[CZTR / 32bpp ] - Czech total replacement

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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makar0niasty
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by makar0niasty »

gebik wrote: 27 Mar 2024 14:31 Development is being abandoned as no graphics have time...
That is what I was afraid...sadly whole team was stricken with the incurable disease we all suffer from, adult life.
Well, let's hope at least whatever is there will be shared one day, perhaps like it was via google drive (still using that "unreleased" Czech town graphics in my games, that I have gotten from there - its awesome, even if not fully finished :D )
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belgi
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by belgi »

makar0niasty wrote: 27 Mar 2024 13:59
belgi wrote: 04 Mar 2024 19:38
Kuccinni wrote: 04 Mar 2024 18:06 :-) problem solved!
I'd downloaded CZTR content once again and it worked like a charm!
OK great ;-)
Sometimes computers do what they want :-D

I wish you a nice day
Any chance you heard anything development wise over on the Czech groups/sites?
Been keeping and eye here and on their FB, but seems sadly it went dead after those few posts about bridges being worked on. Though there was some, largely silent update on Bananas if I was not mistaken ?
Hi!
I check their facebook page almost daily. And it's true that there has been some, as you say, silent update, but otherwise basically nothing is happening. It is clear to me that development work will take a lot of time (I tried to develop several Czech objects myself and gave up... it is insanely time-consuming and the work is like a church - I admire e.g. GarryG, who is on forum almost every day and he's always developing new things and improving old ones, that's really cool for me!) and one shouldn't worry about other things. But I still believe that after such a great start, something new will appear at least occasionally. Because the graphics are just great! German trains (and variant points - I use them as gates and signals) are great too, but there are no Czech machines and cars (and they are a bit smaller). Great barracks and cars, including buses are in Temporal Real*** graphics. The nice barracks are also in Full English - UK Townset graphics. But nobody has trams like in CZTR. He also tries a lot for flogeza, which does not have a full extra zoom, but it comes very close. HVW Set again has nice trucks and trams. Quite simply, graphics with extra zoom are quite enough. But CZTR is simply ours. And so I hope that the development has not completely stopped and will continue. Even if only slowly.

I wish everyone a nice day
ebla71
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by ebla71 »

belgi wrote: 27 Mar 2024 15:35 I check their facebook page almost daily. And it's true that there has been some, as you say, silent update, but otherwise basically nothing is happening. It is clear to me that development work will take a lot of time (I tried to develop several Czech objects myself and gave up... it is insanely time-consuming and the work is like a church - I admire e.g. GarryG, who is on forum almost every day and he's always developing new things and improving old ones, that's really cool for me!) and one shouldn't worry about other things. But I still believe that after such a great start, something new will appear at least occasionally. Because the graphics are just great! German trains (and variant points - I use them as gates and signals) are great too, but there are no Czech machines and cars (and they are a bit smaller). Great barracks and cars, including buses are in Temporal Real*** graphics. The nice barracks are also in Full English - UK Townset graphics. But nobody has trams like in CZTR. He also tries a lot for flogeza, which does not have a full extra zoom, but it comes very close. HVW Set again has nice trucks and trams. Quite simply, graphics with extra zoom are quite enough. But CZTR is simply ours. And so I hope that the development has not completely stopped and will continue. Even if only slowly.
Don't forget that GarryG is retired from normal job so he can take the (unfortunately unpaid) fulltime job of OTTD graphics development :wink:

(In German, we call this type of retirement "Unruhestand" - maybe somebody can get the meaning)

But the overall message to me from such projects is that they should be put on GitHub or a related service with a proper license to allow people to join development and - if the original creators have to move on to something else - other persons can take up the project and data instead of simply loosing a lot of nice stuff (and countless hours of work) if source code and graphics are not public.
gebik
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by gebik »

Source code is not public due to fact that some of the models are not with a compatible license, there was many times when someone left the team and did not specify it.

I am also sad due to no trams, if someone here is good in graphics making (both extra or normal zoom possible), I would like to make some tram set with them, as I joined CZTR as an coder of NML stuff. In my opinion best would be classic zoom and palette due to CCs and compatibility with majority of sets. (there are already some usable buses, a lot of various trains incl. V4 CEE and so on)
Are you an eye candy player? Check out Invisible engine set! viewtopic.php?f=67&t=88934
You can write to me in English, or Czech. Můžete mi psát česky nebo anglicky.

Formerly known as MLG.
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by bepsilover11 »

The bridges the towns maked bugs out and are like straight but every part of the bridge is rotated 90 degrees ?(
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VikCZ
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by VikCZ »

bepsilover11 wrote: 24 May 2024 19:58 The bridges the towns maked bugs out and are like straight but every part of the bridge is rotated 90 degrees ?(
It has been said several times on this forum... The bridges aren't finished yet, for roads there is only one bridge done. You have to manually replace all of them, If you want non-bugged bridges.
macd
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by macd »

Please translate the name of the roads into English and Brazilian Portuguese, I can help with the translation if you send a link. thanks.
SarXos X
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by SarXos X »

Hi.

