Alpine Climate GRF

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hYpe_
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Alpine Climate GRF

Post by hYpe_ »

Hello,

did anyone manage to get the Alpineclimate to work with 1.0 beta?
If I activate it, there are no food factories anymore and the industries are messed up.
I really like the automatic changing of snow height.



Regards
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Hyronymus
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Re: Alpine Climate GRF

Post by Hyronymus »

Please be more clear:
- beta 1 of what
- what version of OpenTTD are you running
- do you have other grf's
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planetmaker
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Re: Alpine Climate GRF

Post by planetmaker »

Alpine climate currently doesn't work well with OpenGFX (or call it vice versa) and certain buildings have faulty graphics. The missing food factories is by design of the Alpine climate newgrf.

Despite my guess, Hyronimus is right, it helps to specify versions better :-)

EDIT: as you spam the whole forums in various threads with your desires for specially taylored newgrfs to your specific needs: Alpine climate is also an industry newgrf, so changed industries are a feature. It's only a replacement for arctic, there's no snow in temperate in OpenTTD.

Writing a newgrf which replaces the ground sprites in arctic by the temperate ones is possible. You can do it, it's not even overly complicated. Have a look at actionA in the NewGRF wiki http://wiki.ttdpatch.net/tiki-index.php?page=ActionA You can get my snowline mod (snow line=1 always) newgrf from bananas or I provide the source upon request (no public repo as of now), if you want to implement varying snow line height with a few small changes.
hYpe_
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Re: Alpine Climate GRF

Post by hYpe_ »

Hello,

thank you for your reply.
It wasn't my intention to spam the whole forums, sorry for that.
Sometimes I'm a bit chaotic :O

/edit:

Just found out that the Canadian Stations Set supports variable snow heights.
So with Grass Conversion + Smooth snow transition + Canadian Stations you can have automatically varied snow heights with green grass in arctic climate.
Now I'm very happy :bow:
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SwissFan91
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Re: Alpine Climate GRF

Post by SwissFan91 »

This is probably not the place to ask this question, but does anyone know of a way that you can keep rocks around when using a variable snow line such as this GRF? I mean, once the snow goes over the rock, and then retreats the rock has gone. Any ideas?
Total Alpine Replacement Set: Industry, Town, Objects
hYpe_
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Re: Alpine Climate GRF

Post by hYpe_ »

Good question, I'd like to see "real" mountains, too.
Not just snowy tops.
Yexo
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Re: Alpine Climate GRF

Post by Yexo »

jake.grimshaw wrote:This is probably not the place to ask this question, but does anyone know of a way that you can keep rocks around when using a variable snow line such as this GRF? I mean, once the snow goes over the rock, and then retreats the rock has gone. Any ideas?
It's indeed not the place to ask for it, but it was a nice idea. Just update OpenTTD to at least r18719 and it'll work.
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SwissFan91
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Re: Alpine Climate GRF

Post by SwissFan91 »

I may as well keep thi in here, and if a moderator sees fit they can move it to the relevant topic. The changes are fantastic, although I have come across a bug. Random squares will sometimes lose their snow, and take time to cover up again. These squares are not ones that are covered by rock in the summer.
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Total Alpine Replacement Set: Industry, Town, Objects
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planetmaker
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Re: Alpine Climate GRF

Post by planetmaker »

jake.grimshaw wrote:I may as well keep thi in here, and if a moderator sees fit they can move it to the relevant topic. The changes are fantastic, although I have come across a bug. Random squares will sometimes lose their snow, and take time to cover up again. These squares are not ones that are covered by rock in the summer.
One way I can imagine this happen (I actually saw it when I wrote my variable snowline newgrf) is with a variable snow line which is set to very high for just a day or so and then back to normal. The landscape will start to adopt to the high snow line, but the day is past so quickly, that only a few tiles could start to have their snow melted - and then the snow line dropped again. And those tiles snow again only when they're re-visited by the tile loop.

Please supply a savegame and possibly the newgrf used to modify the snowline (if it's not on bananas or in the #openttdcoop grf pack, a link to it suffices, too)
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SwissFan91
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Re: Alpine Climate GRF

Post by SwissFan91 »

PM'd.
Total Alpine Replacement Set: Industry, Town, Objects
Yexo
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Re: Alpine Climate GRF

Post by Yexo »

jake.grimshaw wrote:PM'd.
I'd like to take a look at the problem, but that's not going to work if you pm someone else with the links to those files. Can you link them here so everyone can see?
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luk3Z
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Re: Alpine Climate GRF

Post by luk3Z »

jake.grimshaw wrote:I may as well keep thi in here, and if a moderator sees fit they can move it to the relevant topic. The changes are fantastic, although I have come across a bug. Random squares will sometimes lose their snow, and take time to cover up again. These squares are not ones that are covered by rock in the summer.
I also noticed this in the latest trunk r18724 but in the previous trunk (r18698) all working fine for me (or maybe I don't spot this problem).
Find new graphics easier:
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> https://bananas.openttd.org/
32 bit gfx in OTTD (32bpp) -> https://wiki.openttd.org/en/Community/N ... 20graphics
TTDPatch 2.6 -> viewtopic.php?f=19&t=67694
How to subtract tax from income (workaround) -> viewtopic.php?t=89763&start=20
How to ban distance from income -> Simple Cargo Decay Override
Yexo
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Re: Alpine Climate GRF

Post by Yexo »

Can anyone who experiences this problem please make a savegame from just before the snow tiles are converted to grass? Best would be "load savegame, wait like 10 days, tiles become grass when they shouldn't". That way I should be able to reproduce the problem easily and then fixing it will take a lot less time.
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Re: Alpine Climate GRF

Post by Yexo »

Fixed in r18738. Thanks jake.grimshaw for a savegame. r18738 is after beta2, so beta2 still contains the bug. Please don't report it, it'll be fixed in the next beta.
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