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PostPosted: Sat Oct 18, 2014 7:49 pm 
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After many requests over the years I have finally coded Oz’s ore hoist. :D

Attachment:
iron_ore_station.png
iron_ore_station.png [ 69.99 KiB | Viewed 3450 times ]


Attachment:
iore_xussr_snow2.png
iore_xussr_snow2.png [ 67.39 KiB | Viewed 3450 times ]


Although I originally thought of making this part of ISR, I have decided (for now) to release this is a separate GRF. Think of it as an ISR add-on. :wink:

Features:
    It currently works with iron ore only. I intend to add support for copper ore and bauxite.
    It is intended as an ore unloading station for use at steel mills. It can also be used as an ore loading station for use at mines.
    It has animation of cranes and other stuff. :wink:
    Supports some railtype GRFs, more to be added in the future.
    Non-track ore bins show iron ore for both cargo waiting and also when cargo is delivered.
    Buildings and ground tiles show snow coverage when built above the snow line.

Licence:
GNU General Public License (GPL) v2.

Usage notes:
It is intended that the non-track ore bins are built 2 tiles shorter than the ore hoist platforms, as shown in the screenshots. There is nothing to stop other arrangements being built but the platform buildings need to align with the ore-bin building, for them to connect together as designed.

Todo:
    Add support for copper ore and bauxite.
    Add support for more railtype GRFs. Please let me know if you find any incompatibility with your favourite railtypes.
    Add dedicated buffer tiles.
    Add translations?

I am releasing this as v0.1-beta-1. For now it is only available here, for beta testing by forum members. It will be added to bananas when it is ready for full release. Please report any bugs however minor. Any suggestions would also be welcome. :)


Edit: latest version is now available for download from BaNaNaS and the OpenTTD in-game content downloader.

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Last edited by mart3p on Wed Jan 28, 2015 6:58 pm, edited 2 times in total.

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PostPosted: Sat Oct 18, 2014 8:08 pm 
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Oooo, that's a good looking station.

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PostPosted: Sat Oct 18, 2014 9:08 pm 
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Very nice!


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PostPosted: Sat Oct 18, 2014 10:29 pm 
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great stuff, already added it to my running game, it looks just awesome ! thanks


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PostPosted: Sun Oct 19, 2014 1:07 am 
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At last! Good job mate! Edit: why not to add coal? As I aware from history of TTD and real life it was meant to be coal/iron station
Now I must show off too... work what I started after container terminal!

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PostPosted: Sun Oct 19, 2014 5:49 am 
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Beautifully executed. I really really like. :))

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PostPosted: Sun Oct 19, 2014 4:07 pm 
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Oh I can't wait til this makes it into the Industrial Stations Renewal. That is one sexy station.

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PostPosted: Sun Oct 19, 2014 7:11 pm 
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ISA wrote:
why not to add coal? As I aware from history of TTD and real life it was meant to be coal/iron station

It would be possible to add coal but I think it would require another set of ground overlays, showing black coal spillage, whereas the existing overlays will work for all other ore types. There are already a fair number of ground overlays to support different rail types. This number is likely to increase as support for further rail types is added. So adding support for coal would require a considerable number of new sprites. I’m not ruling it out but let’s wait until I’ve added copper ore and bauxite… :wink:

lobster wrote:
Oh I can't wait til this makes it into the Industrial Stations Renewal. That is one sexy station.

Why wait? Download the beta in the first post. :wink:

And thanks everyone for your comments. :))


I forget to mention; there is a parameter to select original TTD or OpenGFX track styles. Unfortunately it is not possible for a newGRF to detect the baseset in use. So this parameter needs to be set accordingly.

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PostPosted: Sun Oct 19, 2014 7:27 pm 
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mart3p wrote:
Add support for more railtype GRFs. Please let me know if you find any incompatibility with your favourite railtypes.

mart3p wrote:
I forget to mention; there is a parameter to select original TTD or OpenGFX track styles. Unfortunately it is not possible for a newGRF to detect the baseset in use. So this parameter needs to be set accordingly.

