Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Sun Nov 18, 2018 1:20 pm

All times are UTC




Post new topic  Reply to topic  [ 164 posts ]  Go to page Previous 13 4 5 6 79 Next
Author Message
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sat Mar 03, 2012 8:15 pm 
Offline
Engineer
Engineer
User avatar

Joined: Sun Dec 25, 2005 5:42 pm
Posts: 69
Location: Poland
Currently downlaod link disabled ?

_________________
Find new graphics easier:
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> http://bananas.openttd.org/en/


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sat Mar 03, 2012 8:53 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9051
Location: Sol d
Not that I'm aware of. Which link do you talk of?

The ingame content should work as does the DevZone's bundle server.

_________________
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: Sun Mar 04, 2012 7:42 am 
Offline
Engineer
Engineer
User avatar

Joined: Sun Dec 25, 2005 5:42 pm
Posts: 69
Location: Poland
planetmaker wrote:
Not that I'm aware of. Which link do you talk of?

The ingame content should work as does the DevZone's bundle server.


I mean DevZone http://dev.openttdcoop.org/projects/ogfx-industries (can't see any download links).
Anyway thanks for your link.

_________________
Find new graphics easier:
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> http://bananas.openttd.org/en/


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sun Mar 04, 2012 11:04 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9051
Location: Sol d
luk3Z wrote:
planetmaker wrote:
Not that I'm aware of. Which link do you talk of?

The ingame content should work as does the DevZone's bundle server.


I mean DevZone http://dev.openttdcoop.org/projects/ogfx-industries (can't see any download links).
Anyway thanks for your link.


Ah, ok. Thanks for that hint. I added that link there now.

_________________
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 05, 2012 9:48 pm 
Offline
Chief Executive
Chief Executive
User avatar

Joined: Thu Oct 28, 2004 4:42 am
Posts: 702
Location: Catch the Fox if you can... 10 years and counting!
Could a setting be introduced to disable the monthly decrease in production?

Thank you :)


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jan 07, 2013 9:07 pm 
Offline
Engineer
Engineer

Joined: Mon Jan 07, 2013 8:43 pm
Posts: 2
Location: Moscow, Russia
Played a bit, all worked good. Then wanted to transport steel from the mill to the factory and found a problem. There's no steel cars for trains and no steel trucks. Turned off OpenGFX+ Industries 0.3.4, started new game and they appeared.

Adding OpenGFX+ Trains and OpenGFX+ Road Vehicles gives steel transport back, but I don't want to use those addons. Also I can't change list of grf's for saved game, so I suppose it's a bug.

Using:
-OpenTTD latest stable version 1.2.3 for win32
-OpenGFX+ Airports 0.3.0
-OpenGFX+ Landscape 0.2.3
-OpenGFX+ Trees 0.2.2
-OpenGFX+ Industries 0.3.4
-Total Town Replacement Set v3.02a


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jan 07, 2013 9:43 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9051
Location: Sol d
Zex wrote:
Played a bit, all worked good. Then wanted to transport steel from the mill to the factory and found a problem. There's no steel cars for trains and no steel trucks. Turned off OpenGFX+ Industries 0.3.4, started new game and they appeared.

Adding OpenGFX+ Trains and OpenGFX+ Road Vehicles gives steel transport back, but I don't want to use those addons. Also I can't change list of grf's for saved game, so I suppose it's a bug.


As OpenGFX allows to add more cargos to a climate than there are by default, it has to modify cargos. And modifying cargos means that it can only be played with vehicle sets which provide generic cargo support. As much as I wished for it, OpenTTD's default vehicles cannot provide that. You could try other train and road vehicle sets instead, if you don't like OpenGFX+Trains/Road Vehicles. E.g. you might check out FISH ship set, av8 plane set and UKRS, NARS, 2ccTrains, Japanese or even NUTS train set.

NewGRF choice in OpenTTD generally need be configured prior to map creation and should not be changed afterwards as it generally leads to corrupted game states.

_________________
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: Sun Jan 13, 2013 2:29 pm 
Offline
Engineer
Engineer

Joined: Mon Jan 07, 2013 8:43 pm
Posts: 2
Location: Moscow, Russia
Thanks, I'll try another sets. Just don't like that I should manually change cargo type for almost each train/car I buy. If I forget, it'll lead to unprofitable routes.

Also I suggest adding a warning to the description of OpenGFX+ Industries that user should must use OpenGFX+ Trains/Road Vehicles/OTHER SETS with this GRF to avoid the problem I met.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sun Jan 13, 2013 5:01 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Mon Jun 09, 2003 6:21 pm
Posts: 4538
Location: /home/sweden
There is also "Old Wagons New Cargos" NewGRF which allows the classic TTD wagons to refit to new cargos if any industry set provides new cargoes. A similar set for road vehicles is "Refit Default RVs".

However, both of these sets provide additional cargo support via refit, so it will not solve the problem of having to remember to refit.

_________________
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jan 14, 2013 7:56 am 
Offline
President
President
User avatar

Joined: Tue Feb 01, 2011 11:22 am
Posts: 910
Location: Beer
You will get used to refitting very shortly. And you can also just clone trains of the same cargo so you dont need to refit them again

_________________
ImageImageImage


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sun Mar 31, 2013 7:48 am 
Offline
Engineer
Engineer
User avatar

Joined: Fri Jan 29, 2010 11:39 am
Posts: 26
here's the traslation for simplified_chinese, I have complied and tested it. hoping to be helpful.


