[OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

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TemporaryUsername1
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by TemporaryUsername1 »

i have one question about Feedlot. whats the secret? 3 buses brings workers in, 4 cattle trucks moves animals to train station. and cattle disapears again and again. whats the trick to keep it alive?
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by chillspot »

thank you for ur swift reply, temporal8,
i see u still have quite ambitious plans, that's a nice forecast.

These more detailed goods that will be added later will contribute to town growth, i suppose?
For this game i'm searching a bit what to do for the previous available general 'goods' cuz for this beta the goods lorries r factionally defunct.
It does leaves a bit of a hiatus till more of ur plans are actualized; i can't wait ;)

Having a bit more basic production from natural resources does help me in this playthru to sustain some more trains even in early game start.

I saw the towns have more houses which i like tho it feels now parks and gardens are completely absent?
I noticed on earlier versions after my towns grow large in lategame the city centers get a vacant lot of about 2 squares around the highrises and the suburban house regions around it. This gives a bit of an odd look and makes cities look a bit empty or cut up.

I now encounter this even in early game as soon as towns start growing a bit. Maybe cuz of the premises for those lots to be build or for buildings to be placed there?
It's possible to fill those spots with own placed structures ofc, but i wondered why this occured?

Image

Here u see how the city center highrises get empty lots of about 2 squares around them even in 1954 as first town growth happens.

Would be preferable this didnt happen or got filled in with parking lots or parks at least which doesnt happen in my playthru's?

Can i ask one more unrelated question?
In game settings there is a setting for ticks per day default set at 74.
Is there a way to change some settings that would make years last a little longer, so total gameplay lasts a bit longer?
Not by much for me, but have years pass and time advance a bit slower?

Ty for ur consideration
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temporal8
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by temporal8 »

TemporaryUsername1 wrote: 18 Apr 2025 20:56 i have one question about Feedlot. whats the secret? 3 buses brings workers in, 4 cattle trucks moves animals to train station. and cattle disapears again and again. whats the trick to keep it alive?
The latest version of Real Industries released a while ago doesn't require workers in Feedlots; it produces by default.

chillspot wrote: 19 Apr 2025 22:06 These more detailed goods that will be added later will contribute to town growth, i suppose?
For this game i'm searching a bit what to do for the previous available general 'goods' cuz for this beta the goods lorries r factionally defunct.
I'm not sure yet, but it's a possibility.
Currently, the only industry that produces goods is IKEA. I need to balance it out somehow; the goods probably come from specific factories.

chillspot wrote: 19 Apr 2025 22:06 I saw the towns have more houses which i like tho it feels now parks and gardens are completely absent?
I had noticed that there were too many parks and parking lots, I needed to balance it since the idea is to make cities denser.
Parks are a good thing, I'll see how to recover some green areas, but it could be in larger masses with Tiles that detect adjacent green areas and form green areas together. I have to think about it, but it's a possibility.

chillspot wrote: 19 Apr 2025 22:06 I noticed on earlier versions after my towns grow large in lategame the city centers get a vacant lot of about 2 squares around the highrises and the suburban house regions around it. This gives a bit of an odd look and makes cities look a bit empty or cut up.
I now encounter this even in early game as soon as towns start growing a bit. Maybe cuz of the premises for those lots to be build or for buildings to be placed there?
It's possible to fill those spots with own placed structures ofc, but i wondered why this occured?

Here u see how the city center highrises get empty lots of about 2 squares around them even in 1954 as first town growth happens.

Would be preferable this didnt happen or got filled in with parking lots or parks at least which doesnt happen in my playthru's?
The gaps occur for two reasons, one is that you are starting in 1954 and the set is actually designed to be played from 1970 onwards, the second is that Openttd expands the city centre too much and there are not enough buildings to cover it, the logical thing would be for the centre to be small and the surrounding areas extensive but the Openttd zone mechanics unfortunately do not work like that.

Each newgrf allows a certain number of buildings, which is already complete in this newgrf. That's why a while ago I started making an additional version/addon for Real Houses Townset with more buildings, but starting from the year 1950, so that the two sets complement each other.

In the original game, this doesn't happen because the buildings are repeated too many times, giving the cities a repetitive look. What I try to do is the opposite: to give them variety and make them as different from each other as possible (I still have a long way to go).

