Squid Ate FISH! 2.0.2 Released 8th April 2015

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Squid Ate FISH! 2.0.2 Released 8th April 2015

Post by andythenorth » 16 Aug 2014 19:39

Squid Ate FISH!

After more than 460,000 thousand downloads, FISH got eaten by Squid.

Online Docs
http://bundles.openttdcoop.org/fish/rel ... TEST/docs/

Releases

2.0.3
- translations

2.0.2
- translations and minor bug fixes

2.0.1
Translation updates: German, Italian, Polish
Codechanges: compile requires python 3 and nmlc 0.4.0 or newer

2.0.0
  • It's done
Release Candidates 5, 6, 7, 8 & 9
Stuff got fixed. Get it on banananananas.

Release Candidate 4 (RC4)
  • Get it on Bananaramas (in-game content). Not on bundles server due to methods disagreement with bundles server.
  • Smoke for most ships, requires OpenTTD nightly version r26747 or newer
  • Offsets fixed for multiple ships
Release Candidate 3 (RC3) Release Candidate 2 (RC2) Release Candidate 1 (RC1)
  • Get it on Bananaramas (in-game content) or http://bundles.openttdcoop.org/fish/releases/LATEST
  • One roster of ships (more in future): This Sceptred Isle (23 British-ish ships)
  • Parameter for reduced canal construction costs
  • Parameter for ship speed
  • Support for station refitting (autorefit)
  • Compatible with all known cargos
  • Cookies and easter eggs
  • GPL v2 license
Attachments
squid-rc-1.png
squid-rc-1.png (244.53 KiB) Viewed 22124 times
Last edited by andythenorth on 01 Nov 2016 18:54, edited 18 times in total.

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Re: Squid Ate FISH! RC1 Released 16th August 2014

Post by Dave » 16 Aug 2014 20:38

Incredible attention to detail!
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Dave's Screenshot Thread! - Albion: A fictional Britain
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Re: Squid Ate FISH! RC1 Released 16th August 2014

Post by te_lanus » 18 Aug 2014 05:32

just a small question:

The Castle point steamer seems to be miss alligned :? Seems unlike other ships in the set this one like to go thru the side of the ship depot (see screenshot) instead of the middle. Also seems there is black dot following it when going from right to left over the screen
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Re: Squid Ate FISH! RC1 Released 16th August 2014

Post by ISA » 20 Aug 2014 06:20

te_lanus wrote:Also seems there is black dot following it when going from right to left over the screen
Seems like that famous seagull has returned!

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Re: Squid Ate FISH! RC1 Released 16th August 2014

Post by Pyoro » 21 Aug 2014 13:15

Probably a mutant killer shark-squid.

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Re: Squid Ate FISH! RC1 Released 16th August 2014

Post by andythenorth » 21 Aug 2014 16:18

RC2 on Banananananansdasdasafagandasdasdjassadasdasdas

-------------------
Release Candidate 2
-------------------

*Fixes*

- Hovercraft now have proper names
- Castle Point Steamer: fixed offsets, added wake sprites, removed bad pixel

*Language Updates*

- Catalan (juanjo)
- Scots Gaelic (GunChleoc)

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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by andythenorth » 21 Aug 2014 20:44

RC3 now on bananaramas

Report bugs here, ta.

-------------------
Release Candidate 3
-------------------

*Features*

- Correct-sized sprites for Cadiz Freighter

*Fixes*

- Offsets for Frisco Bay Freighter

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Re: Squid Ate FISH! RC4 Released 25th August 2014

Post by andythenorth » 25 Aug 2014 14:25

RC4 on banananaramas. Not on bundles server as it needs teaching a few things.

-------------------
Release Candidate 4
-------------------

*Features*

- smoke for most ships, requires OpenTTD nightly version r26747 or newer

*Fixes*

- lighting was wrong on Cadiz Freighter, also fixed offsets
- offsets for Fastnet Paddle Steamer, Altamira Freighter, Little Cumbrae Freighter, Hopetown Tanker

*Language Updates*

- Dutch (Alberth)

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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by McZapkie » 28 Aug 2014 12:06

andythenorth wrote:RC3 now on bananaramas

Report bugs here, ta.
Something wrong with Nanaimo hovercraft - displayed speed over 140km/h, but visually very slow.
Not sure if it is FISH or rather openttd bug.
By the way, alpha version was (despite unbalanced costs) much better than RC3, in which many models are missing,
especially river barques.

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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by andythenorth » 28 Aug 2014 13:33

McZapkie wrote:Something wrong with Nanaimo hovercraft - displayed speed over 140km/h, but visually very slow.
Not sure if it is FISH or rather openttd bug.
Good spot. Bizarre bug. It goes incredibly slow in / and \ directions, whilst displaying 91 mph / 140km/h.
I think it's a weird interaction between the grf and openttd. There is some speed code in Squid, and I'll look there first, thanks.
By the way, alpha version was (despite unbalanced costs) much better than RC3, in which many models are missing,
especially river barques.
They're just cruft, you don't need them for gameplay. I removed the cruft. ;)

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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by PikkaBird » 28 Aug 2014 13:44

andythenorth wrote:Good spot. Bizarre bug. It goes incredibly slow in / and \ directions, whilst displaying 91 mph / 140km/h.
I think it's a weird interaction between the grf and openttd. There is some speed code in Squid, and I'll look there first, thanks.
At a guess: you're returning more than 8 bits in a speed callback. The display is working off the whole result, while the actual speed is truncated to the low byte.

