zephyris / opengfx2 Goto Github PK
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License: GNU General Public License v2.0
Base graphics set for OpenTTD
License: GNU General Public License v2.0
Tropical bank building appears to use the ground sprites, so never appears as a building.
Climate-specific tree replacements should not use climate checks, only parameter checks. There's jo overlay of sprite ranges between climates, so climate check is redundant. Current behaviour breaks in JGRPP, which can use temperate trees below the snow line in arctic, but these will not be replaced based on OpenGFX2 settings as temperate trees will not be changed outside of temperate climate.
https://discord.com/channels/142724111502802944/337701432230805505/1156511981545734184
Seems to be most (all?) base graphics icons, ie. icons which have toyland climate-specific variants in the original graphics.
Transparency is incorrect, with a grey fill to the sprite area. 8bpp sprite appears correct.
Your build system makes it very hard to run multiple jobs on multiple cores.
or skip parts of the build process that have already run.
Make allows you to trivially define a dependency graph, and it will run tasks in parallel using the '--jobs=' parameter, checking to see if the output files exist to skip jobs.
https://linuxhint.com/compiling-code-using-make/
Using a recursive make pattern should be similar to what you're doing here and maintain parallelism
https://stackoverflow.com/questions/1681006/parallelization-of-recursive-jobs-in-gnu-make
Your build system has some other weird things like calling bash instead of using shebangs, and the python scripts don't have the correct file system permissions so you can't actually run them on Linux them despite having shebangs, appending $PWD to $PATH instead of using ./script.py
, I assume this isn't actually being built Linux/Unix, and instead on something like WSL due to this.
Would you accept a PR replacing bash with make?
Crossing for ordinary rails is very easy to do in real life, it does not require special technological tricks. This is also well rendered in the game. Just road, just rails.
However, the maglev in the game uses the Japanese version - a "channel" at ground level, inside which there is a part of the train. This is not so noticeable in the game - technically, any rails in the game are completely flat.
The current closed railway crossing creates a problem for the train - a wall inside the “channel”. The open crossing can be left in its current form.
If you enable “show reserved paths”, the illusion of an open crossing will appear, but this is just a small flaw.
Well, the suggestion is to change the open maglev crossing sprite so that the train can pass through.
I hope the problem and explanation will be clearer in pictures (=
Specifically, runway landing lights (yellow cycle) and river banks on sea level (ie. estuary, bright water cycle) are not animated.
Likely originates from a shared issue overlaying infrastructure sprites onto terrain sprites, likely missing or ignored palmask images.
1/4 tiles seem correct, and 2x and 4x zoom appear correct. Appears to occur in all climates. Presumably an issue with image size when generating the gridline overlay for the extended set of 4 flat tiles found in the rough ground tile spriteset, which only applies to the 1x sprite sheet. A white border width problem?
Stems from a lack of climate-specific level crossing overlay sprites. Presumably (less prominently) affects rail and (invisibly) affects monorail level crossings too.
Am attempting to compile this, but running into some issues.
Do you have additional modules/dependencies you may have forgotten to mention? Found that you were also doing an import on 'blend_modes' that needed to be deployed to clear some errors, this was not mentioned in your description.
Current hurdle is that PIL seems to not be able to identify the image files with the following error targeted at the .PNG files: "PIL.UnidentifiedImageError: cannot identify image file"
Tried opening them up on using Paint.Net and Gimp and none of them will open. Best answer I've been able to find is something malformed in the images themselves, perhaps corrupted on upload to the Git?
On the side, any chance of a compile from your side with an upload into releases for those that aren't able to get this compiled?
Instead of only the wires to move, the buildings with the wires also tend to flicker a lot. The diamond mine doesn't move at all.
Seems to be an issue right back at the source .pdn files.
If the game sees the old and new versions of ogfx2, it identifies v0.1 as the newer one and uses it, which makes all previous bugs visible. The baseset is marked as downloaded in the online content.
If you delete/rename the old archive, the game will use v0.2.
Not sure if this can be fixed on your end, but it's at least worth mentioning it in the information in the online content.
The sprites also look like opengfx which doesn't match the new airports
Two of the maglev tracks in the building tab are reverted.
Seems to originate from unusual behaviour overlaying the infrastructure 'overlay alpha' onto the terrain sprites, giving a blue tint to the overhanging regions.
Animated industry sprites - specifically coal mine (temperate) and iron ore mine (tropical) minehead lifts - have jittering dither in the 8bpp sprites.
I am not an expert at how the sprite font works. But when I type ?
, it shows up as a blank character, and when I type =
it shows up as ?
. Either it's getting the wrong character, or the font isn't complete yet and I should be patient. 🙂
I followed the directions, and put the newgrf files into my newgrf folder, but there is no OPENGFX2 settings that shows up. also, all of the other newgrfs that I have downloaded have a uuID-name folder and then the nml/lang folders. should i create a similar structure?
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