[UNIV] ISR - Industrial Stations Renewal

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Re: Industrial Stations Renewal (test version available!)

Post by zombie »

Hi.

All artists and programmers working on this set are really amazing. That's some excellent work. Please keep going.

Kind regards

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Re: Industrial Stations Renewal (test version available!)

Post by m3henry »

Maedhros wrote:(The door is always open for TTDPatch players who don't use PBS [why?!] and OpenTTD players.)
because using the PBS reseved tile feature the station knows that there is a train coming/already there.
I believe MB is going to use that to simulate passengers coming out from under the station canopys and getting up from the seats as the train arrives, then going and sitting down again when the train leaves

also, can you code it so the ramps automaticly detect when to put up fences and when to remove them rather than how they are built

theres an alignment error here:
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Re: Industrial Stations Renewal (test version available!)

Post by Dave »

Tell me again... When the train reserves the path, the doors go up?

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Re: Industrial Stations Renewal (test version available!)

Post by athanasios »

Everything is awesome with this set.
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Re: Industrial Stations Renewal (test version available!)

Post by Maedhros »

m3henry wrote:
Maedhros wrote:(The door is always open for TTDPatch players who don't use PBS [why?!] and OpenTTD players.)
because using the PBS reseved tile feature the station knows that there is a train coming/already there.
Yes, I know how it works. :p I was making a tongue-in-cheek comment about why anybody would not use PBS if they had the choice.
m3henry wrote:also, can you code it so the ramps automaticly detect when to put up fences and when to remove them rather than how they are built
That depends on where you want the fences to be, and whether I've even coded them right at the moment.
m3henry wrote:theres an alignment error here:
Cheers, I'll have that fixed for the next release.
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Re: Industrial Stations Renewal (test version available!)

Post by Two5Kid »

This is really cool! Really cool as it is a much needed set which can be manipulated to suit the user's needs. Wonderful work wonderful work!
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Re: Industrial Stations Renewal (test version available!)

Post by m3henry »

May I suggest that we have a version of that shed that stays down mabey with a little red sign on it, to act as 'buffers'
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Re: Industrial Stations Renewal (test version available!)

Post by Ben_K »

Sanchimaru wrote:Actually we already have ramps going from ground to platform level: we only have to put the truck parking at ground level and... (see picture)
Just a note to say that in the last version (0.2.0) there are a few tiles that are platform height that may be more suitable at ground level: (See attached pic)
Main Office, Storage Facility, Brick Warehouse.
Ideally, it would be nice to have a choice between platform- and ground-height sprites but I guess that may make the set rather large.

Also: They may be in the coding pipeline... but if not, can we have some ground level buffers too? :)
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Re: Industrial Stations Renewal (test version available!)

Post by Sanchimaru »

Thanks everybody! I'm glad that you are linking this set :]

>Ben_K: I will work on the cranes beam to make them look better!
I also had the same idea about lowering the warehouses, they should look better at ground-level.
Ground level buffers were planned too! to come with the double buffers that were requested earlier on.

Also, I got your file, and I'm working on it, I'll send it to you next time I can.

>m3henry: last time I worked with stations (when the container / harbor set was being coded by Oracle) stations wouldn' support Second company Color; so it would just look green. However, I don't know if since then the patch has been able to do it.
Also, by some reason you thought you had to explain how the opening gates worked to the person who coded it :roll:
And the idea of a train shed that is shut to work as end head is good: actually I'll work on a sprite without any door at all (since no track is supposed to come after that) I'll work on one.

>Maedhros: excellent work, as always 8)
Let me note the following things to be fixed that I have been able to find:
- ramp (north & south): should be limited to 1 length
- buffer (north & south): should be limited to 1 length ; currently they aren't non-track tiles: trains pass over them
- offices (classic, normal and modern): should be limited to 1 length
- and: I'd like to have the facilities in first place, then raw materials, and then processed cargo :mrgreen: If we eventually sepparate the harbor from the processed cargo, it should be placed at the last position.
Other than that, everything runs smooth and fine.
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Re: Industrial Stations Renewal (test version available!)

Post by Smaug »

Wow, this realy turns out to be an extremely beautiful set. :shock: Thanks for all your fantastic work.
For me however there is little problem: when I use this Industrial Stations Renewal set it gives a grf conflict with City Stations (ae_cityw.grf) and Generic Buffers (buffers.grf). This means I have to make a choice between this set and City Stations/Generic Buffers. Because I like the City Stations by Aegir very much it's very hard to choose. Changing the order in the grf list doesn't help me. :cry: I guess I'll have to learn to live with this, but I hope this will change in the future. Keep up the good work, I love it! :)
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Re: Industrial Stations Renewal (test version available!)

Post by mlw_1550 »

How can we NOT like this set? It's very, very good! :shock: Keep up with the excelent work guys! You keep this game alive! :mrgreen:
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Re: Industrial Stations Renewal (test version available!)

Post by m3henry »

Sanchimaru wrote:>m3henry: Also, by some reason you thought you had to explain how the opening gates worked to the person who coded it :roll:
I thought it a bit odd myself to be honest. :?
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Re: Industrial Stations Renewal (test version available!)

Post by krtaylor »

Smaug wrote: For me however there is little problem: when I use this Industrial Stations Renewal set it gives a grf conflict with City Stations (ae_cityw.grf) and Generic Buffers (buffers.grf).
This set should have plenty of buffers in it when it's done, I expect. It shouldn't conflict with City Stations, though, anyone know why that is, and is it fixable? If you have an awful lot of GRF files loaded, maybe you just plain ran out of sprites?
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Re: Industrial Stations Renewal (test version available!)

