Developer
OpenTTD Developer
Posts: 4734
Joined: 09 Sep 2007 05:03
Location: home

Re: [OTTD] OpenGFX+ Airports 0.3.0

Post by Alberth » 31 Oct 2015 14:53

Quite possible, toyland climate is severely lacking good grfs
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 5 guests