OpenGFX+ Landscape
Moderator: Graphics Moderators
Re: OpenGFX+ Landscape
Hello, I found a bug with OpenGFX+ Landscape 1.1.2 on OpenTTD 1.5.0-RC1.
Build canal(s), then build rock(s) on it(them), then...
1 - build ship depot
2 - build buoy
3 - build dock with the pier part on the rock
4 - build lock with the upper and lower parts on the rocks
5 - build oil rig
... observe the different behaviours for each.
1 - adds the cost for clearing the rocks and the cost for building the ship depot
2 - adds the cost for clearing the rock and the cost for building the buoy
3 - can't build dock here... ... site unsuitable
4 - adds the cost for clearing the rocks, adds the cost for clearing the canals, adds the cost for clearing the middle tile and adds the cost for building the lock
5.1 - the 6 tiles which comprise of the oil rig are cleared, no matter if there's rocks on water or not, adds the cost for building oil rig
5.2 - if one of the tiles which are to be checked for clear water have rocks on it: can't construct this industry type here... ... site unsuitable
edit: found another bug
steps:
1 - build rocks on a river slope
2 - build a lock in there
3 - remove lock
Boom, river is gone.
Build canal(s), then build rock(s) on it(them), then...
1 - build ship depot
2 - build buoy
3 - build dock with the pier part on the rock
4 - build lock with the upper and lower parts on the rocks
5 - build oil rig
... observe the different behaviours for each.
1 - adds the cost for clearing the rocks and the cost for building the ship depot
2 - adds the cost for clearing the rock and the cost for building the buoy
3 - can't build dock here... ... site unsuitable
4 - adds the cost for clearing the rocks, adds the cost for clearing the canals, adds the cost for clearing the middle tile and adds the cost for building the lock
5.1 - the 6 tiles which comprise of the oil rig are cleared, no matter if there's rocks on water or not, adds the cost for building oil rig
5.2 - if one of the tiles which are to be checked for clear water have rocks on it: can't construct this industry type here... ... site unsuitable
edit: found another bug
steps:
1 - build rocks on a river slope
2 - build a lock in there
3 - remove lock
Boom, river is gone.
Formerly known as Samu
Re: OpenGFX+ Landscape
Small glitch with rivers.
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Re: OpenGFX+ Landscape
Could you introduce a minimum distance between transmitter towers, because when playing on hilly, ocean-heavy worlds, it is not unusual to get 10 or so transmitters spawn within 20-25 tiles of each other
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Re: OpenGFX+ Landscape
I'd vouch for this. In world gen it seems to have a real fetish for them things. You'd generally not get one anywhere near another outside of a game, except smaller booster ones.bvoice360 wrote:Could you introduce a minimum distance between transmitter towers, because when playing on hilly, ocean-heavy worlds, it is not unusual to get 10 or so transmitters spawn within 20-25 tiles of each other
Would it also be possible to do some variations? Currently all the transmitters look alike, perhaps have them change as time progresses, in the early 1900s have them as little piddly things, then as you approach the new millenium, they can look all technical and fantastic, or as fantastic and technical as would look not silly considering most of them will be surrounded with trees.
Re: OpenGFX+ Landscape
To emphasize my point, how many transmitter can you count in the below screenshot? I can count ≤50
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Re: OpenGFX+ Landscape
Is number of transmitters per given region something any NewGRF can control? I haven't read into the specs, but I think NewGRFs only replace the graphics for the towers that were placed by the map gen.
Re: OpenGFX+ Landscape
yes, object GRFs can define the number of objects placed during map generation.
Re: OpenGFX+ Landscape
As a fixed number per eg 256x256 map size, or can you eg check the amount of land or mountains?Eddi wrote:yes, object GRFs can define the number of objects placed during map generation.
Being a retired OpenTTD developer does not mean I know what I am doing.
