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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Jun 09, 2013 6:01 pm 
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Alberth wrote:
One dutch translation!
Attachment:
nl_NL.lng


Thanks a lot. Commited in 211:4e5da9efc429 and will be in the next release.... coming soon. Only train tunnels are missing and a review for obvious blunders :-)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jun 29, 2013 8:33 pm 
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A secluded farm on a somewhat stony shore...


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File comment: rocky shore
rocks.png
rocks.png [ 93.63 KiB | Viewed 5012 times ]

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Thu Aug 15, 2013 8:55 pm 
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OpenGFX+ Landscape 1.0.0
Release time... this NewGRF now does what I set out to include in the first place :-)

As usual, you find the NewGRF available on bananas or on DevZone's bundle server.

The important changes to the previous version (full changelog also enclosed in NewGRF)
Code:
Version 1.0.0
=============
- Feature: Optional gridded versions of landscape tiles
- Feature: Parameter which allows to disable replacing field tiles
- Feature: Parameter which allows to skip all terrain modifications (for those who only want the objects)
- Feature: Parameter to allow selection of foundations (issue #3317)
- Feature: Parameter to allow selection of road tunnel sprites (including new sprites by V453000)
- Feature: Snow-aware buoy
- Feature: Rocky tiles, light houses and communication towers
- Feature: Nearly completely reworked rivers and canals (best effect with OpenTTD 1.4.0, r25230+)
- Feature: [Makefile] Translation status reports (Alberth)
- Change: improved company land and wind turbine (OpenTTD 1.4.0, r25230+)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Fri Aug 16, 2013 7:54 am 
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Love it, great work with the rivers.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Mon Aug 19, 2013 7:29 pm 
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I found a bug in 1.0.0: When playing with gridlines and provide groundsprites on, the rail sprites for (non)-electric rail show the maglev sprites in tunnels. With either option off this does not occur.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Sep 21, 2013 10:35 pm 
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BUG in 1.0.0

Does OpenGFX+ Landscape support the Windows palette? If I switch from the DOS to the Windows palette, I get magenta water in all climates. Ocean water becomes magenta when the "Provide groundsprites" parameter is on. River, lock, and canal water are magenta in all combinations of parameters that I tried.


Attachments:
File comment: OpenGFX+ Landscape, magenta water
Lewisborough Transport, 24th Jan 1950.png [560.29 KiB]
Downloaded 8 times

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Sep 22, 2013 1:34 am 
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the bug is that you totally misunderstood what the palettes are and how they work


just keep this button on the default settings.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Sep 22, 2013 1:46 am 
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Hell Diguner wrote:
BUG in 1.0.0

Does OpenGFX+ Landscape support the Windows palette?


No. Palettes are not meant to be changed by users. Unless you see already what you see now after forcing the (wrong) palette. OpenGFX+ Landscape only works correctly if you leave it at the palette it is drawn in: the DOS palette. And it tells OpenTTD that it wants the DOS palette, so it all works nicely by default unless you override it.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Oct 12, 2013 5:01 am 
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OpenGFX+ Landscape 1.0.1
Release time... with a bug fix and a couple of additional translations :-)

As usual, you find the NewGRF available on bananas or on DevZone's bundle server.

The changes to the previous version:
Code:
Version 1.0.1
=============
- Fix: Basesprites for railtype tunnels were not replaced (issue #5741)
- Feature: Updated and new translations:
    Catalan (juanjo),
    Croatian (Voyager1),
    Hungarian (zaza),
    Indonesian (UseYourIllusion, Yoursnotmine),
    Scotish Gaelic (GunChleoc)
    Spanish (SilverSurferZzZ)


Special thanks to all the translators. Further translations and updates to existing translations are always welcome. Now they can be conveniently done via your web browser at http://translator.openttdcoop.org. All you need is register with the DevZone and apply as translator for the language you want to translate into.