In that sense, there are buildings that are only created if they detect a certain type of adjacent buildings, and others that can be created only a few times on the entire map. My goal is to have variety within the same city and between cities with marked differences, and even to have buildings that can only be built once on the entire map.

At the same time, certain buildings require a certain number of inhabitants to be built, and some only appear in cities—all of these are restrictions that didn't exist in the original game. I definitely have a long road (and work) ahead of me to achieve what I want in Real Houses Townset.

Temporarily, until that additional version is ready, it's not a bad idea to fill in the spaces with parks and parking spaces. It's also possible that I could publish the work that's been done so far with that addon, that would definitely help.

I have a lot to do because I'm alone working on this and I have several projects at the same time and I vary between one and another depending on my desire or enthusiasm that day (Real Docks, Real Airports, Real Houses Townset 1950 Addon)

chillspot wrote: 19 Apr 2025 22:06 Can i ask one more unrelated question?
In game settings there is a setting for ticks per day default set at 74.
Is there a way to change some settings that would make years last a little longer, so total gameplay lasts a bit longer?
Not by much for me, but have years pass and time advance a bit slower?

Ty for ur consideration
Im not Sure but i think JGR Patch allows that.

Thank you so much, as always, for your feedback and comments. They're definitely essential for improving my work and making it more enjoyable for people.
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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belgi
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by belgi »

temporal8 wrote: 20 Apr 2025 12:13

I had noticed that there were too many parks and parking lots, I needed to balance it since the idea is to make cities denser.
Parks are a good thing, I'll see how to recover some green areas, but it could be in larger masses with Tiles that detect adjacent green areas and form green areas together. I have to think about it, but it's a possibility.

chillspot wrote: 19 Apr 2025 22:06 I noticed on earlier versions after my towns grow large in lategame the city centers get a vacant lot of about 2 squares around the highrises and the suburban house regions around it. This gives a bit of an odd look and makes cities look a bit empty or cut up.
I now encounter this even in early game as soon as towns start growing a bit. Maybe cuz of the premises for those lots to be build or for buildings to be placed there?
It's possible to fill those spots with own placed structures ofc, but i wondered why this occured?

Here u see how the city center highrises get empty lots of about 2 squares around them even in 1954 as first town growth happens.

Would be preferable this didnt happen or got filled in with parking lots or parks at least which doesnt happen in my playthru's?
The gaps occur for two reasons, one is that you are starting in 1954 and the set is actually designed to be played from 1970 onwards, the second is that Openttd expands the city centre too much and there are not enough buildings to cover it, the logical thing would be for the centre to be small and the surrounding areas extensive but the Openttd zone mechanics unfortunately do not work like that.

Each newgrf allows a certain number of buildings, which is already complete in this newgrf. That's why a while ago I started making an additional version/addon for Real Houses Townset with more buildings, but starting from the year 1950, so that the two sets complement each other.

In the original game, this doesn't happen because the buildings are repeated too many times, giving the cities a repetitive look. What I try to do is the opposite: to give them variety and make them as different from each other as possible (I still have a long way to go).

In that sense, there are buildings that are only created if they detect a certain type of adjacent buildings, and others that can be created only a few times on the entire map. My goal is to have variety within the same city and between cities with marked differences, and even to have buildings that can only be built once on the entire map.

At the same time, certain buildings require a certain number of inhabitants to be built, and some only appear in cities—all of these are restrictions that didn't exist in the original game. I definitely have a long road (and work) ahead of me to achieve what I want in Real Houses Townset.

Temporarily, until that additional version is ready, it's not a bad idea to fill in the spaces with parks and parking spaces. It's also possible that I could publish the work that's been done so far with that addon, that would definitely help.

I have a lot to do because I'm alone working on this and I have several projects at the same time and I vary between one and another depending on my desire or enthusiasm that day (Real Docks, Real Airports, Real Houses Townset 1950 Addon)

Hello!

I have one suggestion for the city center. A square. Personally, I do it the other way around. I let the cities grow, then I demolish the houses in the center (I move the poor affected residents to the outskirts of the city :-D ), I build a town hall and a square, and a church in the adjacent field. I use a set of Polish houses "Polish Building as Objects 2.0" for this, which are 32 bpp, but not in extrazoom. It would be great to have it in some Real set ;-)
But it just occurred to me that cities should have a square in the center from the beginning. I don't know how much it is possible to force cities to do that. The town hall could produce both people and mail, receive the same plus goods. Similarly, a fountain, a church...