I wanted to share my impressions of playing these graphics. Here are some photos from my game. This is a map of Poland.
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SarXos X
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by SarXos X »

And more :D
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McAlpine & Co., 10 kwi 1992.png
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SarXos X
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by SarXos X »

Graphic list.
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belgi
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by belgi »

SarXos X wrote: 27 Jul 2024 08:19 Graphic list.
Great!
Even though this graphics set is not finished, it is nice to play with.
It looks very good. Thanks for the screenshots ;-)
Pommfriedel
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by Pommfriedel »

Is any translataion possible? I may assist in converting.
marc82ch
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by marc82ch »

gebik wrote: 28 Mar 2024 19:01 Source code is not public due to fact that some of the models are not with a compatible license, there was many times when someone left the team and did not specify it.

I am also sad due to no trams, if someone here is good in graphics making (both extra or normal zoom possible), I would like to make some tram set with them, as I joined CZTR as an coder of NML stuff. In my opinion best would be classic zoom and palette due to CCs and compatibility with majority of sets. (there are already some usable buses, a lot of various trains incl. V4 CEE and so on)
I'm impressed by the work that has been done and I enjoy playing with this set. However it's really a shame that the sources are not public to a) make it easy to start contributing and b) be able to fork it or use some of the graphics as base for new sets. Is there any way the license issues can be solved and a GitHub repo set up? What about adding at least the artifacts that do have a good license to a repo? I'd be willing to invest some time in trying to help with some things, even though I'm completely new to this. But it looks super interesting.
Pommfriedel
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by Pommfriedel »

SarXos X wrote: 27 Jul 2024 08:19 Graphic list.
Where did you get the 32bpp extra zoom complete?
Yurifer
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by Yurifer »

Olá, me chamo Yuri! Queria saber o porque as texturas das casas não parece elas aparecem com a textura normal do jogo, a textura da ponte e estranha e não aparece todas as árvores que foram adicionadas ao pacote
(Atenção): eu instalei todos os pacotes do (CZTR / 32bpp)

---

Hello, my name is Yuri! I was wondering why the textures of the houses don't seem they appear with the normal texture of the game, the texture of the bridge is weird and it doesn't appear all the trees that were added to the package
(Warning): I installed all the packages of (CZTR / 32bpp)
Last edited by kamnet on 16 Sep 2024 03:56, edited 1 time in total.
Reason: Translation added by Kamnet
VikCZ
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by VikCZ »

Yurifer wrote: 15 Sep 2024 05:58 Olá, me chamo Yuri! Queria saber o porque as texturas das casas não parece elas aparecem com a textura normal do jogo, a textura da ponte e estranha e não aparece todas as árvores que foram adicionadas ao pacote
(Atenção): eu instalei todos os pacotes do (CZTR / 32bpp)

---

Hello, my name is Yuri! I was wondering why the textures of the houses don't seem they appear with the normal texture of the game, the texture of the bridge is weird and it doesn't appear all the trees that were added to the package
(Warning): I installed all the packages of (CZTR / 32bpp)
So, the houses are not public yet - you have to use another set like "Temporal's Real houses", there have already been many comments about the bridges - they are not finished, will be probably (and hopefully :bow: ) fixed with the next update (if it ever comes, although they said a few days ago on Facebook, that they are still working on CZTR) and I don't know what you mean with trees, it's never happened to anyone, so I guess it's some of the other mods you have active. A screenshot would be appreciated.
SarXos X
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by SarXos X »

https://drive.google.com/file/d/1vKH9Ci ... sp=sharing This is a linc to 32bpp extra zoom complete. Have fun 8)
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belgi
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by belgi »

Yurifer wrote: 15 Sep 2024 05:58 Olá, me chamo Yuri! Queria saber o porque as texturas das casas não parece elas aparecem com a textura normal do jogo, a textura da ponte e estranha e não aparece todas as árvores que foram adicionadas ao pacote
(Atenção): eu instalei todos os pacotes do (CZTR / 32bpp)

---

Hello, my name is Yuri! I was wondering why the textures of the houses don't seem they appear with the normal texture of the game, the texture of the bridge is weird and it doesn't appear all the trees that were added to the package
(Warning): I installed all the packages of (CZTR / 32bpp)
Welcome to the game (CZTR). :wink:
Bridges have already been written here. I will just say that the road bridges are not finished. On the other hand, almost all railway bridges should work.
And one little piece of advice at the end: it's good to have the tree graphic in the lowest possible position in the list of graphics ;-)

I wish you a nice day
joehtosis
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by joehtosis »

Image
Both of the road segments labeled dalnice (1 or 2) both have a NOT SUPPORTED visual error when the road has a four way crossing/intersection.
Creates an eyesore when playing with AI once this road type becomes available.
VikCZ
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by VikCZ »

joehtosis wrote: 25 Nov 2024 04:50 Image
Both of the road segments labeled dalnice (1 or 2) both have a NOT SUPPORTED visual error when the road has a four way crossing/intersection.
Creates an eyesore when playing with AI once this road type becomes available.
Dálnice = Highway. The "dálnice" roads are meant to be put next to each other and made into one-way streets, that's why there are 2 types (facing opposite way) and also you usually don't have "classic" 4-way intersection on highway connecting opposite directions (there are "more complex" intersections in place). And speaking of AI, you just have to prevent it from happening. I recommend buying up the land around, letting the city build around it and then deleting it (you don't have to delete the purchased land, but it looks out of place with the original grf). I don't know how to prevent the city from messing up the "inside" part of the highway tho, maybe just build the highway further out of the city...

Screenshot, so you can better understand what I mean...
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