Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Tue Feb 21, 2017 7:05 pm

All times are UTC




Post new topic  Reply to topic  [ 160 posts ]  Go to page 1 2 3 4 58 Next
Author Message
 Post subject: OpenGFX+ Industries
PostPosted: Wed Apr 20, 2011 10:28 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 8999
Location: Sol d
Terkhen and myself started some time ago this project which aims to remove some (mostly pointless) limitations to the default industries and tries to enhance them slightly, too, e.g. by having them better integrate into the landscape by adding snow-awareness.

Here's what we have in stock with this first taster release:

Version 0.1.0 wrote:
- Feature: Snow-aware oil wells
- Feature: Snow-aware forests with growth animation
- Feature: Customizable valuables industry chain.
- Feature: Customizable oil industry chain.
- Feature: Customizable coal industry chain.
- Feature: Configurable distance from water for oil refineries.
- Feature: Allow all industry types to close


And as usual you can get this NewGRF from your favourite fruit store, the project's home including sources is on the DevZone.


Attachments:
File comment: OpenGFX+ Industries 0.1.0
ogfx-industries010.png
ogfx-industries010.png [ 461.5 KiB | Viewed 37581 times ]

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu Apr 21, 2011 12:24 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Nov 30, 2006 8:33 pm
Posts: 2141
planetmaker wrote:
And as usual you can get this NewGRF from your favourite fruit store

Beeing an TOTALL ass, know-it-all, and just plain silly; (and on a sidenote, i've done this myself on several occations)
Isnt the banana techincally a berry, and not neither a fruit nor a vedgetable?
Atleast that is what i were told when on a vocation on the caribian island of Barbados MANY years ago (+-17yrs ago). And they
apparently produce lots of bananas, coconuts, and rum :)

_________________
Member of the
ImageImage


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu Apr 21, 2011 5:36 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jun 25, 2009 4:42 pm
Posts: 2362
Location: Location, Location
A banana is a berry, the plant being a herb... but i regard berries as fruits, so it's all ok :))

_________________
AroAI - A really feeble attempt at an AI

It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu Apr 21, 2011 8:26 pm 
Offline
Tycoon
Tycoon

Joined: Sun Apr 08, 2007 4:07 am
Posts: 1884
Could you explain what exactly "Customizable [x] chain" means? :)

_________________
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

______________
My patches
check my wiki page (sticky button) for a complete list

ImageImage
ImageImageImageImageImageImageImage


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu Apr 21, 2011 11:03 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Thu Sep 11, 2008 7:32 am
Posts: 1034
Location: Spain
Roujin wrote:
Could you explain what exactly "Customizable [x] chain" means? :)


This feature lets you decide to use a given chain, and which industries of that chain. By default all of them are set to "Depending on climate". If for example you set the Coal chain to "Enabled", you will have the coal cargo, coal mines and power plants in all climates (even in subtropical, where they are normally not available). If it is set to "Disabled", this cargo and its related industries will not appear, even in temperate and subarctic.

You can also use this to get Oil Rigs in subtropical and subarctic, where they are not usually available. You can get banks that produce and accept valuables in subtropical and subarctic, both gold mines and diamond mines in any climate, and so on.


Attachments:
screenshot.png [94.29 KiB]
Downloaded 6 times

_________________
Spanish translation of OpenTTD
Extended heightmaps

Have fun, don't quarrel too much and add as many advanced settings as you can.
Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sat Apr 23, 2011 4:49 am 
Offline
Chairman
Chairman
User avatar

Joined: Tue Nov 23, 2010 9:25 pm
Posts: 859
Location: ::1
Is it a feature that the oil rigs don't accept or produce passengers or mail, and they don't have any built-in sea port or helipad?


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sat Apr 23, 2011 5:24 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 8999
Location: Sol d
Sylf wrote:
Is it a feature that the oil rigs don't accept or produce passengers or mail, and they don't have any built-in sea port or helipad?

Neither is intended. Thanks for the report, we shall look into it.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sat Apr 23, 2011 9:15 am 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Thu Sep 11, 2008 7:32 am
Posts: 1034
Location: Spain
Sylf wrote:
Is it a feature that the oil rigs don't accept or produce passengers or mail, and they don't have any built-in sea port or helipad?


Both of these issues are now fixed and they will appear when today's nightly is created. The payment rates of cargos should be fixed too. Thank you for the reports.

