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Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 22 Oct 2019 19:32
by sevenfm
1. Maybe you could try a different scaling filter? Other (asphalt) roads look good. Or maybe it's just mostly the road ending that needs some rework to lower blurriness?
2. I understand, but this pattern just doesn't look good in small resolution, for me it becomes an unpleasant pixel mess. Maybe, again, a different scaling method could work better.
3. Thank your for your fantastic work!
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 23 Oct 2019 03:57
by stefino_cz
I understand, but this pattern just doesn't look good in small resolution, for me it becomes an unpleasant pixel mess. Maybe, again, a different scaling method could work better.
This is the second version of this road. The first road had a rectangular pattern and this circular pattern looks 100x better.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 13 Nov 2019 04:22
by zerg_x
Looks amazing! Any other sets similar to this?
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 08 Dec 2019 19:47
by Zley_Muffle
Looks amazing! Any other sets similar to this?
Well, probably no.
We believe we are the first complete 32bpp conversion set currently being develped for OTTD

So stay tuned

Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 09 Dec 2019 13:45
by SyberSycho
Do you have plans to make a static safe version so that we can also use these graphics in multiplayer?
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 09 Dec 2019 15:00
by planetmaker
SyberSycho wrote: 09 Dec 2019 13:45
Do you have plans to make a static safe version so that we can also use these graphics in multiplayer?
Static-save means that no different vehicles, industries, houses than in the pure vanilla game. That would be quite different than what this set offers.... I don't believe this will turn into a base set (yet I'd be glad, if it did).
However, multiplayer is not an issue with NewGRFs either. Just have the server configure to use these NewGRFs (and download them to the server, too) and that's it.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 09 Dec 2019 15:09
by SyberSycho
planetmaker wrote: 09 Dec 2019 15:00
SyberSycho wrote: 09 Dec 2019 13:45
Do you have plans to make a static safe version so that we can also use these graphics in multiplayer?
Static-save means that no different vehicles, industries, houses than in the pure vanilla game. That would be quite different than what this set offers.... I don't believe this will turn into a base set (yet I'd be glad, if it did).
However, multiplayer is not an issue with NewGRFs either. Just have the server configure to use these NewGRFs (and download them to the server, too) and that's it.
I probably should of worded my request better. I understand you can do newgrfs with multiplayer except i like to join some vanilla games through events that don't include any newgrfs. So I guess what I'm really asking for is a version that is static safe that maybe has things like default trains, buses and whatever else just replaced with a similar sprite that they have already created.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 12 Dec 2019 10:30
by stefino_cz
Thanks for your ideas. I can't promise that we will make static version of our CZTR set now. We are in a situation that we are still making new things that are necessary for the game. So it is impossible to publish something which is static. On the other hand - do CZTR Base set means to do new big GRF so we would have to spend our time to make the same things again. And we have really a few free time. There is really a lot of work before us and it is impossible to start the next project like CZTR Base. As Planet wrote - all our graphics started with CZTR and all of our graphics are in the game's download manager (without set like our new Roads which we will upload on 24th December. It contains NRT so we don't have to publish it directly in the game because the game still doesn't support NRT-only nightly or JGR). So if someone creates a server, all graphics will be available for download in the game -> no problem like "there is a GRF and I don't know where can I download it". There is only one problem with new versions of our GRF, because some of the changes mean start a new game (changes in vehicles, economics, etc.). But this is another problem - problem with development itself.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 12 Dec 2019 15:21
by CGA1
Just downloaded, looks great but what's up with the train depots?
https://imgur.com/SDJ77HZ
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 12 Dec 2019 15:39
by stefino_cz
Our long depots are made of two or more parts. But depot itself is able to has only one-tile graphics. So the other parts you can find in general objects - icon with a transmitter

Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 12 Dec 2019 16:58
by CGA1
stefino_cz wrote: 12 Dec 2019 15:39
Our long depots are made of two or more parts. But depot itself is able to has only one-tile graphics. So the other parts you can find in general objects - icon with a transmitter
Thanks for your reply but I must be stupid, putting the north-south ones resulted worked but not the west-east. There's a gap in the building. Also I cannot find any transmitter icon.
https://imgur.com/JPk65qC
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 12 Dec 2019 19:19
by CGA1
CGA1 wrote: 12 Dec 2019 16:58
stefino_cz wrote: 12 Dec 2019 15:39
Our long depots are made of two or more parts. But depot itself is able to has only one-tile graphics. So the other parts you can find in general objects - icon with a transmitter
Thanks for your reply but I must be stupid, putting the north-south ones resulted worked but not the west-east. There's a gap in the building. Also I cannot find any transmitter icon.
https://imgur.com/JPk65qC
Never mind, found it.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 13 Dec 2019 06:59
by michael blunck
It would have been the better idea to construct those "long depots" by using waypoints instead of objects for the extra tiles, as I suggested some time ago.
regards
Michael
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 13 Dec 2019 09:09
by stefino_cz
michael blunck wrote: 13 Dec 2019 06:59
It would have been the better idea to construct those "long depots" by using waypoints instead of objects for the extra tiles, as I suggested some time ago.
regards
Michael
Hi Michael, I will change it in the future when continue with our station set

This is the same depot which you commented before.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 13 Dec 2019 14:40
by michael blunck
stefino_cz wrote:
Hi Michael, I will change it in the future when continue with our station set

This is the same depot which you commented before.
I know.
I only posted again since the way these depots have to be built seems to be a source of constant problems.
regards
Michael
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 25 Dec 2019 12:54
by stefino_cz
Hello. Merry Christmas for all!
We added some new GRFs. The first three bridges are in the game. Stone, two steel bridges for railway are available in CZTR Bridge set (0.9.0). We also upload our NRT. You an download it here:
http://leteckaposta.cz/234229293?fbclid ... LezssNKsW8
We decided to upload it separately due to incompatibility with basic game v 1.9.3. Buses got the first trolleybus for our NRT and truck set has some economical changes.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 25 Dec 2019 22:13
by temporal8
Great
Keep up the good work! Merry Christmas!
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 26 Dec 2019 05:42
by perverted monkey
Best gift!
Thanks a lot!
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 26 Dec 2019 05:59
by stefino_cz
Maybe one more note about bridges. Our first bridges for railroad have length 3-4, 6 and 5-n.
Re: [CZTR / 32bpp ] - Czech total replacement
Posted: 27 Dec 2019 06:32
by Mani1264
Hi first time here, I couldn't make the files provided work, the files are in brz format or something idk they just don't pop up when I put them in the new guys, I have another file from some YouTube that one works but most of the buildings looks same and lot of them are circular buildings which doesn't look that good, I started the game in 1900, am I doing anything wrong, plz help