The speed unit for ships is mph*3.2, which means the maximum speed of 0xff = 79 mph.

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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by McZapkie » 28 Aug 2014 15:05

andythenorth wrote:
By the way, alpha version was (despite unbalanced costs) much better than RC3, in which many models are missing,
especially river barques.
They're just cruft, you don't need them for gameplay. I removed the cruft. ;)
I do not agree with this point of view. First of all, separation between river/canal and sea vessels was a brilliant idea,
not only eye candy but also challenging.
Secondly, unlike trains, ships have fixed capacity - therefore it is not a bad feature, if there is large list of ships with different capacities.
I miss also Fedosyia hydrofoils and Capo Sandalo ferry. Where is log tug?
Paddle steamers are not expiring.
Price and running costs of hoovercrafts seems to be underestimated in comparison to other vessels (and if related to their real parameters, for example SR.N4 engines power was about 15000 hp!)

By the way, pity that there is no articulated option for ships.
Not only because of improved view of tugs, but with invisible trailer it would be also allow refit to multiple cargos.
For example, fast ferries (hydrofoil catamarans http://www.ferries.info/dodekanisos/ferries.htm, hoovercrafts etc) usually have huge passenger capacity, but small cargo capacity. If only one cargo is allowed, refitting to freight is like empty run.
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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by andythenorth » 28 Aug 2014 16:04

McZapkie wrote:I do not agree with this point of view. First of all, separation between river/canal and sea vessels was a brilliant idea, not only eye candy but also challenging.
Canals and rivers are stupid, it's better just to lower land to sea level and use the faster ships.
I miss also Fedosyia hydrofoils and Capo Sandalo ferry. Where is log tug?
Gone, but not forgotten...
Price and running costs of hoovercrafts seems to be underestimated in comparison to other vessels (and if related to their real parameters, for example SR.N4 engines power was about 15000 hp!)
Thanks, I'll fix that.

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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by McZapkie » 28 Aug 2014 16:13

andythenorth wrote: Canals and rivers are stupid, it's better just to lower land to sea level and use the faster ships.
Unless terrainform base cost are high or very high.
I usually set relatively high terrainform cost to prevent vandalism.
Rivers are very good if there is many of them - usually this not applies to random map, in case of custom/real world maps
rivers play very important role (especially if infrastructure maintenance costs are turned on!)

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Re: Squid Ate FISH! RC3 Released 21st August 2014

Post by aantono » 28 Aug 2014 18:41

McZapkie wrote:
andythenorth wrote: Canals and rivers are stupid, it's better just to lower land to sea level and use the faster ships.
Unless terrainform base cost are high or very high.
I usually set relatively high terrainform cost to prevent vandalism.
Rivers are very good if there is many of them - usually this not applies to random map, in case of custom/real world maps
rivers play very important role (especially if infrastructure maintenance costs are turned on!)
Totally agree! I've played a number of games where river traffic was the key to the transportation on a river-heavy map, and loved those river/canal boats. Would hate to not seem them in the set anymore. :(

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Re: Squid Ate FISH! RC4 Released 25th August 2014

Post by FLHerne » 28 Aug 2014 19:30

Add me to the river-boat obsessives brigade. I normally play with fairly high infrastructure costs, especially terraforming, and 'terraform the entire map' would be a totally stupid option.
In case it changes your mind, here are some pics:
[deleted, wrong boats]

I had a whole pile of coffee/fruit/farmsup barges too on a Reddit MP game, but forgot to save my own copy. :-(

Not everyone enjoys mindless terraforming or prioritises perfect efficiency over interest and looks. Some of us tweak parameters specifically to avoid that tradeoff. If you keep them out I'll just have to patch them back in locally, like when you dropped the Grocery Store etc names from FIRS, but I'd rather not. :)
Last edited by FLHerne on 28 Aug 2014 21:21, edited 1 time in total.
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Re: Squid Ate FISH! RC5 Released 28th August 2014

Post by andythenorth » 28 Aug 2014 19:55

@FLHerne - none of your screenshots show Squid river barges in use :P But anyway, they're gone from the "This Sceptred Isle" roster. Doesn't mean they're gone forever...

Also Squid RC5 Released on the bananas.

-------------------
Release Candidate 5
-------------------

*Fixes*

- Nanaimo 70 hovercraft speed was too high, causing it to travel too slowly (speed values above 79mph overflow to negative)

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Re: Squid Ate FISH! RC5 Released 28th August 2014

Post by FLHerne » 28 Aug 2014 21:25

andythenorth wrote:@FLHerne - none of your screenshots show Squid river barges in use :P
Oops, I was thinking of the wrong ones. :oops: Right ones (and some others):
Spondon Cross Railways, 15th Jun 2006#1.png
Spondon Cross Railways, 15th Jun 2006#1.png (88.82 KiB) Viewed 20854 times
andythenorth wrote:Doesn't mean they're gone forever...
Good to know. :D
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Re: Squid Ate FISH! RC4 Released 25th August 2014

Post by kamnet » 28 Aug 2014 23:04

Of course, there's nothing that stops anybody from forking any of Andy's projects and starting new. It's all covered under a GNU Public License.

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