Dutch Tram Set - 2.0.1 released 2014/07/24

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FooBar
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by FooBar »

Yeah, I got you fooled there, didn't I :D
New trams may be included later. Or not. I don't know.
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by Digitalfox »

Hi Foobar :)

I think I found a couple of bugs!
Bug1.png
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Bug2.png
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Bug3.png
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by Digitalfox »

More:
Bug4.png
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Bug5.png
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Bug6.png
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by Digitalfox »

Final one:
Bug7.png
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by FooBar »

If you mean the vehicle graphics, then yes that's a bug. OpenTTD doesn't play real nice here. It's fixable, but needs new sprites.
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by Digitalfox »

FooBar wrote:If you mean the vehicle graphics, then yes that's a bug. OpenTTD doesn't play real nice here. It's fixable, but needs new sprites.
Bad gateway 502, can't access coop...

In game at 4x zoom they seem ok, it's only on the vehicle window...

So only solution is to reduce the property length?
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by FooBar »

Digitalfox wrote:Bad gateway 502, can't access coop...
Yeah, here too.

Reducing length will break things in other places. The only solution is to provide additional sprites specifically for the depot and the vehicle details window. Like I said it can be fixed, but I could never be bothered. After all it doesn't harm gameplay.
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by Digitalfox »

FooBar wrote:
Digitalfox wrote:Bad gateway 502, can't access coop...
Yeah, here too.

Reducing length will break things in other places. The only solution is to provide additional sprites specifically for the depot and the vehicle details window. Like I said it can be fixed, but I could never be bothered. After all it doesn't harm gameplay.
If the position x and y on png + x and y size get redefined without using so much crop, wouldn't it fix the problem and avoid having to create more sprites?

I have done that for the front engine of 6001:

Code: Select all

//Engine Sprites
spriteset(spriteset_front_engine_future_6001, "graphics/Duch_Tram_Set/cc_future_6001.png") 
{
    [   1, 24,  9, 14,   0,  0 ]
    [  30, 30, 14, 12,   0,  0 ]
    [  68, 35, 18, 11,   0,  0 ]	
    [ 100, 33, 15, 13,   0,  0 ]	
    [ 121, 31,  8, 15,   0,  0 ]	
    [ 141, 33, 15, 13,   0,  0 ]		
    [ 170, 35, 18, 11,   0,  0 ]	
    [ 212, 30, 14, 12,   0,  0 ]
}
Ignore for now the offsets..

If that fixes the problem I would be more than willing to recalculate all Sprites and would only require help for the offset's!
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Re: Dutch Tram Set - 2.0.1 released 2014/07/24

Post by FooBar »

Thing is, if you move something to the right/left, you're just going to move the problem elsewhere.

Say you have a vehicle with lengths of each part 8, 4, and 6. If you change the templates for lengths 4 and 6 to move the sprites to the left, it would work for this vehicle, right?
Now imagine a different vehicle with lengths 4, 8 and 8. Now the front part is moved to the left, but since themplate for length 8 was unchanged the gap between the first and second part is now even bigger than it was before.

Feel free to try some things. I'm gladly convinced otherwise but I don't think it's going to work. But do keep in mind that the offsets must be tweaked, not the first four entries. These are just a reference to where the blue box is in the graphics file. The offsets, the last two entries, define how the sprite is positioned ingame. Since the y-offset is not the issue, you only need to tweak the fifth column.
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