
https://dev.openttdcoop.org/projects/fi ... 28c6b2fb5c
There'll be another release soon - some changes based on gameplay testing results.
Moderator: Graphics Moderators
Because the captain keeps feeding it crisps?praguzz wrote:Why would a seagull follow my Iron Ore Barge
I wonder what he is feeding the flashing pxkamnet wrote:Because the captain keeps feeding it crisps?praguzz wrote:Why would a seagull follow my Iron Ore Barge
andythenorth wrote:Squid Ate FISH Alpha 2
http://bundles.openttdcoop.org/fish/rel ... d-alpha-2/
Also on Bananas for those with nightly build of OpenTTD. ...
Maybe the cargo being on fire was the reason they had to stop!skippern wrote:See, the logs started to burn when the tug broke down!
FLHerne wrote:Maybe the cargo being on fire was the reason they had to stop!
I can see hold fire as a big threat to ships, specially with coal, grain and oil cargos, fire on passenger ships generally end in some form of disaster, but I have problems seeing logs towed like that burn, with the chains securing them, there is hardly anything left above surface, and everything is soaked in water. Not even pouring gasoline on them would make them burnFLHerne wrote:Maybe the cargo being on fire was the reason they had to stop!skippern wrote:See, the logs started to burn when the tug broke down!
(Even if said cargo is immersed in water...)
Ah, but these logs are coated with potassium!skippern wrote:Not even pouring gasoline on them would make them burn
I would imagine it'd be difficult to finagle the offsets of the smoke properly, considering that the tug effectively changes position based on how much the vehicle is loaded. The tug will be at once position when empty, it'll be at another offset when slightly loaded, and so on.NekoMaster wrote:Is there anyway to just move the location of the broken down smoke towards the tug? or perhaps have a different sprite for when its broken
http://newgrf-specs.tt-wiki.net/wiki/NM ... propertiesandythenorth wrote:The positioning of breakdown smoke can't be changed.
Does the underlined portion not work properly? I've not tested it with ships, am I missing something?visual_effect visual_effect(VISUAL_EFFECT_XXX, offset) XXX=[DEFAULT | STEAM | DIESEL | ELECTRIC | DISABLE], it is the type of the visual effect you want for this ship. Default means no effect. Offset is the position of the effect. 0 is default, negative values mean more to the front and positive values are backwards. Minimum offset is -8, maximum is 7.
I didn't test it. Possibly the offsets for visual effect are also respected by breakdown smoke. The spec doesn't mention it though.Supercheese wrote:Does the underlined portion not work properly? I've not tested it with ships, am I missing something?
AFAIR it does not affect smoke of breakdownandythenorth wrote:I didn't test it. Possibly the offsets for visual effect are also respected by breakdown smoke. The spec doesn't mention it though.Supercheese wrote:Does the underlined portion not work properly? I've not tested it with ships, am I missing something?
Darn, I suppose it was a bit much to presume, but breakdown smoke and visual effect smoke are so similar...George wrote:AFAIR it does not affect smoke of breakdown
If having the smoke moved is too difficult, what about a red glow from the engine room? A "broken down tug" sprite in place of the "tug"NekoMaster wrote:Is there anyway to just move the location of the broken down smoke towards the tug? or perhaps have a different sprite for when its broken
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