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Re: OpenGFX2
Posted: 14 May 2024 07:29
by Fanda666
JohnFranklin523 wrote: 14 May 2024 05:35
According to Twitter, Zephyris is now busy with his new position (job). This job is research-related, thus much free time is not expected.
Real life stuff always comes first.
Congrats, though.
Ok, in this case we go to standby mode

Re: OpenGFX2
Posted: 14 May 2024 14:11
by kamnet
Fanda666 wrote: 08 May 2024 12:36
Any news? This is a great project, I wouldn’t want it to be abandoned
It's all on GitHub, it won't be abandoned.
Re: OpenGFX2
Posted: 20 May 2024 19:45
by Lurkmore
Fanda666 wrote: 14 May 2024 07:29
JohnFranklin523 wrote: 14 May 2024 05:35
According to Twitter, Zephyris is now busy with his new position (job). This job is research-related, thus much free time is not expected.
Real life stuff always comes first.
Congrats, though.
Ok, in this case we go to standby mode
That's fair, and I'm glad to hear the source is already available.
Re: OpenGFX2
Posted: 07 Nov 2024 23:57
by Digitalfox
Zephyris wrote: 16 Feb 2024 14:20
Oh, 0.5 is out BTW. With a bunch of fixes:
Base set:
All GUI icons at 1x and 2x zoom, with some at 4x.
Improved cursors, all at 1x and 2x zoom.
Additional cursor styles.
Build sprite font from TTFs, for full sprite font at 2x and 4x zoom.
TTD-style custom monospaced sprite font, from TTF.
Extended sprite font range to also cover Cyrillic and Greek alphabets.
Prototype/first 4x rail vehicle sprites.
Various additional bug fixes, including:
Fix bridge colour, recolour and leg glitches.
Fix/tweak town tree graphics.
Fix Various rock and slope shading glitches.
NewGRFs:
New standalone objects NewGRF, with fields, forests, rocks and building objects.
Fix tree NewGRF to also replace cacti and palm trees.
Hi, I'm aware in github not a lot of activity recently, but any change of releasing 0.6 with all the changes since then?
TY
Re: OpenGFX2
Posted: 08 Nov 2024 06:10
by odisseus
Here's a graphic glitch I've recently spotted. Notice that the bridge ramp is painted in front of the building, even though it is located behind it.

- glitch-fs8.png (13.31 KiB) Viewed 8949 times
Re: OpenGFX2
Posted: 25 Dec 2024 15:51
by MrMox
With the new 15.0-beta1 I get this with OpenGFX2 Classic:

- Screenshot 2024-12-25 at 15.25.22.png (175.44 KiB) Viewed 8250 times
After having played some time I haven't observed anything out of the ordinary so it's probably just a minor issue.
Re: OpenGFX2
Posted: 25 Dec 2024 22:04
by 2TallTyler
OpenTTD provides fallback sprites for any not provided by the base set, because the TTD base set naturally won’t be updated to include the new sprites.
I believe these missing sprites are for road waypoints.
Re: OpenGFX2
Posted: 05 Jan 2025 23:11
by Zephyris
Don't worry everyone, the project isn't dead, I'm just quite busy!
I'm aiming for a new version soon, ready for v15, with some bug fixes and no missing sprites.
Re: OpenGFX2
Posted: 09 Jan 2025 21:36
by Zephyris
MrMox wrote: 25 Dec 2024 15:51
With the new 15.0-beta1 I get this with OpenGFX2 Classic:
After having played some time I haven't observed anything out of the ordinary so it's probably just a minor issue.
v0.6 now up, will fix this error for you.
Re: OpenGFX2
Posted: 10 Jan 2025 15:24
by MrMox
Thanks, the error message is gone and I can see the new waypoint graphics
On another note, I spotted an issue with rail tunnels in alpine climate:
viewtopic.php?p=1272943#p1272943
It seems as if the horizontal part of the tunnel facing away is too bright? It's very noticeable when below the snow line, while it almost disappears when above the snow line, which also looks odd.
Re: OpenGFX2
Posted: 15 Jan 2025 13:34
by Fanda666
Oh, great! The most anticipated project!
Re: OpenGFX2
Posted: 16 Jan 2025 13:52
by Zephyris
MrMox wrote: 10 Jan 2025 15:24
On another note, I spotted an issue with rail tunnels in alpine climate:
viewtopic.php?p=1272943#p1272943
It seems as if the horizontal part of the tunnel facing away is too bright? It's very noticeable when below the snow line, while it almost disappears when above the snow line, which also looks odd.
Yeah, I see what you mean... I'll add it to the todo list.
Re: OpenGFX2
Posted: 22 Jan 2025 11:01
by Zephyris

- tunnels.png (25.09 KiB) Viewed 6876 times
Not totally perfect, but a big improvement I think.
Re: OpenGFX2
Posted: 23 Jan 2025 17:38
by MrMox
Definitely, the tunnels looks great as shown.
Re: OpenGFX2
Posted: 31 Mar 2025 12:06
by Zephyris
OpenGFX2 is now 'official', you can find it at its new home here:
https://github.com/OpenTTD/OpenGFX2
Re: OpenGFX2
Posted: 22 May 2025 07:40
by nordemoniac