Re: OpenGFX+ Landscape
a fixed number per 256x256, as far as i have seen. i don't think a more complex analyzation of map structure is feasible in NewGRF.
if some of the map generation options are exported as TTDPatch-Flags or global variables, then you can check those and alter the property with action6/7/9/D
additionally, you can use the tile_check callback to make some construction-time survey of the surrounding area, to prevent similar objects to be placed close by. not sure if you can distinguish automatic placement and player interaction here.
if some of the map generation options are exported as TTDPatch-Flags or global variables, then you can check those and alter the property with action6/7/9/D
additionally, you can use the tile_check callback to make some construction-time survey of the surrounding area, to prevent similar objects to be placed close by. not sure if you can distinguish automatic placement and player interaction here.
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Re: OpenGFX+ Landscape
You have the option to set a fixed amount per either linear size of the map (x+y) or per actual size of the map (x*y) - but I do not know how to read the actual water content in a NewGRF. Amount of radio towers are in this NewGRF scaled by the area size of the map (x*y); I forgot whether I made that a parameter
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Re: OpenGFX+ Landscape
I've found a small bug, when using temperate climate with gridlines on, all rail tunnels show maglev sprites. The attached patch should correct this.
Also, would it be possible to include all the .png files required for compilation in the source download? MinGW doesn't like any makefiles which use GIMP processing, and attempting to compile with nmlc results in errors due to missing pngs.
Also, would it be possible to include all the .png files required for compilation in the source download? MinGW doesn't like any makefiles which use GIMP processing, and attempting to compile with nmlc results in errors due to missing pngs.
- planetmaker
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Re: OpenGFX+ Landscape
Nice find. Thanks for the patch.Eddy Arfik wrote:I've found a small bug, when using temperate climate with gridlines on, all rail tunnels show maglev sprites. The attached patch should correct this.
Also, would it be possible to include all the .png files required for compilation in the source download? MinGW doesn't like any makefiles which use GIMP processing, and attempting to compile with nmlc results in errors due to missing pngs.
I'll see what to do about the generated pngs; it means it's more effort than just packing the source revision then but it was anyway somewhat my intention to provide them at least in the corresponding bundle folder for download.
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- planetmaker
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Re: OpenGFX+ Landscape
A new version with the fix applied is now available: http://bundles.openttdcoop.org/ogfx-lan ... sh/LATEST/
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Re: OpenGFX+ Landscape
I found a small glitch with the fenced tile with a tree when built on a slope.
- planetmaker
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Re: OpenGFX+ Landscape
Thanks, indeed. I'll see how to get that fixed It's at least in the code, sadly, a non-obvious bug.romazoon wrote:I found a small glitch with the fenced tile with a tree when built on a slope.
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Re: OpenGFX+ Landscape
i'm assuming the bounding boxes of the fence and the tree overlap, which confuses the sprite sorter. making the tree bounding box narrower might fix this.
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Re: OpenGFX+ Landscape
You're right Fixed in the current development version.Eddi wrote:i'm assuming the bounding boxes of the fence and the tree overlap, which confuses the sprite sorter. making the tree bounding box narrower might fix this.
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Re: OpenGFX+ Landscape
I don't know if this is still in development but, monorails act weird.
http://i.imgur.com/ba2E9rG.jpg
This is using OpenGFX baseset (lastest?), OpenTTD r27505, OpenGFX+ Landscape r5816
http://i.imgur.com/ba2E9rG.jpg
This is using OpenGFX baseset (lastest?), OpenTTD r27505, OpenGFX+ Landscape r5816
- planetmaker
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Re: OpenGFX+ Landscape
Thanks. You are right, the monorail tracks have issues. They actually need quite an overhaul.
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Re: OpenGFX+ Landscape
The subarctic climate
The game start with random generation of enterprises and location - 1.01.1950
FIRS 2016-02-17 (Version: 5891 )
This is a bug with flashing lines occur only in the subarctic climate. In other types of climate this bug was not. This error appears when OpenGFX +landscape 1.1.2 is used in the game. If I don't use OpenGFX +landscape 1.1.2, this bug with flashing lines not observed.
I have a question: somebody faced similar problems?
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