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PostPosted: Sat Jan 19, 2008 11:33 am 
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Re: DaleStan
I have always been quietly concerned about the game sounds, I wasn't sure where they were loading from had come from!

Re: lordazamath
The sprites are in the windows palette, I'm not sure what differences are in the toyland palette but it hasn't caused me problems so far.
Sprites 1005-1010 and their monorail and maglev equivalents can be the same as the ones I have made for other climates.
I was too lazy to make the blinking ones (same with newinfrastructure v0.2) just code the non-blinking graphics to both places and I'll add the blink later.

And another technical question: What are all the pink special colours for in the windows palette? I know entries two and three are font colour and font shadow respectively but what are the others!

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PostPosted: Sat Jan 19, 2008 1:29 pm 
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newTerrain v0.4
Fixes ugly grid lines on shore tiles
Adds snow in temperate sprites (not supported in yet, see by starting a sub-arctic game and switching climate to temperate)
Adds complete shore line sprites (needs testing, still not in nightlies?)


Attachments:
OpenGFX_-_newTerrain_v0.4.grf [807.17 KiB]
Downloaded 8701 times

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PostPosted: Sat Jan 19, 2008 1:47 pm 
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Zephyris wrote:
Adds snow in temperate sprites (not supported in yet, see by starting a sub-arctic game and switching climate to temperate)
Adds complete shore line sprites (needs testing, still not in nightlies?)

Beautiful snow in temperate. Shore line don't work - still not in nightlies. Here's a screenshot of beatiful temperate climate with snow. :D


Attachments:
Unnamed, 1th Jan 2000.png
Unnamed, 1th Jan 2000.png [ 261.69 KiB | Viewed 31683 times ]
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PostPosted: Sat Jan 19, 2008 2:25 pm 
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I have just confirmed the shore line works in TTDPatch, so is evidently not complete in OpenTTD nightlies yet...


Attachments:
complete shore.png
complete shore.png [ 33.89 KiB | Viewed 31502 times ]

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PostPosted: Sat Jan 19, 2008 2:43 pm 
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Wow, just wow. The snow in temperate looks amazing. And the shores are also beautiful. You just have to love this project :-) Great work guys, keep it up!


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PostPosted: Sat Jan 19, 2008 6:21 pm 
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Ok.. I finished coding a few hours ago, but there is one problem... Toyland tunnels won't show :( Everything else works perfectly. I tested in TTDP too, but no difference.. I anyone could look at the sourse of this, I would be thankful.

The pcx for commented nfo:
Attachment:
toyland.pcx [185.29 KiB]
Downloaded 326 times


EDIT:
Ok.. I found out the fault:
http://pastebin.com/pastebin.php?diff=m697a4d8eThis will be there for one month (starting from today :)

The grf:

EDIT: To stop you downloading this bugged grf, I'll remove it.. The right one is few posts below.

madis.

EDIT: Zephyris, you had some errors in the png and the order was wrong.. I corrected some things..

EDIT2:
Since today the trunk has rivers in it... It will use canal graphics, if rivers grf is not supplied.. Zephyris, will we support rivers too?

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Last edited by LordAzamath on Sat Jan 19, 2008 11:30 pm, edited 1 time in total.

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PostPosted: Sat Jan 19, 2008 7:38 pm 
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It only seems sensible, what are the rivers like? Literally canals with alternative graphics? Those graphics would be quite simple to do, I plan to try the canals soon too...

Code debugging:
Line 15.
Code:
              20 93 0d                                    //Sprites 2365-2396 -> 32 sprites -> All tunnels
Should be:
Code:
              20 3D 09                                    //Sprites 2365-2396 -> 32 sprites -> All tunnels

I really recommended using the escape sequence \w (ie. \w2365) instead of hand converting to hex...

*edit* Bridges:
I have done a massive push on bridges and have made a template for coding graphics, so it will now be really easy to put them into the game :). Unfortunately I am rubbish at drawing the sprites, so would be very grateful if someone would give it a go! All I need are the two orientations of the bridge structure, I will do the rest. See the example for the Steel Girder bridge attached. Note the palette - the suspension, cantilever and tubular bridges must use those reds...


Attachments:
Bridges Previerw.png
Bridges Previerw.png [ 45.01 KiB | Viewed 31011 times ]
Bridge Girder Steel 2.png
Bridge Girder Steel 2.png [ 1005 Bytes | Viewed 30989 times ]

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PostPosted: Sat Jan 19, 2008 8:08 pm 
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Zephyris wrote:
It only seems sensible, what are the rivers like? Literally canals with alternative graphics? Those graphics would be quite simple to do, I plan to try the canals soon too...

Code debugging:
Line 15.
Code:
              20 93 0d                                    //Sprites 2365-2396 -> 32 sprites -> All tunnels
Should be:
Code:
              20 3D 09                                    //Sprites 2365-2396 -> 32 sprites -> All tunnels

I really recommended using the escape sequence \w (ie. \w2365) instead of hand converting to hex...

By the time you posted it, I already had found the fault when I tried to explain what's wrong to Maedhros, and spotted the fault myself :D

Quote:
Unfortunately I am rubbish at drawing the sprites, so would be very grateful if someone would give it a go!

He lies!!

The toyland infrastructure grf.. And about the junction sprites (remember I told you don't have them :D) I think it's more useful to define them all at one time and to all climates (eg no action07).. What do you think Zephyris? Next infrastructure release will come with junctions to all?

