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Road lamps for each position.
Posted: 02 Dec 2007 18:09
by BigBB
Hi,
Wacki, lordazamath and Ben_Robbins_ wish in
this thread a lamp for each position (4 lamps than 2) so that they can replace them with a 32bpp sprite.
Lordazamath draw new lamps so that I can make a patch without copyright problems.
Here is now the first version:
Feature:
- a road lamp for each direction (NW/NE/SW/SE)
- lamps on all positions (in curves and on street ends are miss a few)
- now there's thwo different styles: before 1975 have the lamps a wood pylon, from 1975 a metal one
Regards,
BigBB
Re: Road lamps for each position.
Posted: 02 Dec 2007 18:10
by BigBB
Patch and grf files:
Re: Road lamps for each position.
Posted: 02 Dec 2007 18:22
by Wacki
Re: Road lamps for each position.
Posted: 02 Dec 2007 18:23
by Bilbo
Well, the last lamp on end of the road looks a bit weird, perhaps it could be excluded (add two lamps in turns and only two lamps on ends, at opposite sides)
Re: Road lamps for each position.
Posted: 02 Dec 2007 18:51
by DeletedUser5
Applied patch. Compiled. Don't work. Not only patch. Game too. Game without patch don't work too. Could someone post binaries for linux?
@EDIT:
System: Ubuntu Linux 7.04
gcc version: 4
Re: Road lamps for each position.
Posted: 02 Dec 2007 19:27
by LordAzamath
BigBB, you used the sprites in wrong positions...
this picture illustrates I hope

Zoom in your sprites and compare

- this.png (3.57 KiB) Viewed 14179 times
EDIT: the first and second sprite stand both for the smae road alignment..I just had a typo.
But all else...Great work and good work and fast work

Re: Road lamps for each position.
Posted: 02 Dec 2007 23:47
by BigBB
Bilbo wrote:Well, the last lamp on end of the road looks a bit weird, perhaps it could be excluded (add two lamps in turns and only two lamps on ends, at opposite sides)
Done (v0.2), see third pic in first post.
lordazamath wrote:BigBB, you used the sprites in wrong positions...[...]
Now you know how good I'm with graphics, you must hold my hand during that
It's fixed (v0.2), see pic.
I've change the position of the NW, SW and SE lamp a little bit, looks (for me) now better (see pic, again).
lordazamath: for me looks the lamps to brown (woody), but still better then the original (two sprites for 4 directions

). Can you drawn something who is similarly to the original look?
Regards,
BigBB
PS:
lordazamath wrote:[...]Great work and good work and fast work
It's a pleasure for me if I can help our graphic artists

Re: Road lamps for each position.
Posted: 03 Dec 2007 00:12
by athanasios
BigBB wrote:...for me looks the lamps too brown (woody)

Good for earlier era! If you could make them change from wood to cement after a certain date it would be a nice enhancement!
regards
athanasios
Re: Road lamps for each position.
Posted: 03 Dec 2007 04:28
by LordAzamath
Ok. those were meant to be from wood

But I'll draw new ones sometime, I come back from school.
edit: BTW he has got the new sprites for a while so I guess he will present us something soon
Lord
Re: Road lamps for each position.
Posted: 03 Dec 2007 17:22
by belugas
Now this is really interesting...
V E R Y nice BigBB
Once more...

Re: Road lamps for each position.
Posted: 03 Dec 2007 21:19
by BigBB
lordazamath wrote:edit: BTW he has got the new sprites for a while so I guess he will present us something soon

Right, exactly: now
As a new feature: before 1975 have the lamps a wood pylon, from 1975 a metal one (see pics in first post)
Also I fixed the toyland bug, it have now it's own lamp back.
I've rewrote the whole "draw road trees" and "draw road lamps" stuff, it should be better now.
Regards,
BigBB
Attention: don't forget to download the new grf package!
Re: Road lamps for each position.
Posted: 03 Dec 2007 21:26
by LordAzamath
BigBB..I have experienced some trouble with opening *.7z with Ark (a program in Linux, purpose same as WinZip of 7zip or whatever...) So it would be nice if you could post it in some other archive format. I know I can do it somewhere in command line, but I don't know how..Although I can always reboot to windows, un7z the archive and boot to Linux again...
EDIT:
Now you know how good I'm with graphics, you must hold my hand during that
Look at those sprites again...carefully

