ECS vectors v1.1.2 (by George) 19/06/2011

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
7
4%
I use ECS under OTTD
147
92%
 
Total votes: 159

KeldorKatarn
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by KeldorKatarn »

Well I for one have no idea what any of that code even remotely means.

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George
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

KeldorKatarn wrote:Well I for one have no idea what any of that code even remotely means.
Well, if you are ready to convert it to NML I can try to help in reading and understanding that code.
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wallyweb
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by wallyweb »

KeldorKatarn wrote:I never looked into NewGRF development, so let me get this straight... before NML got introduced... you guys wrote basically bytecode?... no wonder NewGRF development takes forever....
Like the chef said "Fast food is fast. Good food takes a little bit longer." :mrgreen:

History lesson time: Transport Tycoon and all its flavours were coded in Assembly Language by Chris Sawyer, a most amazing accomplishment considering the hardware and software available at the time. A most amazing person known to these forums as patchman was quite taken by the game and sought ways to improve his Transport Tycoon experience. The result was a protocol named NFO and the specification was named NewGRF. The executable package was served up as TTDPatch. It was all done in the same Assembly Language recognized by Chris Sawyer's Transport Tycoon. A very proficient team of equally enthralled developers grew up around patchman's efforts and guidance and TTDPatch grew exponentially. Many, if not all, of those developers cut their eye teeth on TTDPatch and became highly valued participants in today's IT industry. The secret of their successful careers was that they learned the most basic inner workings of those computers so relied upon by our society. Some of those same developers saw the potential of a then new higher level language called C which itself was evolving into C++ and they branched off and created an open source clone of Transport Tycoon named OpenTTD which retained and built upon the TTDPatch experience. Lesser people such as myself were able to work with the results of Chris Sawyer's and patchman's efforts and create the new graphics that we all so much enjoy in our games. More recent developments by the current crop of developers have provided the neophyte fans of the genre with even higher level languages such as NML and Michael Blunck's m4nfo further enhancing a most amazing game play experience. The one thing that nobody was able to resolve was how to accelerate the production of quality. It still takes considerable time and effort to craft that GRF where every bit of code and each pixel are so perfectly blended into one of life's most enjoyable experiences. The irony in all this is that those newer higher level languages still do not address all of the possibilities demonstrated in the efforts of pioneering authors such as George and Michael Blunck and several others who have taken the time to study Assembly Language and meld it's potential into even more wonders. So the game continues.

A brief note of acknowledgement to Owen Rudge (orudge) who provided us with many of the early tools and the means of communication via this forum, so essential to the developmental process. :bow:

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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by kamnet »

KeldorKatarn wrote:Well I for one have no idea what any of that code even remotely means.
That's why, years ago, this was put together. ;)
https://newgrf-specs.tt-wiki.net/wiki/Main_Page

KeldorKatarn
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by KeldorKatarn »

Yes I know how to find a wiki. Doesn't help me with remotely understanding how any of that logic works and as I said.. byte code is a little too stone age for me to bother.

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CodeVengeance
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by CodeVengeance »

Hey, do you still update ECS? Just a small question.
Hey there, check out my Steam and YouTube Account!
Steam: https://steamcommunity.com/id/code_vengeance/
Youtube: https://www.youtube.com/channel/UCFznez ... 6YdhHbhZ3w

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Erato
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by Erato »

CodeVengeance wrote:Hey, do you still update ECS? Just a small question.
The last update was in 2011, so I don't think it'll be updated any time soon.
No pics no clicks. Seriously. Also stop using Modern Maglev Trains. Use RIMS instead.
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George
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

Erato wrote:
CodeVengeance wrote:Hey, do you still update ECS? Just a small question.
The last update was in 2011, so I don't think it'll be updated any time soon.
I plan to do it someday, but I do not know when
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ECS vectors problem

Post by dasy2k1 »

Sorry cant find the original thread on ECS vectors,,,, are they even still under development?

if so i seem to have found a bug in that the Aluminium plant in the Machinery vector, and the Brick and cement works in the Basic Vectors dont seem to obey the parameter to turn off industries opening and closing,

so if i start a map with minimal industries with that flag turned off (otherwise i find i have far too many opening) i end up with a map full of ALU plants and brickworks!

n34t0
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Re: ECS vectors problem

Post by n34t0 »

dasy2k1 wrote:
22 Jan 2020 23:45
Sorry cant find the original thread on ECS vectors,,,, are they even still under development?

if so i seem to have found a bug in that the Aluminium plant in the Machinery vector, and the Brick and cement works in the Basic Vectors dont seem to obey the parameter to turn off industries opening and closing,

so if i start a map with minimal industries with that flag turned off (otherwise i find i have far too many opening) i end up with a map full of ALU plants and brickworks!
I have found it too. Yes, it was an evident simple bug. Also Plastics plant in Chemical vector was affected. I have found and fixed it all.
Attachments
ECSBas2.grf
(1.02 MiB) Downloaded 62 times
ECSChem2.grf
(251.31 KiB) Downloaded 17 times
ECSMach.grf
(2.27 MiB) Downloaded 20 times

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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by werbfred »

Hello,

Don't know if that has already been mentionned, but I won't be reading the 92 pages of this mod :oops:

When we play with ECS vectors it's almost impossible to make the production grow above 12% of all industries.

I started a test game using the cheat code CTRL + ALT + C to have a lot of starting funds. Having trains/vehicles/planes/ships always waiting for cargo; waiting to be full or even playing with timetables (different scenarios), I hardly/never get above 12%.

Actually I achieved reaching 18%... but for a few months only. This was when I got faster trains, I had 6 trains coordinated with aggressive timetables. I let the game run for an hour in accelarated mode, but the investment was not worth the revenue. After 1 hour the revenue compared to investmenent was flat.

I understand that level of production increases when over 70% i.e. https://www.tt-wiki.net/wiki/ECS_Machin ... n_ore_mine Production Change.

How can this be achived to reach not 100%, but let's say 80% of production?

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George
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

werbfred wrote:
07 Jun 2020 16:48
How can this be achived to reach not 100%, but let's say 80% of production?
have a look at parameters, affecting station ratings. may be it would help?
https://wiki.openttd.org/Game_mechanics#Station_rating
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2020-06-11_10-02-04.png
(208.58 KiB) Not downloaded yet
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werbfred
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by werbfred »

Thank you George. So it's possible :lol: Need to improve my managment :roll:

And really good job you have done with OpenTTD.

Werbfred

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