The first issue has recently been in part mentioned. It's an issue with grass being the only ground sprite to appear under a bridge end, as well as the grass blades exceeding the tile edge. A fix for this either involves the grass made for bridge ends specifically, or the bridge ends having pixels exceed the tile edge overlapping the grass or having the grass cut. I think the simple solution of extending the road may work, but haven't looked at it myself. A coded solution for making different tiles appear under the bridge ends may also allow for nicer sprites on the bridge-legs. All considerations anyway, but it will take time.
2nd problem - the graphics probably haven't been done/released yet
although, the main problem is the fact that the signals are facing the wrong way - this must be a problem with sprite numbering (cue manquista )
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
planetmaker wrote:I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
Yes, but grassy tiles looks much better than plain tiles.
The problem could be fixed if the railway sprites (of a new railtype) are drawn over the railway tracks instead of the landscape tiles. I have suggested this as a option, but OTTD developers reject my idea.
My solution is avoid the usage of railtypes, now, I don't like this feature, and I won't use it.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
planetmaker wrote:I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
Yes, but grassy tiles looks much better than plain tiles.
Yes, but ground tile is defined as having "no height" - which clearly is violated. And IMHO this is not a good place to pull the "it's a feature, not a bug" behaviour.
planetmaker wrote:I'd like to draw attention (again) to the grassy base tiles: they seem to be higher than suitable for a ground tile. As such if used with a rail types newgrf grass is growing between tiles on the tracks - which looks at least strange.
Yes, but grassy tiles looks much better than plain tiles.
Yes, but ground tile is defined as having "no height" - which clearly is violated. And IMHO this is not a good place to pull the "it's a feature, not a bug" behaviour.
Maybe the signals being mixed up is because of 'the sprite number changes'? Though I don't know that much about the details of that, someone did create a grf (or so) to fix those issues.
There is some patch for it? In addition, it will not work with me to block signals, or act so much that bad.
EDIT!
Solved the problem of the problem with the signals:
Please remove the 32bpp_extra-nightly-R38, and instead upload 32bpp_extra-nightly-R28, which is in the package http://www.tt-forums.net/viewtopic.php?f=36&t=46682. This package contains the files from version R28, which is due to unpack the box again Fullpack.zip
The signal pngs are not included in the 32bpp-extra set, so r28 vs r38 does not make the difference. You will only get the correct signals if you disable the 32bpp-extra grf (and of course have problems with coastal and catenary tiles), or renumber the signal sprites to match the 32bpp-extra numbering.
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
well, that's because they're (still) not included in the dev (or standard) pack
with 25 jan dev pack only
Unnamed, 7th Jan 1950.png (377.62 KiB) Viewed 5902 times
EDIT: actually, it turns out the tar file was messed up, hopefully that's fixed now
however, there seems to be no 'transition' tile as in the middle of the above screenshot exists
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra