I'm not allowed to use his new cargos graphicsgoalie wrote:are you not allowed to use michael blunks graphics or why do you not use his fish grounds
Extended Cargo Scheme (ECS) discussion
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yes, we do. But the copyright question is still open. Michael don't like the idea to use other copyright rules, than used for his set. So, we didn't come to a solution yet. Until we find a solution, I will post ECS without his graphics.goalie wrote:okGeorge wrote:I'm not allowed to use his new cargos graphicsgoalie wrote:are you not allowed to use michael blunks graphics or why do you not use his fish grounds
i thought you two work together on ecs
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With the help of prissi, MHz and Raven I've put in graphics for fast all the new ECS industries.
http://george.zernebok.net/download/dev ... /05012006/
http://george.zernebok.net/download/dev ... /05012006/
Graphics look good.
Temperate needs a building set that accepts food for towns.
Also in Temperate, train sets need refrigerated wagons to refit to food. Maybe they should do the same for all train wagons as for your trucks ... "Refit to all except passengers"
Question ... When creating a scenario, I like to place industries, so, what are the restrictions on placing Construction, Large Construction, Textile Mill, Brewery and Power Plant? I notice that these all have to be built in a town, but how far from the town's center tile?
How about a readme file that instructs in what order to place the grf's in newgrf.cfg?
Temperate needs a building set that accepts food for towns.
Also in Temperate, train sets need refrigerated wagons to refit to food. Maybe they should do the same for all train wagons as for your trucks ... "Refit to all except passengers"
Question ... When creating a scenario, I like to place industries, so, what are the restrictions on placing Construction, Large Construction, Textile Mill, Brewery and Power Plant? I notice that these all have to be built in a town, but how far from the town's center tile?
How about a readme file that instructs in what order to place the grf's in newgrf.cfg?
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Brewery - 6 tiles. other have prop 1A = 20 00 00 00 I do not know how much is it for TTD. May be Josef or Csaba knowswallyweb wrote:Question ... When creating a scenario, I like to place industries, so, what are the restrictions on placing Construction, Large Construction, Textile Mill, Brewery and Power Plant? I notice that these all have to be built in a town, but how far from the town's center tile?
Town vector should be the first, other does not metter ... But it does not workwallyweb wrote:How about a readme file that instructs in what order to place the grf's in newgrf.cfg?

ECSTownw.grf
ECSBasicw.grf
ECSBasArw.grf
ECSBasTrw.grf
ECSChemw.grf
ECSMachw.grf
ECSMacTrw.grf
ECSWoodw.grf
ECSConstw.grf
ECSAgriw.grf
- Ok - I will experiment, but probably 6 as well.George wrote:Brewery - 6 tiles. other have prop 1A = 20 00 00 00 I do not know how much is it for TTD. May be Josef or Csaba knows?
Thanks ... Also I noticed that the unused Basics must be dissabled and the ECS grf's must be loaded before any other grf's.George wrote:Town vector should be the first, other does not metter ... But it does not workI do not know why. This order works
ECSTownw.grf
ECSBasicw.grf
ECSBasArw.grf
ECSBasTrw.grf
ECSChemw.grf
ECSMachw.grf
ECSMacTrw.grf
ECSWoodw.grf
ECSConstw.grf
ECSAgriw.grf
BUG REPORT
I found a Bug ... Set up ECS but no train sets ... just the TTDX default trains and wagons ... The Food Van carries paper and it is refittable to fish and it does not carry food ... The Paper wagon carries food and is not refittable. I am seeing similar problems when I load a train set.
SUGGESTION
#1. Fishing grounds graphic ... how about a picture of a fish?
#2. How about a Fish Farm as in aquaculture?
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Why? You'll not be allowed to load two basic vectors in a timewallyweb wrote:Thanks ... Also I noticed that the unused Basics must be dissabled and the ECS grf's must be loaded before any other grf's.

And the order does not matter
Fixedwallyweb wrote:BUG REPORT
I found a Bug ... Set up ECS but no train sets ... just the TTDX default trains and wagons ... The Food Van carries paper and it is refittable to fish and it does not carry food ... The Paper wagon carries food and is not refittable. I am seeing similar problems when I load a train set.
Where?wallyweb wrote:SUGGESTION
#1. Fishing grounds graphic ... how about a picture of a fish?
How should it look like?wallyweb wrote:#2. How about a Fish Farm as in aquaculture?
Except I get an error and the subsequent valid ECS grf's do not load.George wrote:Why? You'll not be allowed to load two basic vectors in a timewallyweb wrote:Thanks ... Also I noticed that the unused Basics must be dissabled and the ECS grf's must be loaded before any other grf's.
And the order does not matter.
ThanksGeorge wrote:Fixedwallyweb wrote:BUG REPORT
I found a Bug ... Set up ECS but no train sets ... just the TTDX default trains and wagons ... The Food Van carries paper and it is refittable to fish and it does not carry food ... The Paper wagon carries food and is not refittable. I am seeing similar problems when I load a train set.
On a water tile just like Michael's seagulls.George wrote:Where?wallyweb wrote:SUGGESTION
#1. Fishing grounds graphic ... how about a picture of a fish?
Here are some pictures: http://www.ens-newswire.com/ens/sep2002 ... -13-04.aspGeorge wrote:How should it look like?wallyweb wrote:#2. How about a Fish Farm as in aquaculture?
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Fixedwallyweb wrote:Except I get an error and the subsequent valid ECS grf's do not load.George wrote:Why? You'll not be allowed to load two basic vectors in a timewallyweb wrote:Thanks ... Also I noticed that the unused Basics must be dissabled and the ECS grf's must be loaded before any other grf's.
And the order does not matter.
Thoose small and black?wallyweb wrote:On a water tile just like Michael's seagulls.George wrote:Where?wallyweb wrote:SUGGESTION
#1. Fishing grounds graphic ... how about a picture of a fish?
I'll think about it. Should they be near see shore?wallyweb wrote:Here are some pictures:George wrote:How should it look like?wallyweb wrote:#2. How about a Fish Farm as in aquaculture?
Another ThanksGeorge wrote:Fixedwallyweb wrote:Except I get an error and the subsequent valid ECS grf's do not load.George wrote:Why? You'll not be allowed to load two basic vectors in a time
And the order does not matter.

You mean like sardines and anchovies? How about big like a tuna?George wrote:Thoose small and black?wallyweb wrote:On a water tile just like Michael's seagulls.George wrote:Where?
Usually they are near the shore ... if they were out at sea they could be damaged by large waves.George wrote:I'll think about it. Should they be near see shore?wallyweb wrote:Here are some pictures:George wrote:How should it look like?
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OK, I'm confused by this, I want to have tourists, so what files do I need? The newcargospetroltouristsw.grf gives me the statues and hotels etc, but LV4w.grf doesn't recognise tourists as an availabe cargo, If I then have all the ECS files in the newgrfw.cfg, then LV4w.grf notices that tourists are available so I can build coaches, but the hotels and statues aren't there either. So what combination of files (and in what order) should I have to allow me to build coaches and have hotels?
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TTRS3 (should be taken with LV4)JDK2005 wrote:OK, I'm confused by this, I want to have tourists, so what files do I need? The newcargospetroltouristsw.grf gives me the statues and hotels etc, but LV4w.grf doesn't recognise tourists as an availabe cargo, If I then have all the ECS files in the newgrfw.cfg, then LV4w.grf notices that tourists are available so I can build coaches, but the hotels and statues aren't there either. So what combination of files (and in what order) should I have to allow me to build coaches and have hotels?
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I suppose they would not look fine. I'll add it todo list, but I do not know when I should do it.wallyweb wrote:You mean like sardines and anchovies? How about big like a tuna?George wrote:Thoose small and black?
I'm not sure that is possible to code the industry to have different layout depending on location. I do not know, how do the TTD makes a desision. Does it select the layout first, and then chooses the location, or chooses the location and picks up the layout.wallyweb wrote:Usually they are near the shore ... if they were out at sea they could be damaged by large waves.George wrote:I'll think about it. Should they be near see shore?
Once a location is selected, a layout is randomly selected. After this happens, the industry and industry tile props are checked, and callbacks 28 and 2F are called. (Not necessarily in that order, but the order is not really significant.)
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
George ... I can't find the fixed files ... where can I download them?George wrote:Fixedwallyweb wrote:BUG REPORT
I found a Bug ... Set up ECS but no train sets ... just the TTDX default trains and wagons ... The Food Van carries paper and it is refittable to fish and it does not carry food ... The Paper wagon carries food and is not refittable. I am seeing similar problems when I load a train set.
Your link (above) only gives files up to Jan 5, 2006 and none more recent.
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Not uploaded yet. I've broken something somewhere and it leads to random crashes, but I can't find what and where. Unless I can upload a stable version, I'll wait with uploadingwallyweb wrote:George ... I can't find the fixed files ... where can I download them?George wrote:Fixedwallyweb wrote:BUG REPORT
I found a Bug ... Set up ECS but no train sets ... just the TTDX default trains and wagons ... The Food Van carries paper and it is refittable to fish and it does not carry food ... The Paper wagon carries food and is not refittable. I am seeing similar problems when I load a train set.
Your link (above) only gives files up to Jan 5, 2006 and none more recent.
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and how often do TTD has to try to choose locations randomly, to get so much success with oil rigs, industries in mountains and so on? In most cases it should failDaleStan wrote:Once a location is selected, a layout is randomly selected. After this happens, the industry and industry tile props are checked, and callbacks 28 and 2F are called. (Not necessarily in that order, but the order is not really significant.)

Think about brewery. In most places it is failed to be build, but they do appear duiring game... Or do the game try to build the industry again in case of the first try is not successful?
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In the beginning of the ECS discussion there was a suggestion to set non-zero production for secondary industries. Expanding this idea I've tried (test the furniture factory in transparent mode) to code and want to suggest now the new schema of cargo generation by secondary industries. It is based on production callback and callback 35 (you need alpha 70 pre 1 to test it; it can be found on Csaboka's site http://www.users.tt-forums.net/csaboka/ ... prea70.zip ).
So, the industry produces something every 256 tics (8 or nine times a month). If it has no cargo waiting, it produces 1 or 2 units of cargo. If some cargo is waiting, it is transformed into output cargo in some amount (for example, 20 units of income to 20 units of outcome cargos). For each of possible levels of production (40, 80, 10, 20, 40 and 80) amount is multiplied. If there is not enough income cargo for this operation, the industry produced the default amount (1 or 2 units).
Every month the industry "plans" the work for the month. If the amount of cargo waiting is 3 times more, than the industry can use during a month, the production is doubled.
If the production last month is less, than 1/4 of average (that means 5 of 8/9 times a month there was not enough cargo to process for the current level of production), the production for the next month is halved.
The industry can't increase the production of less than 50% cargo transported last month.
Suggestions?
Test the wood vector and furniture fabric and report your opinion, please
http://george.zernebok.net/download/dev ... /16012006/
So, the industry produces something every 256 tics (8 or nine times a month). If it has no cargo waiting, it produces 1 or 2 units of cargo. If some cargo is waiting, it is transformed into output cargo in some amount (for example, 20 units of income to 20 units of outcome cargos). For each of possible levels of production (40, 80, 10, 20, 40 and 80) amount is multiplied. If there is not enough income cargo for this operation, the industry produced the default amount (1 or 2 units).
Every month the industry "plans" the work for the month. If the amount of cargo waiting is 3 times more, than the industry can use during a month, the production is doubled.
If the production last month is less, than 1/4 of average (that means 5 of 8/9 times a month there was not enough cargo to process for the current level of production), the production for the next month is halved.
The industry can't increase the production of less than 50% cargo transported last month.
Suggestions?
Test the wood vector and furniture fabric and report your opinion, please
http://george.zernebok.net/download/dev ... /16012006/
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