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But before it was white, now black..
( No other newgrfs are loaded, and using the last nightly of openttd )
Ps: I am using the link for download in the first post on the topic you made!!
Update: after trying the other grf ( filename 299 ) i no longer have this problem..
I was using the grf 529, and what the first post points out is to 529
- Black box in bridge slope
- Openttd Bug.PNG (88.88 KiB) Viewed 10320 times
(Since when you download a file, it doesn't have an extra parts to the filename).
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
digitalfox, does the boxes appear only when you use the new terrain grf, because I don't know what could be the problem
- The two bridges in the Mini Integrated Nightly
- Bridges in Mini IN.PNG (22.79 KiB) Viewed 10095 times
- The two bridges in OTTD version 0.4.7
- Bridges in 0.4.7.PNG (19.61 KiB) Viewed 10096 times
Using the Latest Stable(tm) or the Latest Nightly(tm) is usually a better way to test newgrfs.Kolijn Wolfaardt wrote:Now this is getting strange. I tested the new terrain grf on OTTD version 0.4.7 and with the Mini Integrated Nightly, and in neither of them and boxes appeared.
That is the result :
Code: Select all
------------------------------- NFO Renumber and linting v3.4.5 ------------------------------- - NFORenum v3.4.5 - Copyright 2004-2007 Dale McCoy. Processing file "TTDGame\newgrf\sprites\terrainC.nfo". Processing complete. - ------------------ GRF encoding v0.9.10 ------------------ - GRFCodec version 0.9.10 r1226E - Copyright (C) 2000-2005 by Josef Drexler Encoding in temporary file newgrf\terrainC.new Loading newgrf/sprites/terrainC.pcx100% (Transparency:100%, Redundancy:100%) Warning: 512 of 1984 pixels (25%) in sprite 11 are pure whiteedundancy: 59%) Warning: 512 of 2496 pixels (20%) in sprite 34 are pure whiteedundancy: 58%) Warning: 512 of 1984 pixels (25%) in sprite 36 are pure whiteedundancy: 59%) Warning: 512 of 1984 pixels (25%) in sprite 37 are pure whiteedundancy: 59%) Warning: 512 of 1984 pixels (25%) in sprite 40 are pure whiteedundancy: 60%) Warning: 512 of 1984 pixels (25%) in sprite 41 are pure whiteedundancy: 60%) Warning: 64 of 2496 pixels (2%) in sprite 53 are pure white Redundancy: 64%) Warning: 512 of 2496 pixels (20%) in sprite 56 are pure whiteedundancy: 65%) Warning: 64 of 1984 pixels (3%) in sprite 169 are pure whiteRedundancy: 61%) Sprite 256 Done: 99% Compressed: 39% (Transparency: 59%, Redundancy: 67%) Deleting newgrf\terrainC.grf Replacing newgrf\terrainC.grf with newgrf\terrainC.new Done!
I'm not going to post my version here without permission of Kolijn Wolfaardt himself, because I don't think that's the way things should work around here.
GRF removed, superseded by a new version
It seems to appear when raising the terrain. It only appears on the western slopes.
Its not a very bad glitch as once the grass grows back the slope is normal.
All other grfs were turned off
"The best thing since the proverbial bread with numerous vertical incisions."
The problem is that sprite 198 is a duplicate of sprite 188. In normal words that means that the wrong image is used for that slope. The correct image isn't in the grf.
I took myself the freedom to combine sprites 185 and 194 into a new sprite 198, which solves the glitch.
Because Kolijn probably won't mind me posting an updated version of his wonderful terrainset (he gave me permission earlier to post a similar updated version), here it is.
Updated version of New Terrain
The version you need depends on the version of the original game graphics (windows or dos). In case of trg1r.grf, you need the Windows version. In case of trg1.grf, you need the DOS version.
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