Have a nice day everyone 8-)

square and church
square and church
2025-04-21_centrum.png (1.7 MiB) Viewed 1017 times
(plus I have the graphic "Full English - UK Townset")
temporal8
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by temporal8 »

I don't know if it's possible to detect the town center. I think not, but I'm not sure.

Regarding the other aspects, it's possible to detect adjacent buildings, so it's possible that a plaza, a church, and a government building could be in the same area.

I'll keep this in mind for the next version. For now, I'm planning to increase the number of buildings so there's more variety and they're not so repetitive.

My real goal would be to achieve cities with non-repetitive buildings and go further by having cities that are different from each other.
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
ebla71
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by ebla71 »

temporal8 wrote: 27 Apr 2025 14:14 I don't know if it's possible to detect the town center. I think not, but I'm not sure.
I don't really have a NML code fragment at hand how to check for but:

TOWNZONE_EDGE
TOWNZONE_OUTSKIRT
TOWNZONE_OUTER_SUBURB
TOWNZONE_INNER_SUBURB
TOWNZONE_CENTRE

List of town zones
temporal8
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by temporal8 »

ebla71 wrote: 27 Apr 2025 20:09
temporal8 wrote: 27 Apr 2025 14:14 I don't know if it's possible to detect the town center. I think not, but I'm not sure.
I don't really have a NML code fragment at hand how to check for but:

TOWNZONE_EDGE
TOWNZONE_OUTSKIRT
TOWNZONE_OUTER_SUBURB
TOWNZONE_INNER_SUBURB
TOWNZONE_CENTRE

List of town zones

Thanks Ebla :bow: but I wasn't referring to town zones, but rather the town 0,0 coordinate to locate the central square nearby (Because 0,0 must be occupied by a street due to the game mechanics), I don't think it's possible or at least I didn't find it in the nml documentation.

Sorry, my English isn't great, and I often use Google Translate.
Real Projects 32bpp releases:

Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by ebla71 »

temporal8 wrote: 27 Apr 2025 22:37 Thanks Ebla :bow: but I wasn't referring to town zones, but rather the town 0,0 coordinate to locate the central square nearby (Because 0,0 must be occupied by a street due to the game mechanics), I don't think it's possible or at least I didn't find it in the nml documentation.
There has been some discussion on GitHub in 2023 about getting the town 0,0 coordinate but I don't know if it has already been incorporated into the main code:

https://github.com/OpenTTD/OpenTTD/disc ... nt-6732949

It already seems to be available but I lack the knowledge to interpret this properly:

"The X and Y coordinates of the town centre tile. Currently this information is available via 0x80, but wrapped as a confirmed stable variable would make much more sense."

Maybe need to reach out to 2TallTayler and Zephyris who were the ones involved in that discussion ...
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by PikkaBird »

ebla71 wrote: 27 Apr 2025 22:49 Currently this information is available via 0x80
What, if any of this can be done in NML I don't know, but here's the code from my house set. The map size information is stored in a parameter:

Code: Select all

// ================================================================			
//SETUP

// store map info in para 20
    9 * 9	 0D 20 \D= 13 FE FF FF 00 00	
Code in the house's construction set callback calculates and stores the town's x and y values into temp registers:

Code: Select all

//----------------------------------------------------------------------------
//--------------------- town location calculation ----------------------------

  808 * 14	 02 07 00 81 1a 00 ff 01 17 00 00 00 17 00 // back to it

//4096x		
  809 * 30	 02 07 20 8a 80 2c \d63  \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  810 * 30	 02 07 30 8a 80 2c \d127 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  811 * 30	 02 07 40 8a 80 2c \d255 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	

  812 * 48	 02 07 16 8a 80 20 \d255 \2sto 1a 20 \d4 // store townx in temp register 4
	\2rst 7f 20 08 0f 00 00 00 02 20 00 \d0 \d0 30 00 \d1 \d1 40 00 // calc map y size   

//2048x		
  813 * 30	 02 07 20 8a 80 2b \d63  \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  814 * 30	 02 07 30 8a 80 2b \d127 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  815 * 30	 02 07 40 8a 80 2b \d255 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	

