ECS vectors v1.1.2 (by George) 19/06/2011

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
6
4%
I use ECS under OTTD
158
93%
 
Total votes: 169

PJF
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Re: Copper ore mines accept rubber? Breweries accept... livesto

Post by PJF »

George wrote:
PJF wrote:they appear to be accepting rubber! In particular, the land query tool indicates: "Cargo accepted: (4/8 Rubber)".
The other oddity, which I'm *sure* is a bug, is that breweries are accepting cereals, fruit and... livestock.
Does it happen in newly created games?
It sure does, and I've figured out why for the copper mine. Cargo 18 normally the ID for vehicles, which would make perfect sense for a copper mine. However in the tropical climate cargo 18 is rubber, hence displaying the oddity of copper mines wanting rubber.

This looks like it's being set at sprite 64 of ECSMacTrw.nfo

I still don't have a good reason for why breweries accept livestock. I'm currently loading the following grf files, in case it helps:

Code: Select all

newgrf/ttdpbasew.grf
newgrf/newshipsw.grf         # New ships
newgrf/newstatsw.grf         # New stations
newgrf/ECSTownw.grf
newgrf/ECSBasTrw.grf
newgrf/ECSChemw.grf
newgrf/ECSMacTrw.grf
newgrf/ECSWoodw.grf
newgrf/ECSAgriw.grf
newgrf/ttrs3w.GRF             # Town replacement
newgrf/4LVw.grf               # Long vehicles
newgrf/pb_av8w.grf            # Pikka's aircraft
newgrf/srssgw.grf             # Serbian trains
I Just tried creating a fresh, random tropical game then, and the query tool definitely reveals the brewery wanting to accept livestock.
George wrote:
PJF wrote:I'm at a loss as to how one adds the ECS navigation structure to the top of the page; any hints you may have here would be appreciated.
You have to get permissions. Please, contact Owen Rudge
Oh good! I was going crazy trying to find the mark-up for it and failing.

Thanks again!

Paul
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by DaleStan »

Orudge is not the proper person to contact, though he may have that power. The proper person is Patchman.

Or you could just post the desired structure somewhere. The current structure is:

Code: Select all

ECSVectors
-ECSAgriculturalVector
--ECSAVFishingGrounds
ECSCargoTypes
For a larger example of what a structure should look like, here's a snippet of the Manual structure:

Code: Select all

Introduction
-WhatDoesItDo
-CopyrightAndCopying
-CheatDisclaimer
-TerminologyAndNotations
-Contributors
Usage
-WhereToGetIt
-Installation
-UpgradingToANewerVersion
-RunningIt
-WindowsVersion
-LanguageSelection
-ConfigurationFile
--BitSwitches
-CommandLine
-SpecialSwitches
-MultiplayerGames
Patches
-Basic
--EnhanceMultiplayer
--ExperimentalFeatures
---ExperimentalFeatures:Alpha
--GeneralFixes
If it's not obvious, see the Manual page for a graphical view of how this structure appears when wikified.
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.
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Re: Copper ore mines accept rubber? Breweries accept... livesto

Post by PJF »

PJF wrote:
George wrote:
PJF wrote:they appear to be accepting rubber! In particular, the land query tool indicates: "Cargo accepted: (4/8 Rubber)".
The other oddity, which I'm *sure* is a bug, is that breweries are accepting cereals, fruit and... livestock.
Does it happen in newly created games?
It sure does, and I've figured out why for the copper mine. Cargo 18 normally the ID for vehicles, which would make perfect sense for a copper mine. However in the tropical climate cargo 18 is rubber, hence displaying the oddity of copper mines wanting rubber.

This looks like it's being set at sprite 64 of ECSMacTrw.nfo
Just a confirmation that sprite 64 of ECSMacTrw.nfo (dated 13 Jan 2006) is definitely the culprit. Changing this so that rubber (cargo 18) is no longer accepted solves the problem.

I'm still searching for why breweries accept livestock, I find that quite disturbing.
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by Hyronymus »

I don't find that discturbing at all though. Don't you know that livestock chews the barley before they start the fermentation process?
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by athanasios »

Well, sometimes mice snip into the barley and they end up into our glasses! :lol:
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by Dave »

Might be something to do with some breweries historically keeping their own land and having livestock such as sheep or cattle graze on it for use later. This is obviously less of an occurrence in modern times.
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by George »

I could not reproduce livestock acception. Could you provide a save and configs?
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by PJF »

George wrote:I could not reproduce livestock acception. Could you provide a save and configs?
Absolutely! They're attached. Included in the zip file are a savegame, picture, newgrf file and ttdpatch.cfg file. I'm using ttdpatch 2.6a0 r1726.

The savegame should load with an offending brewery in the middle of the viewport.

Thanks very much for checking this out for me; I very, very much appreciate it.

