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 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 2:04 pm 
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Tycoon
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Location: Birmingham, England
Industries available in Temp/Arctic/Desert

Code:
Bank       White
Coal       Black
Copper     Lt Grey
Steelmill  Lt Grey
Papermill  Lt Grey
Factory    Purple
Printers   Purple
Farm       Pink
Food Proc  Brown
Iron Ore   Brown
Forest     Green
Fruit      Green
Gold       Orange
Lumbermill Orange
Oil Ref    Yellow
Oil Well   Lt Blue
Oil Rig    Lt Blue
Power      Red
Rubber     Off white
Shop       Pink
Water      Lt Brown
Watertower Lt Green
Diamond    Red


23 different industries with 22 differences (oil wells=oil rigs)

The only significant clashes are
Copper/Papermill/Steelmill are all Lt Grey
Pactory/Printers are all purple
Iron Ore/Food Proc are all brown
Lumber mill/Gold mine/Sawmill are all orange

Oil rigs and Oil wells are fine being the same colour as they appear in either sea or land and supply the same product.
Shops and farms are both pink but shops are small pink squares within towns and shouldn't be able to be confused with farms.
Power stations and Diamond mines are both red. I've no idea if they might appear in the same game but possibly need a colour change if possible.

So, all that would be needed is 6 more colours to separate the main industry clashes. From the FIRS collection, there looks to be at least 4 available (Dk Grey, Dk Red, Lime Green and a medium blue)

I haven't yet delved into doing anything with NML but this might be a push towards doing so. The above list is for anyone as a starter but I'll see if I can do something myself. I agree that for this to work then all industries would ideally need to be different colours.

I'll report back soon.


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 3:06 pm 
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Well, I've got NML and I'm running "nmlc ogfx-industries.nml" but it complained about a missing lang file. I added that and now it complains about undefined command "VERSION".

Do I need the whole of the source? If so, then I don't know how to get it...I looked in some obvious places but didn't find anything.

Theres also a makefile, makefile_nml and makefile.config. Which one(s) is it normally trying to use? I guess I may need to modify one to suit this system.

I'll have more time to look tomorrow...


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 4:48 pm 
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Engineer
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The rules for creating the version are included in the makefile, so simply compiling it with nmlc in Windows won't work, at least not easily. If you are using Windows, and don't have Linux readily available, I would recommend going through this tutorial to install Linux on a virtual machine and setting up rest of the development enviroment.

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 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 5:15 pm 
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3iff wrote:
Well, I've got NML and I'm running "nmlc ogfx-industries.nml" but it complained about a missing lang file. I added that and now it complains about undefined command "VERSION".

Do I need the whole of the source? If so, then I don't know how to get it...I looked in some obvious places but didn't find anything.

Theres also a makefile, makefile_nml and makefile.config. Which one(s) is it normally trying to use? I guess I may need to modify one to suit this system.

I'll have more time to look tomorrow...

Ah... custom_tags.txt is missing then of course. create a plain text flie which contains
Code:
VERSION  :nightly-3iff
TITLE    :OpenGFX+ Industries nightly-3iff
FILENAME :ogfx-industries.grf

(or similar; it is automatically generated when you run the Makefile - which is easy to do on linux but needs some more care and installation under windows).

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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 7:41 am 
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Tycoon
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Well, I'm getting further but now have...

nmlc ERROR: Image file "src/gfx/iron_ore_mine/iron_ore_mine.png": File doesn't exist.

I've tried it with SRC included or commented out in makefile.config. Neither works.
Sorry to be a nuisance...it's either something subtle or I'm missing most of the necessary files, I just don't know which.

Unfortunately, setting up Linux is not going to be possible.

Ahh. I've downloaded the src/gfx graphics and I'm getting further, so I am missing files. There's hope.
YES. It's compiled. Now to see if it works, then I can try some colour changes.


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 8:02 am 
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It would suffice to get tortoiseHG and obtain a checkout from the repository. TortoiseHG works on all major operating systems. It would have saved you the hassle with manual download of al needed files. Then just go into that directory, place the files as I described above.

But then, if it works for you this way now, it's fine. But for the future, using tortoiseHG certainly will make things (much) easier for you :-)

I'm really looking forward to what you come up with :-)

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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 8:27 am 
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My first attempt. I'm going to have to play around with the colours a bit (and suggestions are welcome) but it seems to work fine.

I've changed the following
Copper mine - darker red
Food - lighter brown
Diamonds - reddish pink
Fruit - paler green
Paper - nearly white
Printers - dark blue

Still needs work but it's a start.

Attachment:
Unnamed, 1st Jan 1935.png
Unnamed, 1st Jan 1935.png [ 27.44 KiB | Viewed 2004 times ]


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 9:34 am 
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Tycoon
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Location: Birmingham, England
Industry minimap color changes

All industries should now be different colours except where context doesn't require it.
ie. shops are small pink squares within a town. Farms are also pink but much larger.
Banks are a thin white strip within towns, Paper mills are much larger.
Oil wells and oil rigs are both light blue but both produce oil in different locations (land/sea).