Post by Smaug »

krtaylor wrote:
Smaug wrote: For me however there is little problem: when I use this Industrial Stations Renewal set it gives a grf conflict with City Stations (ae_cityw.grf) and Generic Buffers (buffers.grf).
This set should have plenty of buffers in it when it's done, I expect. It shouldn't conflict with City Stations, though, anyone know why that is, and is it fixable? If you have an awful lot of GRF files loaded, maybe you just plain ran out of sprites?
This might have caused the problem indeed I guess. I've loaded almost all station grf's available. When I have time tomorrow I will experiment a little by leaving out a few. It will be hard to choose though, cause I like almost all grf's and I want them all and more hehehe. :lol: Thanks for the tip! :D

By the way, this is my newgrfw.cfg as I was trying it this morning:

newgrf/TTDPBASEW.GRF
newgrf/NEWSHIPSW.GRF
newgrf/ECSTOWNW.GRF
newgrf/ECSBASICW.GRF
newgrf/ECSCHEMW.GRF
newgrf/ECSMACHW.GRF
newgrf/ECSWOODW.GRF
newgrf/ECSAGRIW.GRF
newgrf/ECSCONSTW.GRF
newgrf/TOURISTW.GRF
newgrf/4LVW.GRF
newgrf/BRIDGE_WIN_776.GRF
newgrf/PB_VIADUCT.GRF
newgrf/USSETW.GRF
newgrf/TTRS3W.GRF
newgrf/CCOL2W.GRF
#DISABLED#newgrf/CSDELTRACTIONSETW.GRF
newgrf/GUIW.GRF
newgrf/PLANESETW.GRF 3
newgrf/INFRA_LANDSCAPEW.GRF
newgrf/STOLENTREESW_162_108.GRF
newgrf/TEMPENH2_212.GRF
#DISABLED#newgrf/SNOWLINE_119.GRF
newgrf/JAQUADUCT1W.GRF
newgrf/PB_UKRS.GRF
newgrf/BASETUNNELSW.GRF
newgrf/GERTRAMSW.GRF
newgrf/HIROTRAM_785_129.GRF
newgrf/CSTRAMSETW.GRF
newgrf/SRVTTW.GRF
newgrf/OPENTTD.GRF
newgrf/UKWAYPOINTSW.GRF
newgrf/PLATFORMSW.GRF
newgrf/BASIC_PLATFORMSW.GRF
newgrf/GLASSSTATIONW.GRF
#DISABLED#newgrf/JCINDSTAW.GRF
newgrf/USSTATSW.GRF
newgrf/CANSTNW_120.GRF
newgrf/JAPSTATW.GRF
newgrf/NEWSTATSW.GRF
newgrf/HARBOURW_456.GRF
newgrf/MODERNSUBURBANW.GRF
newgrf/BRICKFREIGHTW.GRF
newgrf/AE_RURAW.GRF
newgrf/AE_SUBUW.GRF
newgrf/AE_CITYW.GRF
newgrf/INDSTATRW.GRF
newgrf/BUFFERS.GRF
newgrf/DUTCHSIGW.GRF
newgrf/DUTCHCATW.GRF
newgrf/NOFENCES_269.GRF
newgrf/PB_AV8W.GRF
newgrf/APACHE_W.GRF
newgrf/TUNEL_121.GRF
newgrf/SHIPDEPOTW_581.GRF
newgrf/NEWTRAMTRACKSW_V0.3.GRF
newgrf/NEWWATERW.GRF
newgrf/DEP2.1W.GRF
Last edited by Smaug on 19 Aug 2007 12:36, edited 1 time in total.
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Re: Industrial Stations Renewal (test version available!)

Post by Ameecher »

It's highly likely that you've run over the sprite limit, especially with a newgrf.cfg that huge.
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Re: Industrial Stations Renewal (test version available!)

Post by Smaug »

I have a lot of trouble with choosing... :cry: The're so much beautyful things to choose from. Maybe you artists should work less hard for the sake of pore guys like me... :lol:

Edit: I found some time to experiment already and I found that an overload of sprites indeed caused my problems. Industrial Stations Renewal set works fine now with no conflicts. I skipped us stations, canadian stations and japan stations and that did the trick. :D
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Re: Industrial Stations Renewal (test version available!)

Post by Sanchimaru »

>Smaug: I reccommend you to check out your newgrf folder: you have some unneeded GRFs such as ccol2w.grf and guiw.grf. Also, BRICKFREIGHTW.GRF and HARBOURW_456.GRF are mostly already usable in the current test version of the Industrial Renewal set. And also, to have Pikka's aviators set and the plane set loaded at the same time doesn't seem like a good idea...
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Re: Industrial Stations Renewal (test version available!)

Post by Smaug »

>Sanchimaru: Thanks for your friendly advise. I've done some cleaning up right away. Good luck with your fabulous work at this divine set! :bow:
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Re: Industrial Stations Renewal (test version available!)

Post by Maedhros »

Time for the next major installment!

This update features nearly all the farm stations, with the exception of the grain station as I haven't worked out how to code it yet. ;-) It also features a couple more cranes, the crane on rails and the overhead crane. You have to place the actual crane separately since I don't think it's possible to place it randomly and have only one per platform. There are also various fixes to the size restrictions, and a couple of non-track tiles that had catenary wiring on them. All that's left to code now is the switchyard, at least until Sanchimaru provides me with any more sprites. :)

Sanchimaru: I fixed the problems you mentioned, although the buffers worked fine as non-track tiles here in OpenTTD and TTDPatch. :? I've re-arranged the categories again, too. :P
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Re: Industrial Stations Renewal (test version available!)

Post by Ben_K »

Excellent work Maedros. Sanchimaru does have my gold/diamond mine sprites. I edited them ready for coding but Im guessing he wants to have a tweak before he gives them to you. If not, I can send them directly to you if he wants me to.
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