If someone makes the overlay graphics, I'll be happy to change to code so that they are used!Gremnon wrote:If there is to be a speed reduction, I for one would want it toggle-able.
And snow for arctic is good, how about also sand for the desert parts of tropic though?
Patch: Grass growth on unused tracks
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Re: Patch: Grass growth on unused tracks
Re: Patch: Grass growth on unused tracks
If I will find some time i can try to make some snowed tracks pngs. Newer done grfs so will live it to you. But first i need extract normal tracks from game...
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Re: Patch: Grass growth on unused tracks
Hold on: take a look at the graphics for the grass, they are OVERLAYS that are put on top of the track graphics (this way, they also work for monorail, maglev and when the rail graphics have been changed by a graphics set. So, just draw the snow, not the track!bigos wrote:If I will find some time i can try to make some snowed tracks pngs. Newer done grfs so will live it to you. But first i need extract normal tracks from game...
Re: Patch: Grass growth on unused tracks
Then you can use normal snow from the game?
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Re: Patch: Grass growth on unused tracks
We need several levels of snow: from some snow to 'fully snowed in - but still recognizable as "there was a track here"... So no, we need dedicated graphics. Probably changing the green to white is a good step in the right direction....bigos wrote:Then you can use normal snow from the game?
Re: Patch: Grass growth on unused tracks
Normal game snow have few levels already. And to recognize where tracks are we can use fence and tractions...
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Re: Patch: Grass growth on unused tracks
But i'm quite sure that the snowy tiles are 'sand and snow' in 1, there's not a semi transparent layer of snow available... right? So we still need that extracted...bigos wrote:Normal game snow have few levels already. And to recognize where tracks are we can use fence and tractions...
Re: Patch: Grass growth on unused tracks
Yea, probably will be better if you change grass colour to white and use it as snow. I don't have so much patient as you to make it. 

Re: Patch: Grass growth on unused tracks
Ok, it's been a long time (379 revisions long) so I thought I'd post an updated version with a binary:
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- boekabart_grassOnTracks_r18157.diff
- (10.51 KiB) Downloaded 441 times
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- boekabart_grassOnTracks_r18157.rar
- (3.45 MiB) Downloaded 521 times
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Re: Patch: Grass growth on unused tracks
Updated to the 1.0.0-RC1 (r19188)
Those two patches will interfere with each other
this one and stuck trains ?
Those two patches will interfere with each other
this one and stuck trains ?
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- grassOnTracks_RC1.patch
- (10.82 KiB) Downloaded 469 times
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Re: Patch: Grass growth on unused tracks
Thanks for update it.Vaulter wrote:Updated to the 1.0.0-RC1 (r19188)
Those two patches will interfere with each other
this one and stuck trains ?
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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Re: Patch: Grass growth on unused tracks
yes, they both use m7 for different things, unless you move around some map bits, they can't be combined... not sure if enough bits are free.Vaulter wrote:Updated to the 1.0.0-RC1 (r19188)
Those two patches will interfere with each other
this one and stuck trains ?
only rail_map.h should be affected to make this work.
Re: Patch: Grass growth on unused tracks
Updated to r22440.
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- openttd-r22440-oldtracks.patch
- I like my tracks nice and grassy
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Re: Patch: Grass growth on unused tracks
Thank you very much! Glad to see the patch alive!erikjanp wrote:Updated to r22440.
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Re: Patch: Grass growth on unused tracks
@ boekabart
Using your patch for a very long time, and there are 2 questions:
1. are there any chances to get this works with other than standard rails (NuTracks, so on)
2. are there any chances to remove glitches like
(see https://www.tt-forums.net/viewtopic.php? ... 7#p1039977)
Big thanx!
Using your patch for a very long time, and there are 2 questions:
1. are there any chances to get this works with other than standard rails (NuTracks, so on)
2. are there any chances to remove glitches like
(see https://www.tt-forums.net/viewtopic.php? ... 7#p1039977)
Big thanx!
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Re: Patch: Grass growth on unused tracks
It could be a palette error.2. are there any chances to remove glitches like
If the grass is a overlay, You can have to place the overlay over the rail overlay.1. are there any chances to get this works with other than standard rails (NuTracks, so on)
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: Patch: Grass growth on unused tracks
i think what happened is that the overlay was placed on the wrong height level. (bottom level of tile instead of top level of tile)
Re: Patch: Grass growth on unused tracks
looks great - i would create a abandoned lines but stations could be abandoned as well - example after last train leaves the building starts go decay and platforms covered in leaves and rubbish
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Re: Patch: Grass growth on unused tracks
Hmm, how are custom tracks rendered differently? These overlays are drawn after tracks, before overhead wires IIRC.
Re the pink thingies: what blitter are you using?
Re the pink thingies: what blitter are you using?
Re: Patch: Grass growth on unused tracks
Look at that, a boekabart! How have you been? It has been a whileboekabart wrote:Hmm, how are custom tracks rendered differently? These overlays are drawn after tracks, before overhead wires IIRC.
Re the pink thingies: what blitter are you using?

welcome back


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