Yes, that's why I wrote "currently" . It's definitely somewhen somewhere on the agenda in the context of NewIndustries. But no-one is working on that currently either.Zephyris wrote:or we get some newgrf support for custom field graphics up and running...
OpenGFX+ Landscape
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- planetmaker
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Re: OpenGFX+ Landscape
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Re: OpenGFX+ Landscape
- planetmaker
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Re: OpenGFX+ Landscape
Thanks for the report. I'm afraid though I don't see more than a few pixel preview which seems to be related to using a 3rd-party image hosting services; better always attach images to this forum. Can you also please check which version of OpenGFX+ Landscape you use and verify that this error still happens in version 0.2.3? I know to have fixed such bug in one previous version:
And yes, if you use the "Alpine" version in tropical climate, you'll get snow instead of desert. I didn't de-activate it simply on grounds of "if you want it funky, then you get it funky", but as you're not the first to complain about this I might actually block use of Alpine in a future version with tropical climate.Version 0.2.1 wrote:- Fix #2407: Alpine ground sprites had (a lot) animated colours
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Re: OpenGFX+ Landscape
Ok, I will check the version number but I'm quite sure it is the last one - i've updated all my grfs two days ago
regarding the low quality image, if you click it a bigger version should appear, but next time i'll attach directly to the forum.
regarding the low quality image, if you click it a bigger version should appear, but next time i'll attach directly to the forum.
- planetmaker
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Re: OpenGFX+ Landscape
Hm, it might be, if you're playing stable OpenTTD that you don't get 0.2.1 (or 0.2.3) as I made some changes which make the NewGRF incompatible with stable OpenTTD; and bananas doesn't allow to make different versions of a NewGRF available for different OpenTTD versions. You can download them from the DevZone and can check 0.2.1 (I don't recall exactly anymore which version restriction it has)a.locritani wrote:Ok, I will check the version number but I'm quite sure it is the last one - i've updated all my grfs two days ago
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Re: OpenGFX+ Landscape
I'm playing with yacd 2.3 (released in the beginning of june).
I downloaded both and I will test it at home (i'm @work now).
I downloaded both and I will test it at home (i'm @work now).
- planetmaker
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Re: OpenGFX+ Landscape
That IIRC has not the required changes to the NewGRF interface to make use of the newest versions of this NewGRF. Thus the only hope to fix that bug is, is that one of the downloaded versions of this NewGRF still works for that
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Re: OpenGFX+ Landscape
Hi, sorry but my 8-years-old notebook stopped working yesterday , so I cannot test the last version and confirm that problem is solved.
Thanks
Thanks
- planetmaker
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Re: OpenGFX+ Landscape
That's sad to hear. I hope you'll find time to enjoy this game on a new(er) machine, thougha.locritani wrote:Hi, sorry but my 8-years-old notebook stopped working yesterday , so I cannot test the last version and confirm that problem is solved.
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Re: OpenGFX+ Landscape
I am playing an arctic game, and have some trouble seeing all the tracks. See attached image
Edit: I had another snowy picture that didn't look entirely right: The black rail at the bottom seems to have a few alignment problems here and there
The upper one is no problem, everything is nicely visible. The bottom one is another matter however. Due to the large amount of white powder, I find it very difficult to see where track is lying and where not. The N-S connection at the left is very subtle imho.Edit: I had another snowy picture that didn't look entirely right: The black rail at the bottom seems to have a few alignment problems here and there
Re: OpenGFX+ Landscape
Both seem quite clear to me, it could be your screen brightness or well... your eyes (no offense).
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Re: OpenGFX+ Landscape
Clear, yes
but i can see white pixels 'bleeding' through the tracks and also some offset issues (second picture notable)
but i can see white pixels 'bleeding' through the tracks and also some offset issues (second picture notable)
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Re: OpenGFX+ Landscape
Reading it from another machine, I can see that too now. The tracks are much better visible, and I remember the bottom picture as being much more smooth at the machine where I posted the message, with the occasional pixel out of alignment at the grid borders. Now it looks much sharper everywhere (which sort of hides many of the 'weird' pixels).Purno wrote:Both seem quite clear to me, it could be your screen brightness or well... your eyes (no offense).
Use of an old, not-so-bright analogue CRT monitor versus a modern LCD display does make a big difference, apparently.
Re: OpenGFX+ Landscape
A few comments and crits on the latest release (0.2.3):
1) Coasts in alpine (gridlines on) still use the old OGFX graphics.
2) Rivers and canals in alpine use the arctic graphics rather than the temperate graphics.
