Michael Blunck's new graphics [http://www.ttdpatch.de/]

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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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by Raichase »

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For those of you playing at home.

Michael, if the hotlinking is a drain on your bandwidth, just say so, and I'll change them to [url] tags :)).
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by wallyweb »

There are four ttd pioneers.
Chris Sawyer invented this wonderful game that so preoccupies our fantasies
Patchman wrote the patch that so extended our highs.
Orudge provided this excellent forum to discuss and display our highly fantastic creations.
And then along came Michael Blunck, with his pixilating artistic talent and an ability to twist code where it had seldom been twisted before, leading the way into the creation of comprehensively themed sets, all while maintaining that unique ttdx flavour.

Others have followed in their steps. Some have gone. Some have stayed. All have contributed. All have built upon the foundations laid by these four pioneers. But few, if any, can equal the perseverance and tenacity of Michael Blunck who continues to amaze us with his creativity.

Thank you Michael, for those latest visions of yours. I'm looking forward with anticipation to their release into our greedy little hands so that I might add more magic to my games. :mrgreen:
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by Purno »

Oh... My... God...

that looks awesome. can't wait for an update of my favourite station grf.
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by SHADOW-XIII »

not only stations look awesome but building (2nd screen) too !
I wish to see them released one time :mrgreen:
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by ISA »

SHADOW-XIII wrote:not only stations look awesome but building (2nd screen) too !
I wish to see them released one time :mrgreen:
Wow I didn't see them first time... They surely looks awesome!
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by lobster »

aah, an ECS update. roawr.
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by Raichase »

He's alive.

Most pleasing news, that :]
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by michael blunck »

That´s not a full ECS implementations, it´s just something better than George´s old ECSDVeh.grf, i.e. it´ll give you the possibility to transport all ECS goods but w/o new freight graphics. And in addition there are plenty of limitations resulting from the underlying implementation of 0.82 (e.g. use of CBs).

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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by Louie Armstrong »

OH GOOD GOD!!, do my beady little eyes decieve me do i see Signals on platforms, do i? and i absolutely love the link between the 2 platform levels and the custom foundations of the first station.

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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by Ameecher »

Louie Armstrong wrote:do my beady little eyes decieve me do i see Signals on platforms, do i?
I think you'll find that those are just eye candy and not working signals. Instead the tile that the signals are on is a non-track tile. I may, however, be wrong entirely.
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by DJ Nekkid »

i cant seem to find a sand-wagon :)
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by michael blunck »

7of9 wrote:i cant seem to find a sand-wagon
Because there is no specific "sand wagon". SAND may be transported in v0.9 by two versions of low side cars:

- 1D (short) 1920
- 22 1930

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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by George »

michael blunck wrote:That´s not a full ECS implementations, it´s just something better than George´s old ECSDVeh.grf, i.e. it´ll give you the possibility to transport all ECS goods but w/o new freight graphics. And in addition there are plenty of limitations resulting from the underlying implementation of 0.82 (e.g. use of CBs).
Thank you!
Some problems:
  • Car transporter and long lowside wagon do not transport vehicles (Flat bed wagon and short lowside wagon do)
    Goods vans, Tankers, Gondola, Stake wagon, long Low side wagon transport tourists
    Mail vans transport tourists too (I suppose they should not)
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by DJ Nekkid »

michael blunck wrote:
7of9 wrote:i cant seem to find a sand-wagon
Because there is no specific "sand wagon". SAND may be transported in v0.9 by two versions of low side cars:

- 1D (short) 1920
- 22 1930

regards
Michael
bah, i didnt check that one, i thought it were a "old wagon", i checked the newer self-discharging hopper
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by Ameecher »

7of9 wrote:bah, i didnt check that one, i thought it were a "old wagon", i checked the newer self-discharging hopper
You can check it but I doubt you'll find the low side wagons carry sand in your version. Michael said v0.9 will have sand and as far as I know, v0.9 hasn't been released yet. ;)
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by michael blunck »

Ameecher wrote:[...]as far as I know, v0.9 hasn't been released yet.
They´re talking about the DBXL/ECS compatibility .grf (dbxl_ecs.grf).
George wrote:Car transporter and long lowside wagon do not transport vehicles (Flat bed wagon and short lowside wagon do)
Goods vans, Tankers, Gondola, Stake wagon, long Low side wagon transport tourists
Mail vans transport tourists too (I suppose they should not)
What other .grfs are you using? That´s all very weird. Take a look into the .grf, e.g. mail vans set only MAIL and VALU.

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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by George »

michael blunck wrote:
George wrote:Car transporter and long lowside wagon do not transport vehicles (Flat bed wagon and short lowside wagon do)
Goods vans, Tankers, Gondola, Stake wagon, long Low side wagon transport tourists
Mail vans transport tourists too (I suppose they should not)
What other .grfs are you using? That´s all very weird. Take a look into the .grf, e.g. mail vans set only MAIL and VALU.
I created a new game and the tourist problem disappeared. The car transporter still does not transport vehicles. I'll have a closer look into saves later.

As soon as I try to use AI I get crashes
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by michael blunck »

When did that happen? I.e. what type of wagon/coach did the AI try to build?
The crash log wrote:While processing sprites for ID 0100; Feature 00; Callback 18; GRF file newgrf/dbxl_ecs.grf; Sprite number 8180 (hex).
doesn´t make much sense to me, there´s neither an ID 0100 nor a sprite number 8180h in dbxl_ecs.grf. Possibly, there´s a problem in chaining for CB18, but in al of my test games, the AI could build passenger coaches w/o problems.

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Michael
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by DaleStan »

$BIG_MONEY says that 0100 is the ID used for generic callbacks. I can't make the sprite number be anything other than fubar, though.

George: Can you get and upload a reasonably-short grfdebug.log (cht:grfdebug 1 0 255 24) from just before the crash?
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Re: Michael Blunck's new graphics [http://www.ttdpatch.de/]

Post by George »

DaleStan wrote:George: Can you get and upload a reasonably-short grfdebug.log (cht:grfdebug 1 0 255 24) from just before the crash?
No. It happens on 1-4 jan 1950 (game start in 1950) as soon as AI appears and starts his activity. I opened his station window, but train stations do not even appear. I get crashes first :) I tried to disable all the GRFs except DB and DBECS, but I got the same crashes. I deleted TTDLOADW.OVL, did not help
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