Patch: Grass growth on unused tracks

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boekabart
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Re: Patch: Grass growth on unused tracks

Post by boekabart »

Gremnon wrote:If there is to be a speed reduction, I for one would want it toggle-able.
And snow for arctic is good, how about also sand for the desert parts of tropic though?
If someone makes the overlay graphics, I'll be happy to change to code so that they are used!
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bigos
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Re: Patch: Grass growth on unused tracks

Post by bigos »

If I will find some time i can try to make some snowed tracks pngs. Newer done grfs so will live it to you. But first i need extract normal tracks from game...
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Re: Patch: Grass growth on unused tracks

Post by boekabart »

bigos wrote:If I will find some time i can try to make some snowed tracks pngs. Newer done grfs so will live it to you. But first i need extract normal tracks from game...
Hold on: take a look at the graphics for the grass, they are OVERLAYS that are put on top of the track graphics (this way, they also work for monorail, maglev and when the rail graphics have been changed by a graphics set. So, just draw the snow, not the track!
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bigos
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Re: Patch: Grass growth on unused tracks

Post by bigos »

Then you can use normal snow from the game?
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Re: Patch: Grass growth on unused tracks

Post by boekabart »

bigos wrote:Then you can use normal snow from the game?
We need several levels of snow: from some snow to 'fully snowed in - but still recognizable as "there was a track here"... So no, we need dedicated graphics. Probably changing the green to white is a good step in the right direction....
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bigos
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Re: Patch: Grass growth on unused tracks

Post by bigos »

Normal game snow have few levels already. And to recognize where tracks are we can use fence and tractions...
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Re: Patch: Grass growth on unused tracks

Post by boekabart »

bigos wrote:Normal game snow have few levels already. And to recognize where tracks are we can use fence and tractions...
But i'm quite sure that the snowy tiles are 'sand and snow' in 1, there's not a semi transparent layer of snow available... right? So we still need that extracted...
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bigos
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Re: Patch: Grass growth on unused tracks

Post by bigos »

Yea, probably will be better if you change grass colour to white and use it as snow. I don't have so much patient as you to make it. :P
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Re: Patch: Grass growth on unused tracks

Post by petert »

Ok, it's been a long time (379 revisions long) so I thought I'd post an updated version with a binary:
Attachments
boekabart_grassOnTracks_r18157.diff
(10.51 KiB) Downloaded 248 times
boekabart_grassOnTracks_r18157.rar
(3.45 MiB) Downloaded 329 times
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Re: Patch: Grass growth on unused tracks

Post by Vaulter »

Updated to the 1.0.0-RC1 (r19188)

Those two patches will interfere with each other
this one and stuck trains ?
Attachments
grassOnTracks_RC1.patch
(10.82 KiB) Downloaded 296 times
maquinista
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Re: Patch: Grass growth on unused tracks

Post by maquinista »

Vaulter wrote:Updated to the 1.0.0-RC1 (r19188)

Those two patches will interfere with each other
this one and stuck trains ?
Thanks for update it.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: Patch: Grass growth on unused tracks

Post by Eddi »

Vaulter wrote:Updated to the 1.0.0-RC1 (r19188)

Those two patches will interfere with each other
this one and stuck trains ?
yes, they both use m7 for different things, unless you move around some map bits, they can't be combined... not sure if enough bits are free.

only rail_map.h should be affected to make this work.
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Re: Patch: Grass growth on unused tracks

Post by erikjanp »

Updated to r22440.
Attachments
openttd-r22440-oldtracks.patch
I like my tracks nice and grassy
(10.98 KiB) Downloaded 309 times
boekabart
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Re: Patch: Grass growth on unused tracks

Post by boekabart »

erikjanp wrote:Updated to r22440.
Thank you very much! Glad to see the patch alive!
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Re: Patch: Grass growth on unused tracks

Post by Vaulter »

@ boekabart
Using your patch for a very long time, and there are 2 questions:
1. are there any chances to get this works with other than standard rails (NuTracks, so on)
2. are there any chances to remove glitches like
Image
(see https://www.tt-forums.net/viewtopic.php? ... 7#p1039977)

Big thanx!
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Re: Patch: Grass growth on unused tracks

Post by maquinista »

2. are there any chances to remove glitches like
It could be a palette error.
1. are there any chances to get this works with other than standard rails (NuTracks, so on)
If the grass is a overlay, You can have to place the overlay over the rail overlay.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: Patch: Grass growth on unused tracks

Post by Eddi »

i think what happened is that the overlay was placed on the wrong height level. (bottom level of tile instead of top level of tile)
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Re: Patch: Grass growth on unused tracks

Post by rsdworker »

looks great - i would create a abandoned lines but stations could be abandoned as well - example after last train leaves the building starts go decay and platforms covered in leaves and rubbish
boekabart
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Re: Patch: Grass growth on unused tracks

Post by boekabart »

Hmm, how are custom tracks rendered differently? These overlays are drawn after tracks, before overhead wires IIRC.
Re the pink thingies: what blitter are you using?
TrueBrain
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Re: Patch: Grass growth on unused tracks

Post by TrueBrain »

boekabart wrote:Hmm, how are custom tracks rendered differently? These overlays are drawn after tracks, before overhead wires IIRC.
Re the pink thingies: what blitter are you using?
Look at that, a boekabart! How have you been? It has been a while :D

welcome back :D (I hope? :P)
The only thing necessary for the triumph of evil is for good men to do nothing.
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