_________________
Spanish translation of OpenTTD
Extended heightmaps

Have fun, don't quarrel too much and add as many advanced settings as you can.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Apr 25, 2011 8:35 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Thu Sep 11, 2008 7:32 am
Posts: 1034
Location: Spain
New release!. As usual you can get it on the online content. It includes a lot of fixes for known issues, improvements for visualization and integration with the different ground types and parameters for disabling building restrictions to Oil Wells, Oil Rigs and Banks. Enjoy, and don't forget to come back with your feedback :)

Version 0.2.0 wrote:
- Feature: Parameter for disabling Oil Wells building restrictions.
- Feature: Parameter for disabling Oil Rig building restrictions.
- Feature: Compatibility checks for several NewGRFs. Deactivate self in case of doubt
- Feature: Disabling building limits for Oil Rigs also allows them to be built during map generation.
- Feature: Parameter for disabling Valuables Bank building restrictions.
- Feature: Ground awareness for the diamond mine
- Feature: Animation for the diamond mine
- Add: Ground tile aware gold mine tiles
- Change: Make the meaning of 'coastal distance 0' slightly clearer for oil refineries
- Fix: Currently toyland climate is not supported
- Fix: Bundle readme.txt instead of readme.ptxt
- Fix: Also allow random generation of banks when the valuable cargo is selected
- Fix: Convert price factors to the right units.
- Fix: Oil Rigs did not have heliports nor docks anymore.
- Fix: Oil Rigs did not produce and accept Passengers anymore.
- Fix: Improve ground awareness of oil wells

_________________
Spanish translation of OpenTTD
Extended heightmaps

Have fun, don't quarrel too much and add as many advanced settings as you can.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Apr 26, 2011 1:34 am 
Offline
Chief Executive
Chief Executive
User avatar

Joined: Thu Oct 28, 2004 4:42 am
Posts: 698
Location: Catch the Fox if you can... 10 years and counting!
Nice stuff :)

Now, I don't know what exactly are your long terms objectives for this GRF...

But since I'm a player of OpenTTD who cares more for having fun than having realism in my TTD games, I was wondering if you have any plans to include new industries?

But without the complexity most Industries set's have, for example just adding a few new industry's that behave just like the original's...

So without most limit's that other set's impose on the player, like the placement, rates, production monthly, stock, etc... They just work like like the original industries...

Don't get me wrong I have nothing against players who enjoy having more realism on their games, but I honestly find those rules mostly boring in my games, I'm not really a fan of micro-management on TTD...

Thanks :)


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Apr 26, 2011 6:31 am 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Thu Sep 11, 2008 7:32 am
Posts: 1034
Location: Spain
Thanks :)

Digitalfox wrote:
Now, I don't know what exactly are your long terms objectives for this GRF...

But since I'm a player of OpenTTD who cares more for having fun than having realism in my TTD games, I was wondering if you have any plans to include new industries?


The goal of this NewGRF is to enhance existing industries. There are no plans for introducing new industries (at least on my part). It is planned to finish the custom chains feature in future releases, extending it to all chains and industries.

_________________
Spanish translation of OpenTTD
Extended heightmaps

Have fun, don't quarrel too much and add as many advanced settings as you can.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed May 11, 2011 7:56 am 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Thu Sep 11, 2008 7:32 am
Posts: 1034
Location: Spain
Version 0.3.0 is ready:

Version 0.3.0 wrote:
- Feature: Customizable Iron Ore chain.
- Feature: Customizable Copper Ore chain.
- Feature: Customizable Rubber chain.
- Feature: Customizable Farm chain.
- Feature: Customizable Fruit chain.
- Feature: Customizable Wood chain.
- Feature: Customizable Water chain.
- Add: Shop industry for Food acceptance in temperate.
- Add: Warning when using too many factory chains.
- Add: Ground aware farms tiles
- Change: The Power Plant and the Water Tower now close after a random period of time without delivered cargo.
- Change: Re-add the dirt to the oil derrik's ground tiles.


This new release fixes a nasty (but not reported) bug with the Power Plant; Power Plants and Water Towers would close at random even when serviced. Now these industries will close after a random period starting at the last time the industry received cargo, with a minimum of 5 years.

The custom chain feature is now complete: now you can decide what industries you want to use in your game, no matter the climate. You can for example make the Factory accept Steel, Copper Ore and Wood, make the Farm produce Livestock only and deliver it to a Food Processing Plant and so on. If you try to set more than three cargos for the Factory, some of them will be moved to other industries (check the parameters description for more information).

Terkhen wrote:
There are no plans for introducing new industries (at least on my part).


It seems that I was wrong :)

Since temperate houses do not accept Food, if Food is active in temperate a new industry will appear. The Shop only appears in towns and its only purpose is to accept Food.

