Road lamps for each position.

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BigBB
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Road lamps for each position.

Post by BigBB »

Hi,

Wacki, lordazamath and Ben_Robbins_ wish in this thread a lamp for each position (4 lamps than 2) so that they can replace them with a 32bpp sprite.

Lordazamath draw new lamps so that I can make a patch without copyright problems.

Here is now the first version:

Feature:
  • a road lamp for each direction (NW/NE/SW/SE)
  • lamps on all positions (in curves and on street ends are miss a few)
  • now there's thwo different styles: before 1975 have the lamps a wood pylon, from 1975 a metal one

Regards,
BigBB
Attachments
the current look
the current look
current.png (9.72 KiB) Viewed 13351 times
the new lamps with a wood pylon
the new lamps with a wood pylon
new_lamps_old.png (9.86 KiB) Viewed 12255 times
the new lamps with a metal pylon
the new lamps with a metal pylon
new_lamps_new.png (7.46 KiB) Viewed 11524 times
Last edited by BigBB on 17 Dec 2007 18:40, edited 4 times in total.
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
BigBB
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Re: Road lamps for each position.

Post by BigBB »

Patch and grf files:
Attachments
street_lamps_v0.4.1_r11653.patch
(20.63 KiB) Downloaded 295 times
openttdd.grf
for v0.4.1 and above
(371.96 KiB) Downloaded 289 times
openttdw.grf
for v0.4.1 and above
(372.12 KiB) Downloaded 364 times
Last edited by BigBB on 17 Dec 2007 18:44, edited 5 times in total.
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
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Wacki
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Re: Road lamps for each position.

Post by Wacki »

Coooooooooool!!!!!!!!! :P :P :P
Thank you bigBB! 8)
Sorry for my very bad English!!! :(
I am 3dsmax artist.
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Bilbo
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Re: Road lamps for each position.

Post by Bilbo »

Well, the last lamp on end of the road looks a bit weird, perhaps it could be excluded (add two lamps in turns and only two lamps on ends, at opposite sides)
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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DeletedUser5
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Re: Road lamps for each position.

Post by DeletedUser5 »

Applied patch. Compiled. Don't work. Not only patch. Game too. Game without patch don't work too. Could someone post binaries for linux?

@EDIT:
System: Ubuntu Linux 7.04
gcc version: 4
Last edited by DeletedUser5 on 02 Dec 2007 19:30, edited 1 time in total.
LordAzamath
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Re: Road lamps for each position.

Post by LordAzamath »

BigBB, you used the sprites in wrong positions...
this picture illustrates I hope :D Zoom in your sprites and compare
this.png
this.png (3.57 KiB) Viewed 13218 times
EDIT: the first and second sprite stand both for the smae road alignment..I just had a typo.
But all else...Great work and good work and fast work :D :bow: :bow: :bow:
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
BigBB
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Re: Road lamps for each position.

Post by BigBB »

Bilbo wrote:Well, the last lamp on end of the road looks a bit weird, perhaps it could be excluded (add two lamps in turns and only two lamps on ends, at opposite sides)
Done (v0.2), see third pic in first post.
lordazamath wrote:BigBB, you used the sprites in wrong positions...[...]
Now you know how good I'm with graphics, you must hold my hand during that :D
It's fixed (v0.2), see pic.


I've change the position of the NW, SW and SE lamp a little bit, looks (for me) now better (see pic, again).

lordazamath: for me looks the lamps to brown (woody), but still better then the original (two sprites for 4 directions :roll: ). Can you drawn something who is similarly to the original look?

Regards,
BigBB

PS:
lordazamath wrote:[...]Great work and good work and fast work
It's a pleasure for me if I can help our graphic artists :D
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
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Re: Road lamps for each position.

Post by athanasios »

BigBB wrote:...for me looks the lamps too brown (woody)
:idea: Good for earlier era! If you could make them change from wood to cement after a certain date it would be a nice enhancement!

regards
athanasios
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Re: Road lamps for each position.

Post by LordAzamath »

Ok. those were meant to be from wood :D But I'll draw new ones sometime, I come back from school.

edit: BTW he has got the new sprites for a while so I guess he will present us something soon :)

Lord
Last edited by LordAzamath on 03 Dec 2007 17:30, edited 1 time in total.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: Road lamps for each position.

Post by belugas »

Now this is really interesting...
V E R Y nice BigBB
Once more... ;)
If you are not ready to work a bit for your ideas, it means they don't count much for you.
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BigBB
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Re: Road lamps for each position.

Post by BigBB »

lordazamath wrote:edit: BTW he has got the new sprites for a while so I guess he will present us something soon :)
Right, exactly: now :D

As a new feature: before 1975 have the lamps a wood pylon, from 1975 a metal one (see pics in first post)

Also I fixed the toyland bug, it have now it's own lamp back.

