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Re: OpenGFX+ Industries

Posted: 03 Mar 2012 20:15
by luk3Z
Currently downlaod link disabled ?

Re: OpenGFX+ Industries

Posted: 03 Mar 2012 20:53
by planetmaker
Not that I'm aware of. Which link do you talk of?

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

Re: OpenGFX+ Industries

Posted: 04 Mar 2012 07:42
by luk3Z
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.

Re: OpenGFX+ Industries

Posted: 04 Mar 2012 11:04
by planetmaker
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.

Re: OpenGFX+ Industries

Posted: 05 Apr 2012 21:48
by Digitalfox
Could a setting be introduced to disable the monthly decrease in production?

Thank you :)

Re: OpenGFX+ Industries

Posted: 07 Jan 2013 21:07
by Zex
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

Re: OpenGFX+ Industries

Posted: 07 Jan 2013 21:43
by planetmaker
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.

Re: OpenGFX+ Industries

Posted: 13 Jan 2013 14:29
by Zex
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.

Re: OpenGFX+ Industries

Posted: 13 Jan 2013 17:01
by Zuu
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.

Re: OpenGFX+ Industries

Posted: 14 Jan 2013 07:56
by V453000 :)
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

Re: OpenGFX+ Industries

Posted: 31 Mar 2013 07:48
by dirace
here's the traslation for simplified_chinese, I have complied and tested it. hoping to be helpful.

Re: OpenGFX+ Industries

Posted: 14 Jun 2013 08:55
by arikover
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)

Re: OpenGFX+ Industries

Posted: 14 Jun 2013 08:59
by planetmaker
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).

Re: OpenGFX+ Industries

Posted: 15 Jun 2013 02:12
by kamnet
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.

Re: OpenGFX+ Industries

Posted: 15 Jun 2013 07:45
by arikover
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)

Re: OpenGFX+ Industries

Posted: 17 Jun 2013 04:01
by Yousei
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.

Re: OpenGFX+ Industries

Posted: 17 Jun 2013 08:18
by 3iff
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.

Re: OpenGFX+ Industries

Posted: 17 Jun 2013 08:20
by planetmaker
3iff wrote:
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.

Re: OpenGFX+ Industries

Posted: 17 Jun 2013 13:21
by 3iff
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.

Re: OpenGFX+ Industries

Posted: 17 Jun 2013 13:49
by planetmaker
3iff wrote:
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 )