3) I see what you've tried to do with the turbine bases, but the effect is not so good on water IMO.
4) Fenced land on coast tiles looks a bit strange!
5) The text "only with the NoGrid option" suggests that alpine can only be used with Disable Gridlines turned on, which isn't the case.
6) Fenced land in the purchase window shows the arctic tree in tropical climate. Also, it would be good if temperate (and toyland) could have climate-specific trees.
Also (I know these has been mention above), it would be nice if the fenced land trees could be randomised, and it would be better IMO to restrict the alpine option to arctic climate only as it doesn't make much sense anyhere else.
1) Coasts in alpine (gridlines on) still use the old OGFX graphics.
2) Rivers and canals in alpine use the arctic graphics rather than the temperate graphics.
3) I see what you've tried to do with the turbine bases, but the effect is not so good on water IMO.
4) Fenced land on coast tiles looks a bit strange!
5) The text "only with the NoGrid option" suggests that alpine can only be used with Disable Gridlines turned on, which isn't the case.
6) Fenced land in the purchase window shows the arctic tree in tropical climate. Also, it would be good if temperate (and toyland) could have climate-specific trees.
Also (I know these has been mention above), it would be nice if the fenced land trees could be randomised, and it would be better IMO to restrict the alpine option to arctic climate only as it doesn't make much sense anyhere else.
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- planetmaker
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Re: OpenGFX+ Landscape
Thanks for your comments and hints. Much appreciatedPaulC wrote:A few comments and crits on the latest release (0.2.3):
1) Coasts in alpine (gridlines on) still use the old OGFX graphics.
2) Rivers and canals in alpine use the arctic graphics rather than the temperate graphics.
3) I see what you've tried to do with the turbine bases, but the effect is not so good on water IMO.
4) Fenced land on coast tiles looks a bit strange!
5) The text "only with the NoGrid option" suggests that alpine can only be used with Disable Gridlines turned on, which isn't the case.
6) Fenced land in the purchase window shows the arctic tree in tropical climate. Also, it would be good if temperate (and toyland) could have climate-specific trees.
7) Also (I know these has been mention above), it would be nice if the fenced land trees could be randomised,
8 ) and it would be better IMO to restrict the alpine option to arctic climate only as it doesn't make much sense anyhere else.
ad 5) That seems to be a left-over from a time where it was still true and a warning which I forgot to remove.
ad 1) I'll check that. Should be an easy copy&paste job for the graphics files.
ad 8 ) I found it funny to be used in tropical climate (~ no snow near coasts), but I guess it might make sense to allow alpine only in arctic.
ad 3) I see what you mean. I guess I toyed with the graphics without considering water tiles.
and with all the other points you hit spot on where I also feel that it can and should be improved and which are on my agenda for future versions.
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Re: OpenGFX+ Landscape
Another thought: is there any chance that the disable gridlines feature could be turned off by default?
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- planetmaker
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Re: OpenGFX+ Landscape
You mean, you want "show gridlines: true" by default? (I really should invert the setting - Double negatives are bad). Let's say: I prefer there a totally different approach and integrate that one into OpenTTDPaulC wrote:Another thought: is there any chance that the disable gridlines feature could be turned off by default?
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Re: OpenGFX+ Landscape
Correct. I mean, I ask because I don't use that setting myself and I'm forever turning it off, but I don't see why the average user would necessarily want gridlines off as the default as opposed to, say, gridlines on with alpine on. Better to have the normal OTTD landscape as the default and let the user choose how to modify it, IMO.planetmaker wrote:You mean, you want "show gridlines: true" by default?
You mean have landscape without gridlines as the norm in OGFX?I prefer there a totally different approach and integrate that one into OpenTTD
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- planetmaker
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Re: OpenGFX+ Landscape
Well, removing visibility of the gridlines was what got me started with this NewGRF , the rest, including Alpine climate and objects was added later.PaulC wrote:Correct. I mean, I ask because I don't use that setting myself and I'm forever turning it off, but I don't see why the average user would necessarily want gridlines off as the default as opposed to(...)planetmaker wrote:You mean, you want "show gridlines: true" by default?
I mean to make gridlines an action5 feature with a switch in the transparency settings for them.PaulC wrote:You mean have landscape without gridlines as the norm in OGFX?I prefer there a totally different approach and integrate that one into OpenTTD
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Re: OpenGFX+ Landscape
x2Muzzly wrote:Thanks
Game looks much better now
It is similar to SimCity now
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How to ban distance from income -> Simple Cargo Decay Override
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