Page 1 of 1
Alpine Climate GRF
Posted: 29 Dec 2009 09:59
by hYpe_
Hello,
did anyone manage to get the Alpineclimate to work with 1.0 beta?
If I activate it, there are no food factories anymore and the industries are messed up.
I really like the automatic changing of snow height.
Regards
Re: Alpine Climate GRF
Posted: 29 Dec 2009 13:09
by Hyronymus
Please be more clear:
- beta 1 of what
- what version of OpenTTD are you running
- do you have other grf's
Re: Alpine Climate GRF
Posted: 29 Dec 2009 13:38
by planetmaker
Alpine climate currently doesn't work well with OpenGFX (or call it vice versa) and certain buildings have faulty graphics. The missing food factories is by design of the Alpine climate newgrf.
Despite my guess, Hyronimus is right, it helps to specify versions better
EDIT: as you spam the whole forums in various threads with your desires for specially taylored newgrfs to your specific needs: Alpine climate is also an industry newgrf, so changed industries are a feature. It's only a replacement for arctic, there's no snow in temperate in OpenTTD.
Writing a newgrf which replaces the ground sprites in arctic by the temperate ones is possible. You can do it, it's not even overly complicated. Have a look at actionA in the NewGRF wiki
http://wiki.ttdpatch.net/tiki-index.php?page=ActionA You can get my snowline mod (snow line=1 always) newgrf from bananas or I provide the source upon request (no public repo as of now), if you want to implement varying snow line height with a few small changes.
Re: Alpine Climate GRF
Posted: 30 Dec 2009 08:13
by hYpe_
Hello,
thank you for your reply.
It wasn't my intention to spam the whole forums, sorry for that.
Sometimes I'm a bit chaotic
/edit:
Just found out that the Canadian Stations Set supports variable snow heights.
So with Grass Conversion + Smooth snow transition + Canadian Stations you can have automatically varied snow heights with green grass in arctic climate.
Now I'm very happy

Re: Alpine Climate GRF
Posted: 03 Jan 2010 16:17
by SwissFan91
This is probably not the place to ask this question, but does anyone know of a way that you can keep rocks around when using a variable snow line such as this GRF? I mean, once the snow goes over the rock, and then retreats the rock has gone. Any ideas?
Re: Alpine Climate GRF
Posted: 04 Jan 2010 12:37
by hYpe_
Good question, I'd like to see "real" mountains, too.
Not just snowy tops.
Re: Alpine Climate GRF
Posted: 04 Jan 2010 18:39
by Yexo
jake.grimshaw wrote:This is probably not the place to ask this question, but does anyone know of a way that you can keep rocks around when using a variable snow line such as this GRF? I mean, once the snow goes over the rock, and then retreats the rock has gone. Any ideas?
It's indeed not the place to ask for it, but it was a nice idea. Just update OpenTTD to at least r18719 and it'll work.
Re: Alpine Climate GRF
Posted: 05 Jan 2010 12:51
by SwissFan91
I may as well keep thi in here, and if a moderator sees fit they can move it to the relevant topic. The changes are fantastic, although I have come across a bug. Random squares will sometimes lose their snow, and take time to cover up again. These squares are not ones that are covered by rock in the summer.
Re: Alpine Climate GRF
Posted: 05 Jan 2010 13:17
by planetmaker
jake.grimshaw wrote:I may as well keep thi in here, and if a moderator sees fit they can move it to the relevant topic. The changes are fantastic, although I have come across a bug. Random squares will sometimes lose their snow, and take time to cover up again. These squares are not ones that are covered by rock in the summer.
One way I can imagine this happen (I actually saw it when I wrote my variable snowline newgrf) is with a variable snow line which is set to very high for just a day or so and then back to normal. The landscape will start to adopt to the high snow line, but the day is past so quickly, that only a few tiles could start to have their snow melted - and then the snow line dropped again. And those tiles snow again only when they're re-visited by the tile loop.
Please supply a savegame and possibly the newgrf used to modify the snowline (if it's not on bananas or in the #openttdcoop grf pack, a link to it suffices, too)
Re: Alpine Climate GRF
Posted: 05 Jan 2010 13:36
by SwissFan91
PM'd.
Re: Alpine Climate GRF
Posted: 05 Jan 2010 14:20
by Yexo
jake.grimshaw wrote:PM'd.
I'd like to take a look at the problem, but that's not going to work if you pm someone else with the links to those files. Can you link them here so everyone can see?
Re: Alpine Climate GRF
Posted: 05 Jan 2010 18:52
by luk3Z
jake.grimshaw wrote:I may as well keep thi in here, and if a moderator sees fit they can move it to the relevant topic. The changes are fantastic, although I have come across a bug. Random squares will sometimes lose their snow, and take time to cover up again. These squares are not ones that are covered by rock in the summer.
I also noticed this in the latest trunk r18724 but in the previous trunk (r18698) all working fine for me (or maybe I don't spot this problem).
Re: Alpine Climate GRF
Posted: 05 Jan 2010 21:07
by Yexo
Can anyone who experiences this problem please make a savegame from just before the snow tiles are converted to grass? Best would be "load savegame, wait like 10 days, tiles become grass when they shouldn't". That way I should be able to reproduce the problem easily and then fixing it will take a lot less time.
Re: Alpine Climate GRF
Posted: 05 Jan 2010 22:33
by Yexo
Fixed in r18738. Thanks jake.grimshaw for a savegame. r18738 is after beta2, so beta2 still contains the bug. Please don't report it, it'll be fixed in the next beta.