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 Post subject: rubidium
PostPosted: Tue Mar 27, 2012 6:47 pm 
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Engineer
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Location: Aberdeen, Scotland
I just recently did another search for updates on graphics and other bits on OpenTTD. For the first time i had loaded up a game and saw some physical differences to that of the original OpenTTD game which was great.

I noticed there are rubidium mines now and black holes. I don't actually like these, i think it takes away the realism in the game that i've grown to like.

I've also noticed that if i wanted to choose a newer looking bridge it comes up as wooden and very much not what i want to use. I wonder how reliable some of the graphic files are? and if there was maybe a list somewhere that showed the files that are probably not so good, whether that be the AI Configuration files or GRF files.

Any advice is, as always, appreciated.

Thanks.


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 Post subject: Re: rubidium
PostPosted: Tue Mar 27, 2012 7:03 pm 
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Logistic wrote:
I noticed there are rubidium mines now and black holes. I don't actually like these, i think it takes away the realism in the game that i've grown to like.

I've also noticed that if i wanted to choose a newer looking bridge it comes up as wooden and very much not what i want to use. I wonder how reliable some of the graphic files are? and if there was maybe a list somewhere that showed the files that are probably not so good, whether that be the AI Configuration files or GRF files.

Personal taste and preferences are quite different. And which is the reason for the different NewGRFs to exist. Thus no list of good or bad NewGRFs can exist.

If you don't like the NewGRF which provides black holes and rubidium mines: don't use that NewGRF and don't play on servers which feature it.

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 Post subject: Re: rubidium
PostPosted: Tue Mar 27, 2012 7:27 pm 
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Tycoon
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Location: Eastern KY
I agree with Planetmaker, I don't think there could ever be a list of "good" or "not so good" NewGRFs to use. Unless a NewGRF specifically claims it, never assume that any NewGRF works well with other NewGRFs. What one person finds works great for them, another will not. As far as bridge sets, NONE of them work together due to the limited amount of space available for bridges.

As for the Rubidium mines and black holes, I find it to be an extremely challenging industry to add. If you want to burn up some cash, try hauling some more than a few dozen tiles :D I highly suggest you pick up a train NewGRF where you can "cheat" to reduce the cost of vehicles, and disable all breakdowns.

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 Post subject: Re: rubidium
PostPosted: Tue Mar 27, 2012 7:46 pm 
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Joined: Mon Sep 26, 2011 6:54 pm
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Location: Aberdeen, Scotland
I think you may have misunderstood what i meant by "good GRF's". Obviously everyone has their tastes etc, but i figured there would be a list somewhere that lists AI Configurations that work and don't work etc etc as well as GRF's that may not have up-to-date files in it that then fail to work.

I ask because i find that most AI configurations tend to be faulty or there are some graphic errors that pop up. Call me fussy, but i like a game that loads up error free.

I think i should also point out that i am still relatively new to the addons part of OpenTTD, i had always played it as the standard without adding new graphics. I sort of wish in a way i had not added A LOT of the graphics, but i am sure if i look there will be a way i can remove some of them. If that is the case, does anyone know which graphics package has the rubidium mines and black holes in it?

Thanks for the replies.


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 Post subject: Re: rubidium
PostPosted: Tue Mar 27, 2012 7:49 pm 
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Joined: Sun Dec 16, 2007 10:24 pm
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Location: Idaho, USA
What's all this about rubidium mines and black holes? ?(

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 Post subject: Re: rubidium
PostPosted: Tue Mar 27, 2012 8:02 pm 
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Route Supervisor
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Supercheese wrote:
What's all this about rubidium mines and black holes? ?(

It's a grf called "Secret Cargo" or something. You can download it from bananas.

Logistic wrote:
I sort of wish in a way i had not added A LOT of the graphics, but i am sure if i look there will be a way i can remove some of them.

If you haven't already, you may want to look at http://wiki.openttd.org/Newgrf.

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 Post subject: Re: rubidium
PostPosted: Tue Mar 27, 2012 8:13 pm 
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Thanks PaulC. I'll check that link out in a moment.


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 Post subject: Re: rubidium
PostPosted: Tue Mar 27, 2012 8:39 pm 
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Location: Idaho, USA
Hmm, the "rubidium" mine looks like it uses the Crystal Mine graphics from Heroes of Might and Magic 2...

See: http://www.oocities.org/timessquare/bat ... /mines.htm

http://hommworld.net/Homm2/Map_Locations.php

And http://www.youtube.com/watch?v=DllNBpF2QcM at the 1:53 mark.

I'm not sure if those graphics are still copyrighted...

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 Post subject: Re: rubidium
PostPosted: Wed Mar 28, 2012 8:27 pm 
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Joined: Thu Oct 28, 2004 4:42 am
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Ok, I'm sorry, but I'm going to say what me and I guess many others thought when they read the topic title...

"Something about Rubidium the developer?" :o


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 Post subject: Re: rubidium
PostPosted: Thu Mar 29, 2012 9:06 am 
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Tycoon
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Joined: Sat Mar 06, 2004 11:51 pm
Posts: 1463
Location: The sunny side of Alps
Nah - it's all about crystals.

And a very precious cargo to haul too, if you have the means. *points to the sig ..Use....* :mrgreen:

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Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.

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