EDIT: Forgot to add grf :D
Attachment:
OpenGFX_-_newInfrastructure_-_Toyland_v0.1.grf [153.59 KiB]
Downloaded 598 times


About rivers.. You can examine the rivers grf which was avilable for TTDP only, but now is usable for trunk too :)

madis

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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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PostPosted: Sat Jan 19, 2008 8:19 pm 
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lordazamath wrote:
About rivers.. You can examine the rivers grf which was avilable for TTDP only, but now is usable for trunk too

May I politely point out that the .grf in question (rivers[w].grf) is copyrighted material? So don´t "examine" it too closely, in a way that it will come out similar like the original. :mrgreen:

regards
Michael

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PostPosted: Sat Jan 19, 2008 8:39 pm 
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newInfrastructure v0.3
Includes:
Road, Rail, Monorail and Maglev including tunnels, level crossings and fences in all climates.
Road, Rail, Monorail and Maglev stations in temperate, sub-tropical and sub-arctic.

Bugs:
Level crossing lights don't flash.


Attachments:
OpenGFX_-_newInfrastructure_v0.3.grf [844.28 KiB]
Downloaded 1470 times
newInfrastructure 0.3.png
newInfrastructure 0.3.png [ 332.96 KiB | Viewed 30980 times ]

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PostPosted: Sat Jan 19, 2008 8:52 pm 
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Tycoon
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michael blunck wrote:
lordazamath wrote:
About rivers.. You can examine the rivers grf which was avilable for TTDP only, but now is usable for trunk too

May I politely point out that the .grf in question (rivers[w].grf) is copyrighted material? So don´t "examine" it too closely, in a way that it will come out similar like the original. :mrgreen:

regards
Michael


I was more of thinking how to code it.. What actions or something like that.. Not graphics.. And if it's all up in specs (havent checked yet) then no looking up might be
needed. :)

EDIT: Zephyris, what do you think of when we get this thing almost done, giving the #coop alpha grf to test final things out before we try to convince devs to include it in installers? Osai mentioned this to me and I (being a coop player :D ) support the idea, once we are ready enough..

madis

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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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PostPosted: Sat Jan 19, 2008 9:14 pm 
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Zephyris wrote:
The sprites are in the windows palette, I'm not sure what differences are in the toyland palette
The water cycle colors.

Zephyris wrote:
I know entries two and three are font colour and font shadow respectively but what are the others!
You mean entries 1 and 2, not 2 and 3. The remaining entries, 3-9 and 246-254 are just bright pink.

EDIT: Bum quote trimming.

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Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser


Last edited by DaleStan on Sun Jan 20, 2008 2:00 am, edited 1 time in total.

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PostPosted: Sat Jan 19, 2008 11:07 pm 
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Here's a Gimp palette that I made based on http://wiki.ttdpatch.net/tiki-index.php?page=PalettesAndCoordinates


Attachments:
TTDw.zip [1.52 KiB]
Downloaded 726 times

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PostPosted: Sun Jan 20, 2008 1:20 am 
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Surely those spare colours could be used for new special effects? I guess no sprites actually use them (apart from possibly toyland) and they could be used for lightening or darkening (shadows/lights) and transparency simulation (station roof) etc...

Re: lordazamath
Coop testing is definitely a good plan - and could start soon, for example the terrain graphics really are "complete". Testing of the final trg*r.grfs (assuming this is the application method chosen) could start later once the alpha of the complete graphics is done.

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PostPosted: Sun Jan 20, 2008 2:41 am 
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Ooops:
Some rail fences are buried in the ground. Wrong code for some fences on slopes. :mrgreen:

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PostPosted: Sun Jan 20, 2008 11:54 am 
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Apologies to athanasios, I forgot his road depots - they will be included!

Properties of the fences bug, its all due to foundations:


Attachments:
Foundation+Fence Bug.png
Foundation+Fence Bug.png [ 32.44 KiB | Viewed 30161 times ]
Foundation+Fence Bug 2.png
Foundation+Fence Bug 2.png [ 24.97 KiB | Viewed 30011 times ]

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PostPosted: Sun Jan 20, 2008 12:49 pm 
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just a question, why dont we make much prettier foundations? The old ones are butt ugly, and the new ones seems to be "ripped" from the old ones. Why not some kind of brick setup, or something similar to the "new foundations"?? viewtopic.php?f=26&t=28049

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PostPosted: Sun Jan 20, 2008 3:15 pm 
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Yep, valid suggestion. I agree.
Zephyris: Sorry for blaming the code. :oops: I should blame the foundations instead. :mrgreen:

regards
athanasios

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PostPosted: Sun Jan 20, 2008 6:06 pm 
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Re: 7of9 and athanasios
Sure! I'll make some brick foundations... Could always be an parameter controlled optional extra to have old style/new foundations...

Fonts, again. So... lordazamath, do you want another fun piece of coding? Newspaper font - based on Garamond, but with much pixel tweaking. Slightly smaller than the original font, to allow better accents, etc., and more proportional width. All sprite offsets should be x = 0, y = 2 (or is that -2? try 2 first :) ). png and pcx attached, png to look at, and pcx to use if the png has a messed up palette...


Attachments:
Newspaper Font.pcx [25.4 KiB]
Downloaded 211 times
Newspaper Font.png [14.17 KiB]
Downloaded 412 times

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PostPosted: Sun Jan 20, 2008 8:01 pm 
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I could donate foundations from the simuttd projekt. These are made by me from simutrans graphics, thus I am the copyright holder. So they are free.


Attachments:
File comment: with bricks
ls-brickslope.png
ls-brickslope.png [ 6.46 KiB | Viewed 29444 times ]
File comment: without bricks
ls-slope.png
ls-slope.png [ 7.15 KiB | Viewed 29399 times ]

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