  816 * 48	 02 07 15 8a 80 20 \d255 \2sto 1a 20 \d4 // store townx in temp register 4
	\2rst 7f 20 08 0f 00 00 00 02 20 00 \d0 \d0 30 00 \d1 \d1 40 00 // calc map y size   

//1024x		
  817 * 30	 02 07 20 8a 80 2a \d63 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00  // store towny in temp register 5	
  818 * 30	 02 07 30 8a 80 2a \d127 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  819 * 30	 02 07 40 8a 80 2a \d255 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	

  820 * 48	 02 07 14 8a 80 20 \d255 \2sto 1a 20 \d4 // store townx in temp register 4
	\2rst 7f 20 08 0f 00 00 00 02 20 00 \d0 \d0 30 00 \d1 \d1 40 00 // calc map y size   

//512x		
  821 * 30	 02 07 20 8a 80 29 \d63 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00  // store towny in temp register 5	
  822 * 30	 02 07 30 8a 80 29 \d127 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  823 * 30	 02 07 40 8a 80 29 \d255 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	

  824 * 48	 02 07 13 8a 80 20 \d511 \2sto 1a 20 \d4 // store townx in temp register 4
	\2rst 7f 20 08 0f 00 00 00 02 20 00 \d0 \d0 30 00 \d1 \d1 40 00 // calc map y size   

//256x		
  825 * 30	 02 07 20 8a 80 28 \d63  \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  826 * 30	 02 07 30 8a 80 28 \d127 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  827 * 30	 02 07 40 8a 80 28 \d255 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	

  828 * 48	 02 07 12 8a 80 20 \d255 \2sto 1a 20 \d4 // store townx in temp register 4
	\2rst 7f 20 08 0f 00 00 00 02 20 00 \d0 \d0 30 00 \d1 \d1 40 00 // calc map y size   

//128x		
  829 * 30	 02 07 20 8a 80 27 \d63  \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  830 * 30	 02 07 30 8a 80 27 \d127 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  831 * 30	 02 07 40 8a 80 27 \d255 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	

  832 * 48	 02 07 11 8a 80 20 \d127 \2sto 1a 20 \d4 // store townx in temp register 4
	\2rst 7f 20 08 0f 00 00 00 02 20 00 \d0 \d0 30 00 \d1 \d1 40 00 // calc map y size   

//64x		
  833 * 30	 02 07 20 8a 80 26 \d63  \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  834 * 30	 02 07 30 8a 80 26 \d127 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	
  835 * 30	 02 07 40 8a 80 26 \d255 \2sto 1a 00 \d5 01 00 00 \d0 \d0 00 00 // store towny in temp register 5	

  836 * 48	 02 07 10 8a 80 20 \d63 \2sto 1a 20 \d4 // store townx in temp register 4
	\2rst 7f 20 08 0f 00 00 00 02 20 00 \d0 \d0 30 00 \d1 \d1 40 00 // calc map y size
// -	
  837 * 74	 02 07 17 8a 7f 20 0c \dx0f 06 10 00 \d0 \d0 11 00 \d1 \d1 12 00 \d2 \d2 13 00 \d3 \d3 14 00 \d4 \d4 15 00 \d5 \d5 16 00  // calc map x size
//----------------------------------------------------------------------------
//--------------------- end townloc calculation ------------------------------
which can then be compared to the proposed building location:

Code: Select all

// construction check---------
// disallow in city center (+4 to -4)

  806 * 23	 02 07 27 81 47 30 ff \2- 7d 05 00 ff 02 // y ring
	00 80 \b0 \b4
	00 80 \bxfc \bxff
	01 80 

  807 * 23	 02 07 17 81 47 20 ff \2- 7d 04 00 ff 02 // x ring
	27 00 \b0 \b4
	27 00 \bxfc \bxff
	01 80
Good luck. :)
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belgi
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by belgi »

I'm totally staring. I didn't think it was possible in the game. But I'm keeping my fingers crossed that your plan works!

Have a nice day everyone!
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Re: [OTTD] Temporal8´s Real Industries 32bpp Beta Released!!

Post by chillspot »

always good to see men at work hihi :wink:

That is a nice idea, i did miss a bit at times, having community buildings like churches or town halls in towns or cathedrals in cities.

also, in Belgi's screenshot, which is that nice rail station central building ?
ty
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