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Posted: 26 Jun 2007 09:03
by Kanibal
Brilliant!

I'd really love for something like this to be included in the game!

Posted: 27 Jun 2007 10:42
by boekabart
Updated diff and grf (Thanks, Ben_K)

Now has overlays for all track directions (But still just 1 'phase' per tile, not enough room @ map array for more ...).
For Artic Climate and for Desert (in tropic climate), adjusts the palette of the overlay a bit so it looks better.
No longer draws overlay on monorail and maglev, but it does keep track of the track usage already! Easy to 'enable' as soon as someone draws overlays for them (same goes for other climates, snow and desert).

oldtracks.grf file: http://www.tt-forums.net/download.php?id=73429
diff, r10352: http://www.tt-forums.net/download.php?id=73433

Could this be a trunk candidate?

Posted: 27 Jun 2007 12:52
by Ben_K
Great work Boekabart. Seems to run well in a quick test run just now. :D

Posted: 27 Jun 2007 15:57
by bebeto94
BRILLIANT !!! :D Can anyone let me have a .grf (assuming one exists) for removing the fences on the standard default tracks ? Cheers guys

Posted: 27 Jun 2007 16:57
by bebeto94
Its ok , just discovered one

Error

Posted: 27 Jun 2007 22:46
by maquinista
Sorry, but... where I can get a lang folder?

Code: Select all

No available language packs (invalid versions?)

Re: Error

Posted: 28 Jun 2007 05:30
by boekabart
maquinista wrote:Sorry, but... where I can get a lang folder?

Code: Select all

No available language packs (invalid versions?)
Get them from the latest nightlies, they should work.

Posted: 28 Jun 2007 07:04
by bebeto94
Hope this little patch makes it onto the nightlies soon :lol:

Re: Error

Posted: 28 Jun 2007 21:23
by maquinista
boekabart wrote:
maquinista wrote:Sorry, but... where I can get a lang folder?

Code: Select all

No available language packs (invalid versions?)
Get them from the latest nightlies, they should work.
It doesn't work. I will wait when this patch is included in trunk.

Can you post some screenshots more? A juction...

Re: Error

Posted: 29 Jun 2007 05:33
by boekabart
maquinista wrote:This is a detail made with GIMP in the tunnel entrance. We need a sprite like it, or something similar.
You're correct, and a quick look at the landscape dox tells me there is room for this in the map array, so I'll see if I can add this!

I'll post an updated win32 binary (with lang packs) in a moment or 2.

Re: Error

Posted: 29 Jun 2007 14:34
by boekabart
I wrote:You're correct, and a quick look at the landscape dox tells me there is room for this in the map array, so I'll see if I can add this!
It's possible, but it'll mess up the patch a lot; for now i suggest to leave it.

Hereby updated patch (added a little bit of code to support tunnels in future), and win32 binary package

Posted: 30 Jun 2007 16:42
by Ben_K
Id guess that you can use the current overlay sprites to make tunnel overgrowth. They just wont have any shading and wont look quite right. If we need some custom stuff, then I can knock some up fairly easily.

Posted: 01 Jul 2007 09:53
by boekabart
Ben_K wrote:Id guess that you can use the current overlay sprites to make tunnel overgrowth. They just wont have any shading and wont look quite right. If we need some custom stuff, then I can knock some up fairly easily.
If we'd make custom sprites for tunnels anyway (which I doubt is necessary), it'd be better to just replace the whole sprite for the bottom-half of the tunnel entrance. But for now I think it's OK like this: In tunnels it's too dark for plants to grow anyway :lol:

Posted: 01 Jul 2007 12:44
by WWTBAM
and often too rocky/concrete.

Posted: 01 Jul 2007 22:56
by athanasios
boekabart you are wrong!
This is the correct way! :lol: :lol: :lol:

Posted: 02 Jul 2007 07:13
by bebeto94
Looks distinctly tropical and poisonous :mrgreen:

Posted: 02 Jul 2007 07:53
by boekabart
athanasios wrote:boekabart you are wrong!
This is the correct way! :lol: :lol: :lol:
Excellent plan, would be a great easter egg in fact . ROFL anyway!

Posted: 02 Jul 2007 22:37
by athanasios
Sorry, a bit of topic, but I think, this is your favorite web page boekabart:
http://www.rofl.name

:lol: :lol: :lol:

Posted: 03 Jul 2007 06:35
by boekabart
Hi all,
I will be on holiday for a couple of weeks, and moving into my new house right after, so I won't be able to do anything at all until the end of july, and not much after that until the middle of august. I invite you all to create more overlay graphics for other seasons, especially for snow we should have some, and maybe sand for the desert in tropic. A complete set of overlays might improve that chances for this patch to make it into trunk!

Posted: 03 Jul 2007 09:31
by Brianetta
Juhl wrote:I think that the first stage should be light grass only, and the rust should come in the second or third stage. Mainly because grass grows faster than rust on unused rails.
No, they get rusty first. Disused track only becomes overgrown because the maintainers stop spraying it with weedkiller. Passing trains don't tend to remove grass from the ballast, and grass doesn't grow on the actual rails. It's kept in check by maintenance, not trains. If you see a line with weeds growing all over it, that line has no scheduled trains at all.

Rust, though, is definitely indicative of how frequently a stretch of track is used, and just one decently heavy train will hammer the rust back into shiny steel. If this patch went into the trunk, I'd be looking for a grf with rusty rails rather than weeds.