Please try if this version works correctly http://george.zernebok.net/temp/ecs%2031/GoldRush wrote:This is nuts! All of the industries close down in 24 game months unless they get serviced, without any way to circumvent that, I built a scenario specially made for the ECS vectors before knowing this, and it made me mad! Is this some kind of cruel joke, George?!?
Give me freedom or give me death!
Extended Cargo Scheme (ECS) discussion
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Re: Extended Cargo Scheme (ECS) discussion
Re: Extended Cargo Scheme (ECS) discussion
Is there any new parameters in that version that disables industry shutdown and stockpiling entirely? Or makes them behave like the original industry set?George wrote:Please try if this version works correctly http://george.zernebok.net/temp/ecs%2031/GoldRush wrote:This is nuts! All of the industries close down in 24 game months unless they get serviced, without any way to circumvent that, I built a scenario specially made for the ECS vectors before knowing this, and it made me mad! Is this some kind of cruel joke, George?!?
Give me freedom or give me death!
If not, then why did you point me to the latest version? I like the ECS vectors only for having more cargotypes, not the fundamental changes to the gameplay it brings.
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Re: Extended Cargo Scheme (ECS) discussion
General behaviour parameter bit 1 disables stockpiles.GoldRush wrote:Is there any new parameters in that version that disables industry shutdown and stockpiling entirely? Or makes them behave like the original industry set?George wrote:Please try if this version works correctly http://george.zernebok.net/temp/ecs%2031/GoldRush wrote:This is nuts! All of the industries close down in 24 game months unless they get serviced, without any way to circumvent that, I built a scenario specially made for the ECS vectors before knowing this, and it made me mad! Is this some kind of cruel joke, George?!?
Give me freedom or give me death!
If not, then why did you point me to the latest version? I like the ECS vectors only for having more cargotypes, not the fundamental changes to the gameplay it brings.
As for closure - beta 6 has special bit 5 (value 16) that completely removes closure and appearing of new industries (except exhausting of mines, you have other bit for endless mines). Try if its what you need.
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Re: Extended Cargo Scheme (ECS) discussion
That's nice to readGeorge wrote: As for closure - beta 6 has special bit 5 (value 16) that completely removes closure and appearing of new industries (except exhausting of mines, you have other bit for endless mines). Try if its what you need.
An unrelated question: do you grant me permission to re-use your forest in the OpenGFX+ newgrf? It fits so very nicely into the landscape and I'd like to make it an option there. Could you pm me please the relevant sprites, if you agree?
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Re: Extended Cargo Scheme (ECS) discussion
Still did not do all the things I planned for beta 6 to go in publicplanetmaker wrote:That's nice to readGeorge wrote: As for closure - beta 6 has special bit 5 (value 16) that completely removes closure and appearing of new industries (except exhausting of mines, you have other bit for endless mines). Try if its what you need.
Yesplanetmaker wrote:An unrelated question: do you grant me permission to re-use your forest
This string "// = Forest (ID 12, part 10, 80) =" is the first and this "// = Sawmill (ID 13, parts A5-A6, 83-87) =" is the last. All the sprites between are the forest sprites.planetmaker wrote:in the OpenGFX+ newgrf? It fits so very nicely into the landscape and I'd like to make it an option there. Could you pm me please the relevant sprites, if you agree?
Or have I misunderstood you?
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Re: Extended Cargo Scheme (ECS) discussion
Nope that's it pretty much I'm shocked with awe to see the forest take a whopping 4000 sprites nearly... :-O - something I didn't quite expect.George wrote:Yesplanetmaker wrote:An unrelated question: do you grant me permission to re-use your forest
This string "// = Forest (ID 12, part 10, 80) =" is the first and this "// = Sawmill (ID 13, parts A5-A6, 83-87) =" is the last. All the sprites between are the forest sprites.planetmaker wrote:in the OpenGFX+ newgrf? It fits so very nicely into the landscape and I'd like to make it an option there. Could you pm me please the relevant sprites, if you agree?
Or have I misunderstood you?
Do you happen to have the real sprites (pcx) for the forest at hand? My grfcodec fails to write proper pcx files here.
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Re: Extended Cargo Scheme (ECS) discussion
http://george.zernebok.net/temp/ForestersHouse.psdplanetmaker wrote:Nope that's it pretty much I'm shocked with awe to see the forest take a whopping 4000 sprites nearly... :-O - something I didn't quite expect.George wrote:Yesplanetmaker wrote:An unrelated question: do you grant me permission to re-use your forestThis string "// = Forest (ID 12, part 10, 80) =" is the first and this "// = Sawmill (ID 13, parts A5-A6, 83-87) =" is the last. All the sprites between are the forest sprites.planetmaker wrote:in the OpenGFX+ newgrf? It fits so very nicely into the landscape and I'd like to make it an option there. Could you pm me please the relevant sprites, if you agree?
Or have I misunderstood you?
Do you happen to have the real sprites (pcx) for the forest at hand? My grfcodec fails to write proper pcx files here.
And how many sprites did you expect?
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Re: Extended Cargo Scheme (ECS) discussion
Any rough estimate when beta 6 is going to make it into the online game, it seems that the people that play on our servers love ECS but hate that the industry closes down after only 12 to 15 months. I have to admit, I'm right along with them.
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Re: Extended Cargo Scheme (ECS) discussion
Unfortunately it may take 2-3 monthsCity Builder wrote:Any rough estimate when beta 6 is going to make it into the online game, it seems that the people that play on our servers love ECS but hate that the industry closes down after only 12 to 15 months. I have to admit, I'm right along with them.
Do you suggest to upload pre- versions (http://george.zernebok.net/temp/ecs%2031/) that fixs that problem to bananas?
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Re: Extended Cargo Scheme (ECS) discussion
I'd want to contribute as a translator (to Polish). What can I do?
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Re: Extended Cargo Scheme (ECS) discussion
http://wiki.ttdpatch.net/tiki-index.php ... ranslationBarthVader wrote:I'd want to contribute as a translator (to Polish). What can I do?
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Re: Extended Cargo Scheme (ECS) discussion
Announcement.
As of dec 31th, 2010, some of ECS cargo classes have been modified:
CERE: 0010 bulk -> 0210 bulk, covered/sheltered
FERT: 0070 bulk, piece goods, liquid -> 0030 bulk, piece goods
OLSD: 0010 bulk -> 0210 bulk, covered/sheltered
POTA: 0010 bulk -> 0210 bulk, covered/sheltered
SULP: 0010 bulk -> 0210 bulk, covered/sheltered
WOOL: 0020 piece goods -> 0220 piece goods goods, covered/sheltered
See http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypes
This may be of importance to vehicle set developers using cargo classes with their sets.
regards
Michael
As of dec 31th, 2010, some of ECS cargo classes have been modified:
CERE: 0010 bulk -> 0210 bulk, covered/sheltered
FERT: 0070 bulk, piece goods, liquid -> 0030 bulk, piece goods
OLSD: 0010 bulk -> 0210 bulk, covered/sheltered
POTA: 0010 bulk -> 0210 bulk, covered/sheltered
SULP: 0010 bulk -> 0210 bulk, covered/sheltered
WOOL: 0020 piece goods -> 0220 piece goods goods, covered/sheltered
See http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypes
This may be of importance to vehicle set developers using cargo classes with their sets.
regards
Michael
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