maquinista wrote:Other problem is that some Wotan graphics has a non-commercial license. These graphics shouldn't be mixed with original graphics. This means that the road crossings sprites are a bit... without license.
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But It is only a provisional solution while someone writes a patch for the road crossings. They should be rendered with a base sprite and two sprites for barriers (front and rear). It would be two states (opened and closed) and It would be needed a new GRF file for these new sprites. I don't know if It can be done a specific patch for this in 32 bpp E.Z.L. branch.
So the current crossing tiles are somewhat illegal? What's is the license for the other graphics? CC-BY-SA or GPL?
Also, there are some optional graphics:
- Landscape with lines or without them.
- Road vehicles depot (two styles)
- HQ4 (alternative without truck)
- Road arrows (there are three styles)
This could be solved with GRF files.
I think we should make a decision which one to put in the main package. The alternatives can be done with optional grf files, like you suggested.
If a 32bpp base set won't work (because of coding limitations), we can keep using (larger) tar files. For example I made a tar file with all the current available city buildings. I made it compatible with the OpenGFX base set, instead of the original graphics set. The advantage is that some buildings sudden work again (like the cinema) and that the user doesn't have to download the copyrighted original grf files.
In short:
- if a 32bpp base set isn't technically possible, we should keep using tar files
- these tar files should cover a whole section, and not just buildings from one artist
- these tar files should be compatible with OpenGFX
- a devzone repository would be great
- it should contain the 32bpp full zoom patch, the precompiled windows version and the "official" tar files (maybe together with the OpenGFX grf files)
Link to the tar file: see post below
Please comment on this
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