Aren't you done with all track types if you leave the track graphics out and let OpenTTD fill them in? For example, the Dutch Station Set does it like that and works fine with all track types. Or are there reasons to not do it like that?

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PostPosted: Sun Oct 19, 2014 8:01 pm 
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Transportman wrote:
Aren't you done with all track types if you leave the track graphics out and let OpenTTD fill them in? For example, the Dutch Station Set does it like that and works fine with all track types. Or are there reasons to not do it like that?

ISR also does it like that (mostly). But the ground overlays for the Ore Unloader Station are not quite that simple. If you let OpenTTD "fill them in", you get the sleepers, gravel etc. as well as the tracks.

The sprites below show the overlays used for George’s xUSSR set, Pikka’s fine scale set, narrow gauge (as used by Termite and others) and the OpenGFX style tracks. As you can see, just using the track graphics from the railtypes GRFs (with the sleepers and gravel) would not have the desired effect. :wink:

Attachment:
ore_stat_overlays.png
ore_stat_overlays.png [ 3.06 KiB | Viewed 3206 times ]

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PostPosted: Sun Oct 19, 2014 10:26 pm 
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mart3p wrote:
Why wait? Download the beta in the first post. :wink:


Already did. But it's easy when it's all packed into one neat grf. :wink:

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PostPosted: Sat Jan 17, 2015 6:31 pm 
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Has no-one found any bugs?

I plan to release v0.1 quite soon, if you've spotted any problems and not yet reported them, now's your chance... :wink:

I've added custom foundations which hopefully improve the appearance when built on slopes:

Attachment:
iorestat_foundation.png
iorestat_foundation.png [ 101.06 KiB | Viewed 2754 times ]

The ore unloader station now has a repository at the DevZone. You can download the latest build here.

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PostPosted: Sat Jan 17, 2015 7:55 pm 
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I like especially the idea with foundations :)

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PostPosted: Sun Jan 18, 2015 2:20 pm 
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Nice one! :)

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PostPosted: Sun Jan 25, 2015 4:58 pm 
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I've added some buffers.

They can either be built over the station end tile (reducing the usable station length by 1 tile). Alternatively, they can be built adjoining the end tile, in which case the station end tile will change its appearance to suit.

Attachment:
iorestat_buffers1.png
iorestat_buffers1.png [ 58.99 KiB | Viewed 2358 times ]


Attachment:
iorestat_buffers2.png
iorestat_buffers2.png [ 72.01 KiB | Viewed 2358 times ]

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PostPosted: Sun Jan 25, 2015 8:14 pm 
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Very nice!

Little OT too, lazy to PM... how is Your free time? I still have tons of station sprites laying on my USB drive... if Your interested You probably can incorporate them somewhere... and I myself have some ideas about the ore station... :tongue:

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PostPosted: Sun Jan 25, 2015 9:23 pm 
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ISA wrote:
Very nice!

Thanks ISA. :D

ISA wrote:
Little OT too, lazy to PM... how is Your free time? I still have tons of station sprites laying on my USB drive... if Your interested You probably can incorporate them somewhere... and I myself have some ideas about the ore station... :tongue:

Please let us know your ideas for the ore station. And so we don't go too far OT, I'll PM you about the rest. :wink:

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PostPosted: Sun Jan 25, 2015 10:10 pm 
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That train looks quite horsey :) Interesting 2nd company colour combo ;)

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FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)


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PostPosted: Sun Jan 25, 2015 10:42 pm 
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andythenorth wrote:
That train looks quite horsey :)

Hi Andy, yes it's definitely horsey. :D

andythenorth wrote:
Interesting 2nd company colour combo ;)

I'd chosen the 2nd cc to give your Cyclops the yellow front, although it's actually cream as the yellow looked a bit bright.

The cc/2cc hopper cars were a bit of a surprise... :wink:

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PostPosted: Sun Jan 25, 2015 11:02 pm 
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mart3p wrote:
The cc/2cc hopper cars were a bit of a surprise... :wink:

Yeah :) They can be turned off for wagons in the more detailed company colour settings, but I won't derail your thread ;)

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Want to help OTTD development? Here's the official list of bitesize patches needed: http://wiki.openttd.org/Todo_list

FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)


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