Code:
Copper     0x2b  much darker red
Papermill  0x0f  white
Printers   0x89  Dark blue
Fruit      0x5f  pale green
Food       0x7e  paler brown (maybe 0x7f?)
Diamonds   0x2d  paler red
Gold Mine  0x42  paler yellow (might be better at 0x43?)

Iron Ore   0x36  slightly darker brown

These changes are only considered using the standard green minimap background. I have not yet considered the effects on using one of the alternate minimap backgrounds. I always have problems seeing the iron ore mines so have tried making them slightly darker. I think it looks better.

Comments and suggestions extremely welcome.

Attachment:
Unnamed, 1st Jan 1935#1.png
Unnamed, 1st Jan 1935#1.png [ 22.71 KiB | Viewed 1983 times ]

Attachment:
Unnamed, 1st Jan 1935#2.png
Unnamed, 1st Jan 1935#2.png [ 22 KiB | Viewed 1983 times ]


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 10:49 am 
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OpenTTD Developer
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Please also consider the toyland climate.


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 11:29 am 
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Tycoon
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I'm afraid to have a look at that... :cry: but I'll have a go.

Actually, none of the standard industries leak over to toyland and the existing industry colours don't particularly clash. I'm not sure what I can do there.

I have never played toyland anyway.


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 5:29 pm 
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Engineer
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I would change Food Processing Plant to something purple so it matches Factory more than the large amount of brownish-red mines.


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 5:40 pm 
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OpenTTD Developer
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3iff wrote:
Actually, none of the standard industries leak over to toyland and the existing industry colours don't particularly clash. I'm not sure what I can do there.
I knew the former, but not the latter.

If there's nothing to do there, it means it's an easy climate to fix :)
It also means you are complete in your efforts in the sense you cover all climates.

3iff wrote:
I have never played toyland anyway.
And it has such nice animated industries...

Thanks for checking the toyland climate as well.


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Tue Jun 18, 2013 8:50 pm 
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Here's a version based on the last suggestions by 3iff for anyone to see and test :-) Comments welcome.


Attachments:
File comment: modified map colours
ogfx-industries-nightly-r135M.zip [120.75 KiB]
Downloaded 51 times

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 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed Jun 19, 2013 8:14 am 
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Here's a more purple food factory, using colour 0x8c. As you suggest, it's probably better to make it purple-ish.
Here are three industries arranged as printers - food processing - factory.
I think perhaps I might do a full set of industries on a compact minimap.

Overall I'm very happy with the colour changes. Thanks for your help on this.

Attachment:
purple.png
purple.png [ 7.96 KiB | Viewed 1825 times ]


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed Jun 19, 2013 8:19 am 
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Glad to give some fresh ideas. :D

Is my proposed change to bank chain even possible?
I'd like for banks to be limited to 1-2 per town and producing valuables while also accepting gold/diamonds.


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed Jun 19, 2013 8:21 am 
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That looks quite convincing. Have you done any test with the violet map view?

While I'm at it, it looks there are few changes already pending in the repo for some time which include better ground awareness... so this could become part of a new release pretty soon

Translations still are in a bit bad shape, though. Please give them an update: http://bundles.openttdcoop.org/ogfx-ind ... nslations/ and post that here or in our issue tracker.

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 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed Jun 19, 2013 8:48 am 
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Tycoon
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I was just trying the alternate minimap backgrounds and have a composite picture to show how it looks.
The printing works looks a bit messy on the violet background but otherwise everything looks at a reasonably acceptable level...what do you think? (This used the new purple colour for the food processor).

Attachment:
3maps.png
3maps.png [ 8.96 KiB | Viewed 1806 times ]


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 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed Jun 19, 2013 2:11 pm 
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It is very nice because it helps people like me (with some problems on colour identification... ). Violet it's not very helpful. Congratulations! :)

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 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed Jun 19, 2013 2:29 pm 
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OpenTTD Developer
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It depends on the kind of visual difficulty, really. With the colours used by vanilla industries, the violet smallmap is quite better for people with deuteranomaly like me.

These new proposed colours for OpenGFX+ Industries have the nice side effect of letting me see the colours better when using the default green smallmap. I'll check with the test NewGRF later ingame to see how it feels in action.

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 Post subject: Re: OpenGFX+ Industries
PostPosted: Wed Jun 19, 2013 3:17 pm 
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To me that looks quite convincing on all backgrounds.

Here's a version with the purple food processing plant for people to test ingame themselves


Attachments:
ogfx-industries-nightly-r135M.zip [120.75 KiB]
Downloaded 49 times
File comment: patch file
industry_map_colours.diff [2.06 KiB]
Downloaded 45 times

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OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
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