I've rewrote the whole "draw road trees" and "draw road lamps" stuff, it should be better now.

Regards,
BigBB

Attention: don't forget to download the new grf package!
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
LordAzamath
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Re: Road lamps for each position.

Post by LordAzamath »

BigBB..I have experienced some trouble with opening *.7z with Ark (a program in Linux, purpose same as WinZip of 7zip or whatever...) So it would be nice if you could post it in some other archive format. I know I can do it somewhere in command line, but I don't know how..Although I can always reboot to windows, un7z the archive and boot to Linux again...

EDIT:
Now you know how good I'm with graphics, you must hold my hand during that :D
Look at those sprites again...carefully :D and put them same way as the older ones..I hope I didn't give you wrong aligned lines in that pcx I sent you...Just try to align the new ones like the older..The wooden are right, but for metal ones, you have messed up them.
EDIT2: Illustration
Attachments
yeah.png
yeah.png (8.5 KiB) Viewed 12585 times
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
LordAzamath
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Re: Road lamps for each position.

Post by LordAzamath »

Ok..made a trip to windows and back again...it gives me this. (I patched compiled it already)

Code: Select all

[madis@localhost bin]$ ./openttd
Your 'OPENTTDW.GRF' file is corrupted or missing! The file was part of your installation.

openttd: /home/madis/Töölaud/svnTRUNK/signals/src/spritecache.cpp:476: const void* GetRawSprite(SpriteID, bool): Assertion `sprite < _spritecache_items' failed.
Aborted
[madis@localhost bin]$
But I updated to your grf...I think you should put it up here in some other format. Maybe the openttdw.grf got injured while copying it from linux to windows.. God knows what MDV2008 can read and what it cannot :(

Lord
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: Road lamps for each position.

Post by GeekToo »

BigBB
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Re: Road lamps for each position.

Post by BigBB »

lordazamath wrote:BigBB..I have experienced some trouble with opening *.7z with Ark (a program in Linux, purpose same as WinZip of 7zip or whatever...) So it would be nice if you could post it in some other archive format.
I know Ark, I use Windows and Linux ...
You must install the "pzip"(AFAIK)-package to extract 7z. But okay, for you I will post a zip or tar.bz2 file :D .
lordazamath wrote:Look at those sprites again...carefully :D and put them same way as the older ones..I hope I didn't give you wrong aligned lines in that pcx I sent you...Just try to align the new ones like the older..The wooden are right, but for metal ones, you have messed up them.
EDIT2: Illustration
The metal are the same as the wooden, so both wrong or both right.

You gave me this (NW/SE/SW/NE:
this.png
this.png (1.38 KiB) Viewed 12513 times
and I use it so:
yeah.png
yeah.png (5.84 KiB) Viewed 12524 times
But I change it if you say it me :)
lordazamath wrote:But I updated to your grf...I think you should put it up here in some other format. Maybe the openttdw.grf got injured while copying it from linux to windows.. God knows what MDV2008 can read and what it cannot
Hmm, I make the next version under Linux (as soon as you told me how I use the sprites).

Regards,
BigBB
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
LordAzamath
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Re: Road lamps for each position.

Post by LordAzamath »

In that case, my mistake...Flip the black stripes in that this.png :D My mistake...I think that the wooden ones have still the same problem..Sorry
Lord
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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sickie
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Re: Road lamps for each position.

Post by sickie »

to lordazamath: if you use Ubuntu (or a Ubuntu-based distro, don't know for Debian), you need to install the package 'p7zip-full' and you'll have support for 7zip in Ark.
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Re: Road lamps for each position.

Post by BigBB »

lordazamath wrote:Flip the black stripes
All fliped. To make our life easier, next time please in this order: NW/SE/SW/NE

New version with a new grf-package with 7z or tar.bz2 archived. Choose the one you prefer.
lordazamath: on the file size can you see why I use mostly 7z :D


Regards,
BigBB

Attention: don't forget to download the new grf package!
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
LordAzamath
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Re: Road lamps for each position.

Post by LordAzamath »

Thank you soooooooooooooooooooooooooooooooooooooooooo much. :) Now I start compiling again...Although I guess, you didn't change code...But I hope now it doesn't give errors....Thank you :)

BTW: BigBB, is your real name Markus? If it is, guess how I found that out ;)
EDIT: 7z is indeed the most compressing archive...
Lord
Last edited by LordAzamath on 04 Dec 2007 13:55, edited 2 times in total.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
BigBB
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Re: Road lamps for each position.

Post by BigBB »

lordazamath wrote:Although I guess, you didn't change code
Only files.h for the checksum (md5).
lordazamath wrote:But I hope now it doesn't give errors....
I too :)

lordazamath wrote:BTW: BigBB, is your real name Markus? If it is, guess how I found that out ;)
Yes and I don't know. In mails to patch@openttd.org is my name...
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
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