[UNIV] ISR - Industrial Stations Renewal

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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

Kogut wrote:There is yet another problem with AI interaction - instead of steel mill station default one is constructed.
Thanks for the bug report, I have been able to reproduce this with AIAI. But I don't think this is an ISR problem, AdmiralAI is building steel mill stations correctly...
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Kogut wrote:Would it be useful to make debugging AI that builds station for every cargo to catch problems like this?
It would be useful. Can it be done without too much work?
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by Kogut »

I now know what happens - steel mill is unable to provide stations with length of 7 tiles. Is it possible to change it? It is affecting not only AIs, I remember that it was quite irritating also in normal games. It seems that changing it should be easy (6 tiles layout + 1 tile layout), but maybe I am wrong.

And here is TEST AI - it is possible to set width, length of station and distance (parameter of API call - see http://noai.openttd.org/api/trunk/class ... 2262c8b42f for documentation).

In games with multiple cargos it may be necessary to provide AI with additional money (via cheats). Some information is displayed in AI debug.

Code is also stored at https://github.com/Bulwersator/Test-Ope ... f_Stations
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

Kogut wrote:I now know what happens - steel mill is unable to provide stations with length of 7 tiles. Is it possible to change it?
Yes you're right, the length restriction is the problem. Some of the animated stations are limited in length due to the number of available animation frames.

But having looked at the steel mill station code, I can see no reason why I can't lift this restriction in this case. There will still be a limit to the length of the animated tiles. On stations built above this limit, the crane will not move the full length of the platform.
Kogut wrote:And here is TEST AI - it is possible to set width, length of station and distance...
Thanks for the TEST AI. :)
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by supermop »

Why not just draw a empty low platform tile or similar for the tiles past 7?
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

supermop wrote:Why not just draw a empty low platform tile or similar for the tiles past 7?
I considered that option but it's easier to just remove the build length restriction. In fact, I already have it working... :wink:
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by Eddi »

what i always found "wrong" about the steel mill station is that you can't build one without this "shed" thing, as i don't like this kind of closed station, and rather have my trains visible.

PS: was there ever a conclusion on how to implement visible stockpiles based on station throughput instead of currently waiting? (new variable needed?)
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by andythenorth »

Eddi wrote:what i always found "wrong" about the steel mill station is that you can't build one without this "shed" thing, as i don't like this kind of closed station, and rather have my trains visible.
I am +1 to that. I usually overbuild most of the shed with other platforms. :)
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

Eddi wrote:what i always found "wrong" about the steel mill station is that you can't build one without this "shed" thing, as i don't like this kind of closed station, and rather have my trains visible.
You can build steel mill stations without the shed. If you build a single platform station, it will use the open platform with the overhead crane. If you want multiple tracks, build a number of single platform stations alongside each other. :wink:
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by supermop »

What if I want multiple shed tracks?
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

supermop wrote:What if I want multiple shed tracks?
Use valuables sheds or train sheds. :)
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by michael blunck »

Eddi wrote: PS: was there ever a conclusion on how to implement visible stockpiles based on station throughput instead of currently waiting? (new variable needed?)
Depends on the exact meaning of "throughput".

There´s station var69 (information about cargo accepted in the past), which I´ve been using together with var62 (cargo rating) for some nice effects.

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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

Hi michael, thanks for answering Eddi's PS.
michael blunck wrote:There´s station var69 (information about cargo accepted in the past), which I´ve been using together with var62 (cargo rating) for some nice effects.
That's interesting. Is this nice effect included in a current GRF, or is this new development for a future version (NewStations 0.6?)?
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by Eddi »

mart3p wrote:
Eddi wrote:what i always found "wrong" about the steel mill station is that you can't build one without this "shed" thing, as i don't like this kind of closed station, and rather have my trains visible.
You can build steel mill stations without the shed. If you build a single platform station, it will use the open platform with the overhead crane. If you want multiple tracks, build a number of single platform stations alongside each other. :wink:
hm, maybe the coding has changed, but back when i last tried that, adding a second platform would turn the first platform into a shed.
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

Eddi wrote:back when i last tried that, adding a second platform would turn the first platform into a shed.
This used to be the case, but that was due to problems in OpenTTD's implementation of station variable 41. This was fixed at r14956 back in October 2009! Have you tried it since then. :wink:


I'm almost ready to release ISR v0.9.1. This is mainly to fix a bug with the classic gantry crane, it also removes the build length limitation of the steel mill station, fixing the AI problem reported by Kogut. It has a couple of new features improving FIRS support: the addition of sugar and coffee cargoes and recolour sprites for bauxite.

It would be good to get the translations up to date before this release. I'm still looking for someone to do the missing Estonian and Hungarian translations, see this post.

Any new languages would be welcome as always. You can find the latest "ISR strings GB.txt" file here.
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by Eddi »

mart3p wrote:Have you tried it since then. :wink:
probably not :)
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by mart3p »

Industrial Stations Renewal v0.9.1
Bauxite mine.png
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Changes for ISR v0.9.1:
  • Build length restriction removed from steel mill station, crane on rails and overhead crane.
    Support for sugar and coffee cargos added. Used for crate and container platforms and non-track tiles.
    Recolour sprites for bauxite added. Used for mineral platforms and mineral non-track tiles.
    Fix #6149: Visibility test corrected for classic gantry crane animation.

ISR v0.9.1 requires OpenTTD 1.2.0 or later.
ISR v0.9.1 does not support TTDPatch. TTDPatch players should continue to use ISR v0.8.2.

ISR v0.9.1 is compatible with savegames using ISR v0.9.0.

It is available for download here. It is also available from BaNaNaS and the OpenTTD in-game content downloader.
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by STD »

Thank you for the next version of this set of graphics :)) . I Play with FIRS. I did not have enough sprites for bauxite.
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by WWTBAM »

I hear someone created a NewObjects GRF in the style of this set. I can't seem to find a link to it anywhere and was also wondering if it was suitable for use in a way similar to mb's MariCo?
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by Supercheese »

roboboy wrote:I hear someone created a NewObjects GRF in the style of this set. I can't seem to find a link to it anywhere and was also wondering if it was suitable for use in a way similar to mb's MariCo?
Here: http://www.tt-forums.net/viewtopic.php?f=26&t=58884
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Re: [UNIV] ISR - Industrial Stations Renewal

Post by WWTBAM »

Supercheese wrote:
roboboy wrote:I hear someone created a NewObjects GRF in the style of this set. I can't seem to find a link to it anywhere and was also wondering if it was suitable for use in a way similar to mb's MariCo?
Here: http://www.tt-forums.net/viewtopic.php?f=26&t=58884
Thanks for the link.
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