Attachments:
simplified_chinese.lng [10.36 KiB]
Downloaded 53 times
Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Fri Jun 14, 2013 8:55 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Fri Jun 15, 2007 9:27 am
Posts: 373
Skype: madchimiste
Location: Berlin, Deutschland
Hello! I report a little problem here :

For some reason, in tropical climate, the Copper Ore Hopper of the Tropic Refurbishment Set (0.3) does not appear when OGFX+ Industries are loaded, even when all settings are set to default. You can still carry copper, but in a boxcar. Without OGFX+ Industries, that hopper does appear. Is that a bug related to OGFX+ Industries, or is the Tropic Refurbishment Set too old? (I use OTTD r25396 by the way)

_________________
Some screenshots of mine...


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Fri Jun 14, 2013 8:59 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9051
Location: Sol d
Industry sets cannot influence whether or why a vehicle appears. Likely the TRS does not support cargos in an ideal way, thus is confused if the default cargos are found internally in different places (OpenGFX+Industries needs to redefine and internally reorder cargos in order to provide the versatility it offers).

_________________
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 Jun 15, 2013 2:12 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 6222
Location: Eastern KY
Also, Tropic Refurbishment Set is much older than OpenTTD+ Industries. The author probably needs to update it to recognize new industry sets, or somebody needs to write an additional NewGRF to include that recognition.

_________________
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Sat Jun 15, 2013 7:45 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Fri Jun 15, 2007 9:27 am
Posts: 373
Skype: madchimiste
Location: Berlin, Deutschland
I thank both of you for your answers!

(I just tried OGFX+ Industries with a more recent set -Dutch one- and it works well indeed)

_________________
Some screenshots of mine...


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 4:01 am 
Offline
Engineer
Engineer

Joined: Sun Jun 16, 2013 3:43 am
Posts: 14
Thanks a lot for this.

Testing it gave me some ideas.
Banks could produce Valuables depending on Gold and/or Diamond deliveries.
Copper should be delivered to Steel Mills instead of factories when Steel Mills are enabled.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 8:18 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Oct 21, 2005 9:26 am
Posts: 966
Location: Birmingham, England
Quote:
Copper should be delivered to Steel Mills instead of factories when Steel Mills are enabled.


That's a good idea. I used to include copper in a temperate game as an alternative commodity but it never seemed quite right to take it to a factory. Dropping it off at a steel mill would be a much better idea.

I just wish there was a way of changing minimap industry colours as I often use steel mills, paper mills and copper mines and they're all light grey in colour...so difficult to distinguish them all.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 8:20 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9051
Location: Sol d
3iff wrote:
Quote:
Copper should be delivered to Steel Mills instead of factories when Steel Mills are enabled.


That's a good idea. I used to include copper in a temperate game as an alternative commodity but it never seemed quite right to take it to a factory. Dropping it off at a steel mill would be a much better idea.

I just wish there was a way of changing minimap industry colours as I often use steel mills, paper mills and copper mines and they're all light grey in colour...so difficult to distinguish them all.


NewGRFs can define the minimap colours. Please, provide me with a comprehensive list of industries and colours which works in all climates and with all industries enabled and I shall have a look as of what's feasible.

EDIT:
Also... anyone feels like drawing snow on the industries which don't have a snowy version? There's a few waiting for that addition. Find graphics here and here. Best add snow in a separate layer.

_________________
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: Mon Jun 17, 2013 1:21 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Oct 21, 2005 9:26 am
Posts: 966
Location: Birmingham, England
Quote:
NewGRFs can define the minimap colours. Please, provide me with a comprehensive list of industries and colours which works in all climates and with all industries enabled and I shall have a look as of what's feasible.


Apologies...I can't work out if that's a serious request or whether you're politely telling me it's not really possible.

As an aside, I know the FIRS industries use some differing colours, so I'm guessing it's possible.

If you are requesting help then I'll have a look at what I can do. Perhaps it's not as impossible as I first thought.


Top
   
 Post subject: Re: OpenGFX+ Industries
PostPosted: Mon Jun 17, 2013 1:49 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9051
Location: Sol d
3iff wrote:
Quote:
NewGRFs can define the minimap colours. Please, provide me with a comprehensive list of industries and colours which works in all climates and with all industries enabled and I shall have a look as of what's feasible.


Apologies...I can't work out if that's a serious request or whether you're politely telling me it's not really possible.

As an aside, I know the FIRS industries use some differing colours, so I'm guessing it's possible.

If you are requesting help then I'll have a look at what I can do. Perhaps it's not as impossible as I first thought.

Why should it not be possible? As you state yourself, FIRS defines colours just fine. Thus they can be (re-)defined here as well. If it can be improved, then it should. But it needs *someone* to sit down and see how it looks in various configurations in order to come up with a good combination - which also best preserves the colours of the most common industries. One out-of-hat suggestion which works with one climate but gives many ambiguities with a different set of parameters or climates would not be worth a change obviously as the same problem would quickly arise again. A well checked one, of course, will help a lot

Dunno, are capable to compile it yourself? Or at least have nml run? Then it would be rather easy for you to even quickly check ingame different configuration:
http://dev.openttdcoop.org/projects/ogf ... ition.pnml would be the file to add it to.
If you cannot execute the makefile, but can get a at least checkout of the repository: download http://bundles.openttdcoop.org/ogfx-ind ... stries.nml and place it in the main directory next to the makefile and simply run nmlc on it. Edit the file and add appropriate map_colour: XX; in the lower part of the file where you find the industry definitions. XX must then be the map colour of your choice as picked from the DOS palette (see http://newgrf-specs.tt-wiki.net/wiki/Pa ... s#Palettes )

_________________
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  [ 164 posts ]  Go to page Previous 13 4 5 6 79 Next

All times are UTC


Who is online

Users browsing this forum: Baidu [Spider] and 2 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 © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.