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opengfx2's Issues

Climate checks for tree replacement breaks JGRPP tree below snowline behaviour

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

Replace bash with make to improve build times, and improve reliability.

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?

Suggestion: make crossings for maglevs more realistic

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.
изображение

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.
изображение

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.

изображение
If you enable “show reserved paths”, the illusion of an open crossing will appear, but this is just a small flaw.
изображение

Well, the suggestion is to change the open maglev crossing sprite so that the train can pass through.
изображение

I hope the problem and explanation will be clearer in pictures (=

Sprites with incorrect coordinates (visible white lines)

изображение
Oil refinery construction
2078
2079
2081
2082
2084
2085
2087
2088
2090
2091
2093
2094

изображение
Paper mill construction
2200 (shifted off bare ground)
2201
2204
2207
2211

idk, right after the "D opengfx2" sprite
4911
4917
4923
4929

PBS signals use OpenGFX graphics assets in v0.1-beta

v0.1-alpha
image
v0.1-beta
image
Tried modifying game settings to no avail. Issue affects both standard OpenTTD and JGR's patch. Not sure if this is intentional or not because I personally dislike how OpenGFX electric path signal graphics look when placed on orthogonal track.

Depot button in Train/RV window uses animated colour

Version: OpenGFX2 Classic

animated

The depot button in train and road vehicle windows (circled) uses the "cola wells" animated colour range, and pulses through this colour range.

Less intense than when I accidentally drew a locomotive in these colours, but still distracting. 😉

Should canals be company-coloured?

company-colour

Canals appear to have a sign on the banks, which to me looks like the CC1 index colour, but it doesn't get recoloured accordingly (I am yellow, as seen on the track fences and airport).

If they're not supposed to be CC1, just close this. 😄

Palette animations not working in infrastructure sprites.

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.

3/4 flat rough ground tiles are missing the terrain gridlines at 1x zoom

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?

Failure to Compile - Missing Module/Corrupted Files?

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?

Bug in Metropolitan Airport graphics

Sadwood Transport, 12023-01-01

Steps to reproduce:

  1. Start a new game in JGRPP 0.54.2 with OpenGFX2 selected as the baseset graphics.
  2. Build a Metropolitan airport.
  3. There is a white horizontal bar from (most likely) a sprite misalignment.

Rail Depot sprite is incorrectly chopped

In OpenGFX2, the Rail Depot sprite is incorrectly cut up, which causes the rear wall of the depot to be drawn on top of any vehicle entering the depot:

image

This is the sprite from the original baseset. The rear wall is a separate sprite. I have not tested with road depots or other orientations.

image

OpenTTD identifies ogfx2 v0.1 as newer

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.

изображение

If you delete/rename the old archive, the game will use v0.2.

изображение

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.

Flickering sprites on Toyland

At rest, nothing happens, but if any sprite changes occur around, the sprite flickers or disappears.
изображение

2023-08-29.04-41-56.mp4

Toffee Quarry sprite 4766
Bubble Generator sprite 4746

Foundation glitch while building

Foundation walls look different in various compositions: There are 3 different walls on the middle tile here, depending on adjacent tiles:
image
The sprite changes while building the neighbouring tiles, which glitches and looks weird.

Sprite font missing = character?

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. 🙂

No OPENGFX2 settings

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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