We would also like to start requesting translations. Right now we have translations for English, German and Spanish. You can get the up to date English strings here. You don't need to translate the comments (lines starting with #) or the string IDs (STR_...); you only need to translate the strings starting with ":". Once you finish, attach your translation to this thread :)

_________________
Spanish translation of OpenTTD
Extended heightmaps

Have fun, don't quarrel too much and add as many advanced settings as you can.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed May 11, 2011 8:19 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 8999
Location: Sol d
And let's show a bit how this set looks like now:


Attachments:
File comment: OpenGFX+ Industries 0.3.0
ogfx-industries030.png
ogfx-industries030.png [ 506.68 KiB | Viewed 36591 times ]

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed May 11, 2011 12:15 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2759
Mmm, that looks like a lot of nice little graphics tweaks :)

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed May 11, 2011 5:17 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 8999
Location: Sol d
And already a small bug fix release: OpenGFX+ Industries 0.3.1

Thanks to V453000 for many tests. The following issues were addressed:

Changelog version 0.3.1 wrote:
- Fix: Take into account TTRS' definition of banks as an industry
- Fix: Correct some industry placements (like forests not in desert, etc...)
- Fix: There was no industry accepting Wood when four cargos for the Factory were chosen.
- Fix: Improve ground tile awareness of power plants
- Fix: Ground awareness for water supplies
- Change: Different tree for the forest in tropical climate


Enjoy :-) - as usual this NewGRF is found on Bananas or the DevZone

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed May 11, 2011 6:25 pm 
Offline
Chairman
Chairman
User avatar

Joined: Thu Mar 25, 2010 1:36 pm
Posts: 786
I thought I'd suggest some re-phrasing to make things read a little more smoothly

Quote:
enhances industries and more control which industries may become available


Enhances industries and gives more control over which industries become available.

Quote:
Presence of the Coal chain. Depending on climate will use the defaults of the current climate


This parameter controls the presence of the coal chain. When setting the parameter to "depending on climate" the presence of the coal chain will be controlled by the default settings for the climate

Similarly for the other industries

Quote:
Note that you can only have three Factory cargos at the same time. If you select more than three, when possible some cargos will be accepted by other industry instead (Farm cargos by the Food Processing Plant, Wood by the Sawmill).


The Factory will accept a maximum of three cargoes. If more than three are selected, some cargoes will be accepted by other industries instead (Farm cargoes by the Food Processing Plant, Wood by the Sawmill).

Note CargoEs

Quote:
:By default, Oil Wells cannot be built at all in temperate (except while the map is being generated) and they cannot appear after the year 1950 in other climates. Also, Oil Wells in the temperate climate will not increase their production.


By default Oil wells can not be built by players in the temperate climate. In other climates Oil wells can not be built by players after 1950. Temperate Oil wells will never increase production


Quote:
STR_PARAM_VALUABLES_BANK_DISABLE_RESTRICTIONS :Disable Valuables Bank building restrictions
STR_PARAM_VALUABLES_BANK_DISABLE_RESTRICTIONS_DESC :By default, Valuables Banks do not appear during map generation.


I suggest getting rid of the word valuables


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu May 12, 2011 12:22 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Sun Jan 27, 2008 1:02 pm
Posts: 298
Bob_Mackenzie wrote:
... can not be built by players ...

Quote:
... cannot appear ...

These two do not have the same meaning. Industries can appear at random, remember.

_________________
Create your own NewGRF? Check out this tutorial!


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu May 12, 2011 7:02 am 
Offline
Chairman
Chairman
User avatar

Joined: Thu Mar 25, 2010 1:36 pm
Posts: 786
Good catch. How about

By default Oil wells can not be built by players in the temperate climate. In other climates Oil wells will not appear in the game after 1950. Temperate Oil wells will never increase production


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu May 12, 2011 7:33 am 
Offline
President
President
User avatar

Joined: Fri Oct 21, 2005 9:26 am
Posts: 947
Location: Birmingham, England
Just downloaded and it look terrific. However, bugs spotted.

Added copper/paper/fruit/water to a temperate game, foodstuffs to go to a food processor.
Clicking a factory, it apparently accepts livestock, grain and water. A station placement next to the factory reports the station accepts steel and copper (as I would expect)

Also on the minimap I get industries reported twice... Oil wells (2), Oil wells (1) possibly because it thinks there are 2 climates active? I can live with that though!

Not yet had time to try the game for real as I'm at work...


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Thu May 12, 2011 7:50 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 8999
Location: Sol d
3iff wrote:
Added copper/paper/fruit/water to a temperate game, foodstuffs to go to a food processor.
Clicking a factory, it apparently accepts livestock, grain and water. A station placement next to the factory reports the station accepts steel and copper (as I would expect)

Also on the minimap I get industries reported twice... Oil wells (2), Oil wells (1) possibly because it thinks there are 2 climates active? I can live with that though!

I'm afraid I can't reproduce that here. Do you have a savegame for me so that I can see how you get that result?

If I have one guess only it'll be on some interference with another industry NewGRF which we didn't declare explicitly incompatibility with.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 160 posts ]  Go to page 1 2 3 4 58 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2017 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2017.
Hosted by Zernebok Hosting.