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Posted: 13 Aug 2004 17:13
by Korenn
ask the devs... I have no idea how to add completely new sprites with a grf...
Posted: 13 Aug 2004 17:31
by bociusz
Maybe it had slided some pixels, when I cutted it out from the original grf. So I'm not sure that the left (X) and top (Y) coordinates are right! You can check it out with paint :-/
Posted: 14 Aug 2004 15:40
by BobXP
Could someone please tell me what the three extra buttons on the railway constrution toolbar are for? :\
Posted: 14 Aug 2004 15:47
by Dribbel
Posted: 14 Aug 2004 16:07
by Dribbel
@ bociusz: Hmm you're right, when i decode it again, it all f*ck*d up.
Look at the images in the PNG files and in the original PCX file: There is some data lost in the process (look at the grass) Also when converting those png files to pcx again, there is some color shifting.
Posted: 14 Aug 2004 20:27
by bociusz
Mmm... that's a very bad news!
What will we do?
Posted: 14 Aug 2004 21:12
by Dribbel
Find some one who teaches me how to make correct GRF files
in the mean while: you could fix the graphics and post them in pcx format
Posted: 15 Aug 2004 05:48
by norfolksouthern37
it appears that the file was accidentally converted to a 16 color pallete, i noticed that when i looked at the graphics too.
if you need any help let me know.
Posted: 16 Aug 2004 23:53
by Dribbel
I had a hard time with the images, but i've done it!!!!1
I've an _*alpha*_ version here
- tracks degrade and get used.
(initial degrading starts after 4 aproxxs months, other stats i've haven't tuned yet)
Things to do:
- beter images!!
- junctions
- tracks in stations/depot
- tracks on bridges, requires new bridge graphics
- rail/road crossings
- other climates
WARNING: Make Backups of save games and other important files!! it is based on the nightly builds, may be unstable!
Attached is the new grf file to use. Copy the grf file to your data folder
Replace your current openTTD exe by this one:
ttd.exe.
WARNING: Make Backups of save games!!, it is based on the nightly builds, may be unstable!
Let me know what you think of it!!
Posted: 17 Aug 2004 04:37
by mdhowe
Dribbel wrote:I had a hard time with the images, but i've done it!!!!1
Attached is the new grf file to use. Copy the grf file to your data folder
Sounds great!!
Is there any chance of getting a patch for this so us Linux users can try it out?
Posted: 17 Aug 2004 10:30
by Dribbel
the patch. beware! very buggy/ugly code
Posted: 19 Aug 2004 19:02
by bociusz
Re all!
:: THANKS DRIBBEL FOR YOUR WORK! ::
I can't check it out, because it's always saids that I've got different language packs (I checked out with every nightly build from 08.15 to 08.19 but it don't want to work

)
Yep, there are many problems with the graphics, but what are you mean at "better graphics" ? The colors are bad?
Posted: 19 Aug 2004 19:13
by Dribbel
Look at the attached file in this post:
http://www.tt-forums.net/viewtopic.php?p=186750#186750 The grass is not as green as it used to be (in the original version)
As far as the language packs: Did you run strgen?
Posted: 19 Aug 2004 19:46
by bociusz
Dribbel: I posted a PM!
Posted: 19 Aug 2004 20:20
by Colonel32
Off topic:
How about rustiest (never used) tracks in local autority's area reducing your reputation it the city?
Posted: 20 Aug 2004 01:25
by vondel
I think we should leave implications of rusted tracks waiting till the tracks are rusting in our openttd-games
Instead of dropping rating, the counsil might force you to remove the tracks, and return the land to them (would be nice to get rid of AI-roads)
Posted: 20 Aug 2004 02:35
by mdhowe
I have been testing out the patch for a while and I think that its too hard to get tracks back to their newest/cleanest state, my tracks are always rusty. Also I noticed a bit of an anomaly with the speed that different tiles rust, look at the scrrenshot I attached. Otherwise, this is a really cool patch.
Posted: 20 Aug 2004 09:23
by bociusz
We could raise the time limits for rusting, if that's your problem
Posted: 20 Aug 2004 10:20
by lucaspiller
It seems to take too little time to go from super rusty to rusty (just one train going over changes it, I think it should be a few more). It then seems to take too long to go from rusty to normal.
Posted: 20 Aug 2004 15:05
by Dribbel
The time limits do need some adjusting, i just choose some values, never tested it much.
Describing the time in months is hard (or does someone knows how many tileloops there go in a month?)
The usage count is per vehicle, that means that longer trains (with more vehicles) have a greater effect on the rails.
The strange rusting (mdhowe) is an effect of the internals of the game. The tiles aren't inspected in a row (or line), but with gaps in between (the effect is clearly visable at farm fields, or with large buldozed areas). It takes some iteration around to make to convert all tiles.
(don not expect much progress in the upcoming days /week. Real life is calling with exams and parties)