and put them same way as the older ones..I hope I didn't give you wrong aligned lines in that pcx I sent you...Just try to align the new ones like the older..The wooden are right, but for metal ones, you have messed up them.
EDIT2: Illustration
Re: Road lamps for each position.
Posted: 03 Dec 2007 22:01
by LordAzamath
Ok..made a trip to windows and back again...it gives me this. (I patched compiled it already)
Code: Select all
[madis@localhost bin]$ ./openttd
Your 'OPENTTDW.GRF' file is corrupted or missing! The file was part of your installation.
openttd: /home/madis/Töölaud/svnTRUNK/signals/src/spritecache.cpp:476: const void* GetRawSprite(SpriteID, bool): Assertion `sprite < _spritecache_items' failed.
Aborted
[madis@localhost bin]$
But I updated to your grf...I think you should put it up here in some other format. Maybe the openttdw.grf got injured while copying it from linux to windows.. God knows what MDV2008 can read and what it cannot
Lord
Re: Road lamps for each position.
Posted: 03 Dec 2007 22:25
by GeekToo
Re: Road lamps for each position.
Posted: 03 Dec 2007 22:33
by BigBB
lordazamath wrote:BigBB..I have experienced some trouble with opening *.7z with Ark (a program in Linux, purpose same as WinZip of 7zip or whatever...) So it would be nice if you could post it in some other archive format.
I know Ark, I use Windows and Linux ...
You must install the "pzip"(AFAIK)-package to extract 7z. But okay, for you I will post a zip or tar.bz2 file

.
lordazamath wrote:Look at those sprites again...carefully

and put them same way as the older ones..I hope I didn't give you wrong aligned lines in that pcx I sent you...Just try to align the new ones like the older..The wooden are right, but for metal ones, you have messed up them.
EDIT2: Illustration
The metal are the same as the wooden, so both wrong or both right.
You gave me this (NW/SE/SW/NE:

- this.png (1.38 KiB) Viewed 13474 times
and I use it so:

- yeah.png (5.84 KiB) Viewed 13485 times
But I change it if you say it me
lordazamath wrote:But I updated to your grf...I think you should put it up here in some other format. Maybe the openttdw.grf got injured while copying it from linux to windows.. God knows what MDV2008 can read and what it cannot
Hmm, I make the next version under Linux (as soon as you told me how I use the sprites).
Regards,
BigBB
Re: Road lamps for each position.
Posted: 04 Dec 2007 05:59
by LordAzamath
In that case, my mistake...Flip the black stripes in that this.png

My mistake...I think that the wooden ones have still the same problem..Sorry
Lord
Re: Road lamps for each position.
Posted: 04 Dec 2007 10:48
by sickie
to lordazamath: if you use Ubuntu (or a Ubuntu-based distro, don't know for Debian), you need to install the package 'p7zip-full' and you'll have support for 7zip in Ark.
Re: Road lamps for each position.
Posted: 04 Dec 2007 13:21
by BigBB
lordazamath wrote:Flip the black stripes
All fliped. To make our life easier, next time please in this order: NW/SE/SW/NE
New version with a new grf-package with 7z or tar.bz2 archived. Choose the one you prefer.
lordazamath: on the file size can you see why I use mostly 7z
Regards,
BigBB
Attention: don't forget to download the new grf package!
Re: Road lamps for each position.
Posted: 04 Dec 2007 13:39
by LordAzamath
Thank you soooooooooooooooooooooooooooooooooooooooooo much.

Now I start compiling again...Although I guess, you didn't change code...But I hope now it doesn't give errors....Thank you
BTW: BigBB, is your real name Markus? If it is, guess how I found that out 
EDIT: 7z is indeed the most compressing archive...
Lord
Re: Road lamps for each position.
Posted: 04 Dec 2007 13:52
by BigBB
lordazamath wrote:Although I guess, you didn't change code
Only files.h for the checksum (md5).
lordazamath wrote:But I hope now it doesn't give errors....
I too
lordazamath wrote:BTW: BigBB, is your real name Markus? If it is, guess how I found that out

Yes and I don't know. In mails to
patch@openttd.org is my name...