Cheerio,

Paul
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MeatyBeer.zip
Beer.... made from meat!
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George
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by George »

The problem is that industry tile accepts livestock, not industry accepts livestock. This happens because glass is not accepted, but acceptance for third slot is 8. That means 8 of cargo 0. Cargo 0 is livestock.
Will be fixed.
Please test other industries too
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by PJF »

George wrote:The problem is that industry tile accepts livestock, not industry accepts livestock. This happens because glass is not accepted, but acceptance for third slot is 8. That means 8 of cargo 0. Cargo 0 is livestock.
Will be fixed.
Thank-you very much! However I'm now feeling a little confused. From my understanding of the ECS Cargo types I thought that cargo 0 was passengers, and cargo 4 was livestock. Have I misunderstood the cargo types table?
Please test other industries too
Shall do!

On a somewhat related note, am I correct in my assumption that you don't mind the ECS wiki pages being updated with some of the information from your site? I've started to fill in some of the information on the agricultural industries (just a copyedit of the fishing grounds and an import of the farm so far), but I'm happy to add information on the other vectors as I figure them out or documentation becomes available.

Many thanks again for a great expansion to the game!

Paul
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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007

Post by George »

PJF wrote:
George wrote:The problem is that industry tile accepts livestock, not industry accepts livestock. This happens because glass is not accepted, but acceptance for third slot is 8. That means 8 of cargo 0. Cargo 0 is livestock. Will be fixed.
Thank-you very much! However I'm now feeling a little confused. From my understanding of the ECS Cargo types I thought that cargo 0 was passengers, and cargo 4 was livestock. Have I misunderstood the cargo types table?
you mess the things. 0 and 4 are Cargo slots. But in grf file you use translation table that changes the numbers into the internal list, defined by the table. In that table livestock was #0.
PJF wrote:On a somewhat related note, am I correct in my assumption that you don't mind the ECS wiki pages being updated with some of the information from your site?
You misunderstood me. I want wiki pages to REPLACE pages on my site. That requires to move all the information from my pages to wiki (except images may be). After that pages on the site are removed and a link to wiki is placed.
PJF wrote:I've started to fill in some of the information on the agricultural industries (just a copyedit of the fishing grounds and an import of the farm so far), but I'm happy to add information on the other vectors as I figure them out or documentation becomes available.
Sorry it will be not. Only the XLS files I send you already. Hope you can build pages like that based on that XLS files.
PJF wrote:Many thanks again for a great expansion to the game!
Working hard :roll: :mrgreen:
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possibly wrong industry placement

Post by T-pix »

George, please look at this.
whata....?

is this "terrain preparation" we've talked about recently? 8))

TTDpatch 2.6 alpha 0 r1716 (windows)
ECS Town Vector beta 2 (24 aug 2007)
Please, tell if any additional info (saves or config's) required.
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George
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Re: possibly wrong industry placement

Post by George »

T-pix wrote:George, please look at this.
whata....?
is this "terrain preparation" we've talked about recently? 8))
TTDpatch 2.6 alpha 0 r1716 (windows)
ECS Town Vector beta 2 (24 aug 2007)
Please, tell if any additional info (saves or config's) required.
It is known. Just wait for other bugs be fixed and I'll upload beta 3 (with utf-8)
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Re: possibly wrong industry placement

Post by George »

George wrote:
T-pix wrote:George, please look at this.
whata....? is this "terrain preparation" we've talked about recently? 8))
TTDpatch 2.6 alpha 0 r1716 (windows)
ECS Town Vector beta 2 (24 aug 2007)
Please, tell if any additional info (saves or config's) required.
It is known. Just wait for other bugs be fixed and I'll upload beta 3 (with utf-8)
Well, I fixed many things, added UTF-8, but this bug still exists :lol: I forgot to fix it again :oops: I'll do it next time :roll: If I'll not forget it again, of cause

2mods: I have a problem with poll. I can't make 3 choices (Yes/no/don't know and a Question is "What do you think about welding?"). Please help me.
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007

Post by wallyweb »

Hi George,

A little suggestion for the next time you update your first post (In the LV4 thread too), why not add a link to your download page so that we don't have to search for it in your signature?

Welding? Hope you give us a description when you set up the pole. :wink:

Wally
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007

Post by George »

wallyweb wrote:Welding? Hope you give us a description when you set up the pole. :wink:
There would be no need for the poll if I put the description. You have to FIND it.
Who is first? There is no answer for about 7 hours! Hey, everybody, wake up! :lol: Do you want a prise? :roll:

2mods and admins: No one can't help me with a poll?
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michael blunck
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007

Post by michael blunck »

Wallyweb wrote:Welding? [...]
Maybe something like this.

regards
Michael
Last edited by michael blunck on 25 Oct 2007 19:02, edited 1 time in total.
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007

Post by MJS »

Very nice! The train tracks would not be an actual station accessible to trains, would they?
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007

Post by wallyweb »

I am definitely looking forward to this. One of the features of George's ECS that I particularly enjoyed was the shipyard, especially when I built a ship depot adjoining it. :D
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Re: possibly wrong industry placement

Post by DaleStan »

George wrote:Yes/no/don't know and a Question is "What do you think about welding?"
Well, that's not a yes/no question, so those answers are not particularly useful.
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
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