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PostPosted: Sun Jun 03, 2012 12:27 pm 
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FooBar wrote:
Welcome to the forums, and thank you for your translation. It is in r2855, you should be able to see the results in tonights nightly.

Note that I removed some untranslated English strings from your files. There's no need to duplicate them (just so you know for next time ;) )


OK. I got it. This is only for the start. I surely make some future update of the language file.

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PostPosted: Sun Jun 03, 2012 12:57 pm 
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For future updates this may be useful: http://bundles.openttdcoop.org/firs/nig ... an.lng.log
This file will be first created tonight (so check back later), and tells you what strings are missing and what strings are changed.

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PostPosted: Sun Jun 03, 2012 10:13 pm 
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Thanks for the new release with the Romanian translation.
There will be soon an update with the missing strings.
I'm stuck in other problem for now. UNICODE error. The fonts should be encoded in Eastern Europe but I didn't find anything for this in the original file. I don't know if it's my mistake in the lng file or there must be made some setting in grf file.

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PostPosted: Sun Jun 03, 2012 10:40 pm 
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The files must be UTF-8 encoded (and not Eastern Europe or something else). UTF-8 is an encoding which allows to encode all European languages and many more including their specialities wrt characters.

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PostPosted: Mon Jun 04, 2012 1:05 am 
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planetmaker wrote:
The files must be UTF-8 encoded (and not Eastern Europe or something else). UTF-8 is an encoding which allows to encode all European languages and many more including their specialities wrt characters.

Thanks for the tip.
I hope this time will work properly.

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PostPosted: Mon Jun 04, 2012 5:46 am 
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I noticed that the plastics plant, accepts vegetables (At least when it first appears). I thought that was pretty neat, considering that early plastics were mostly vegetable based, such as tenite. Tenite, like others from that era, tend to become chemically unstable with age, and are no longer in widespread manufacture. (Insert grumble here about prewar Varney tenite cattle cars, that 95% of the time are beyond use anymore, and other detail parts made of tenite at the time!)

Can the plastics plants be coded to change accepted cargo at a certain point? While it could cause problems with players transport networks, that is part of how logistics works anyway.

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PostPosted: Mon Jun 04, 2012 6:09 am 
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Railwaymodeler wrote:
I noticed that the plastics plant, accepts vegetables.

Sounds like you found a bug. :wink: Can you reproduce this with screenshot / savegame? :)

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FIRS Industry Replacement Set (Released)
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FISH is Ships (Released)
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PostPosted: Mon Jun 04, 2012 6:38 am 
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Railwaymodeler wrote:
Can the plastics plants be coded to change accepted cargo at a certain point?

while in theory it can, it's horribly confusing for players and the game. e.g. every now and then newbies ask why their ECS power plant doesn't accept oil, when the industry window and cargo chain window says it does.

i like FIRS because of its relative simplicity wrt behaviour... you put something in, you get something out. dynamic cargo acceptance is definitely a step too far, IMHO.

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PostPosted: Mon Jun 04, 2012 2:13 pm 
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When primary industry closure is enabled, recycling depots close citing "supply problems" as the reason - since you can't actually take anything to them and they don't drop in production like the other primary industries, is this intended behaviour?

Are they meant to close under these circumstances, but have the wrong news announcement, or is the closure itself (since they wouldn't overflow over time anyway with a limit of one per town) unintended?


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PostPosted: Mon Jun 04, 2012 8:14 pm 
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andythenorth wrote:
Railwaymodeler wrote:
I noticed that the plastics plant, accepts vegetables.

Sounds like you found a bug. :wink: Can you reproduce this with screenshot / savegame? :)


Just checked again, actually shows "Plant Fibers". Funny, it used to show vegetables or something similar.

Plant fibers are actually closer to the mark anyhow.

What likely happened, is that maybe an old version of FIRS did show vegetables, intentionally or no, and that was fixed one way or the other at some point.

Generally I start early in my games, 1830s early. Often I don't play a game long enough to see the 1930s. Last game I played that long was before one of the hard drives in my laptop died.

Was only thinking about this last night, as I was working on some old Varney cars, including a box of tenite sided cattle cars, combining damaged and warped cars, to make whole good ones.

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PostPosted: Mon Jun 04, 2012 8:58 pm 
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@ TTFTCUTS sounds like a bug, I've raised a ticket for it, thanks.

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FIRS Industry Replacement Set (Released)
HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
FISH is Ships (Released)
CHIPS Has Improved Players' Stations (Finished)


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PostPosted: Thu Jun 07, 2012 8:01 am 
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FooBar wrote:
As a general remark: translations aren't missed when added to the issue tracker.
Joel A wrote:
The Swedish translation of english.lng r2852 is done and delivered [to the issue tracker]! :D

*cough* I just started up a game with FIRS r2855 (on OTTD r24326) and I don't seem to find any Swedish translation... :( ;)

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PostPosted: Thu Jun 07, 2012 8:44 am 
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Joel A wrote:
FooBar wrote:
As a general remark: translations aren't missed when added to the issue tracker.
Joel A wrote:
The Swedish translation of english.lng r2852 is done and delivered [to the issue tracker]! :D

*cough* I just started up a game with FIRS r2855 (on OTTD r24326) and I don't seem to find any Swedish translation... :( ;)


It still needs one of the FIRS developers to take care of the issue. Just adding to the issue tracker makes sure it will not be overlooked (which may well happen with translations posted here) and will certainly be added prior to the next stable release (0.7.6).

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PostPosted: Thu Jun 07, 2012 10:37 am 
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Alright. Thank you.

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PostPosted: Fri Jun 08, 2012 7:02 am 
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There was no Romanian update in the last release... :(
Maybe in the next one.
I'm curios if the UTF8 encoding of the file works.

Respect

Stef Ionesco


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PostPosted: Fri Jun 08, 2012 6:33 pm 
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First attempt at contributing so please be kind:

Here is a stockyard for pre 1900. The earliest mention I could find is in the 1300s and they were called shambles before the giant factories represented in the current graphic. They should probably be within 16-20 tiles of town centers. There seemed to be two different ways these were done. One theme looked more like small brick/ stone factories with a mostly open first floor. The other like the tourist attraction in Manchester, Eng. My half timber attempt was an utter disaster so here is the brick one.

And, yes I did rip off the furniture factory tho by the time I was done I had changed most of the non-window pixels. And yes I realize my splitting of the picture is probably incorrect. I intended it to be 2x2.

/ducks for incoming rounds


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PostPosted: Fri Jun 08, 2012 6:46 pm 
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stef_ionesco wrote:
There was no Romanian update in the last release... :(
Maybe in the next one.
I'm curios if the UTF8 encoding of the file works.

Respect

Stef Ionesco

Please check back tomorrow evening whether the nightly version works for you.

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PostPosted: Sat Jun 09, 2012 10:20 pm 
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Thanks guys. Now it's work just fine.
Have a nice nightly.

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Stef Ionesco


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PostPosted: Wed Jun 13, 2012 1:05 pm 
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Apparently I mistakenly broke a key in Swedish.lng during translation (probably caused by auto-replace), but I've corrected it and re-uploaded the file to the tracker.

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PostPosted: Mon Jul 02, 2012 7:27 am 
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a suggestion:

when I want to process fish in firs there is a problem, fishing harbours can only be built inside the city centre.

That is not really the place where I would like to process 7000 tons of fish per month, so maybe you could introduce a fish processing industry (which can be built on the land), or remove the requirement of building it inside a city centre.

(I consider the last option as the best)

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