Attachments:
File comment: OpenGFX+ Landscape 1.0.1
ogfx-landscape-1.0.1.tar.zip [2.62 MiB]
Downloaded 69 times

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Mon Oct 28, 2013 4:51 am 
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Additional foundation sprites for you to consider. Cinder Blocks and Red Bricks. Added a third one I used for testing the sprites which may pass for the Toyland climate.

~edit
*deleted attached file


Attachments:
foundations.png
foundations.png [ 86.51 KiB | Viewed 4162 times ]

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Last edited by Froix on Mon Oct 28, 2013 3:49 pm, edited 1 time in total.
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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Mon Oct 28, 2013 5:52 am 
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Froix wrote:
Additional foundation sprites for you to consider. Cinder Blocks and Red Bricks. Added a third one I used for testing the sprites which may pass for the Toyland climate.

Looks good :D . Somehow try in game use.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Mon Oct 28, 2013 6:38 am 
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Froix wrote:
Additional foundation sprites for you to consider. Cinder Blocks and Red Bricks. Added a third one I used for testing the sprites which may pass for the Toyland climate.


That looks great; I really like the upper one with the unhewn stone :-) :-)

EDIT:
I just noticed that you still draw things in the legacy (windows) palette. May I suggest to switch to using the default (DOS) palette? Otherwise each file will need conversion before usage. And you'll even gain a few colours at your disposal during drawing when doing so. :-)
Do you have any alignment data for your sprites?

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Mon Oct 28, 2013 3:51 pm 
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Aye DOS palette's looking much better. The gray colors are in order. :)

Files converted and numbers attached.

~edit
deleted attached file

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Last edited by Froix on Tue Oct 29, 2013 2:19 pm, edited 1 time in total.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Mon Oct 28, 2013 7:32 pm 
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Thanks for the update, the foundations are really magnificient. I included versions one and two into the set as 'gray stone' and 'bricks': http://bundles.openttdcoop.org/ogfx-lan ... /v5049-31/ (still building as of writing this)

One thing one could think of changing: similar to buildings etc they might in some cases look even better when using some 'dirtying' at their lower ends to better give the impression of being part of the landscape than standing on them (none of the foundations I know have that either, though).

What about the 'test' one? :-) Is it painted concrete?

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Tue Oct 29, 2013 2:24 pm 
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I think I missed including the original base sprites last time.

It's too tedious to place dirt under them so I just darkened the bottom parts for most of the sprites. I also added a third set, some kind of partially moss covered version of the other set.


Attachments:
founds.tar [288 KiB]
Downloaded 87 times

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Nov 17, 2013 5:13 pm 
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Those foundations look really great :D

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Nov 17, 2013 9:27 pm 
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Zephyris wrote:
Those foundations look really great :D

Yeah, they're most likely the nicest foundations ever I saw in OpenTTD so far. Thus Froix and myself added them to this NewGRF (dev build here). And I think I might port one or the other to OpenGFX itself as well :-)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Fri Feb 28, 2014 5:54 pm 
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found a bug in 1.0.1: the rocks on some slope tiles are not drawn correctly. Seems to appear only with tiles directly above water tiles. Screenshot makes clear which tiles I mean.


Attachments:
Little Frudinghead Cross Transport, 14th Oct 2050.png [61.65 KiB]
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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jul 05, 2014 6:56 pm 
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Would it be possible to make coasts snowy too, for proper winter wonderland scenarios?


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Näyttökuva 2014-07-05 kohteessa 21.54.54.png
Näyttökuva 2014-07-05 kohteessa 21.54.54.png [ 112.3 KiB | Viewed 2899 times ]

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jul 05, 2014 7:25 pm 
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Contrary to normal landscape tiles, which come in all 5 versions (no snow up to full snow), coast tiles only have one representation. Thus the NewGRF must decide which sprite to show from the start and cannot dynamically decide to show grassy or snowy or even partially snowy coast tiles.

As such: that sadly currently is not possible.

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