[UNIV] ISR - Industrial Stations Renewal

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Aylo
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Aylo »

Then perhaps better "Vieh-Verladestation"? I like Station better than Bahnhof. Or we make it to Verladestation (Vieh) / Verladestation (Schwein) (There are words, that sounds much better in English (pig-Schwein)^^)

About the Wertsachen. We can change it to Wertsachenschuppen.

And I changed Wasserbahnhof to Pumpstation.

I'll keep the file up to date...
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by ige »

Why not "Wertsachenlager" or "Wertsachendepot"
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by zypa »

I like ige's suggestions.

And I like "Verladestation (Vieh) / Verladestation (Schwein)"
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by ige »

My suggestion for "tipple" = "Kohlenbunker"
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

>richk67: Now I’ve had time to check all your links, I think you're correct that 'Tipple' is not the right name. I will change it to 'Train Loading Chute' if there are no objections.

>Aylo, zypa, ige: I will wait until you’ve reached an agreement before proceeding with German. ;) Thanks for your input. :)
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Sanchimaru »

Good thing to see everyone lending a hand with the translations! thanks you all :D

Mart: thanks for pointing out that link, I did some google image search and a lot of interesting images came up. I realized also that when looking for "tipple" images, it did indeed give a lot of mineral unloading stations, but they all looked quite old. Maybe it's a word that became unused?

Also, it seems to be better to rename the "switchyard". Look at the wikipedia article where states the name as "classification yard" (US) or "marshalling yard" (UK) It doesn't say about Australia :mrgreen: Also note how in that article, the word "switch yard" doesn't appear. "Train yard" however, does, but seems to be a more vague concept. Can some native confirm it, please?
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by welshdragon »

switchyard is indeed old... my brain fails me... i'll post later when it's working again (unless somebody posts before me)
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Ameecher »

Well, a "switchyard" or as us Brits call it, a marshalling yard are pretty much extinct in the UK anyway so of course it seems old. If you were to have a seperate US and UK version of English then I'd vote for, in the UK version, to have the Switchyard changed to the following.
Switchyard -> Marshalling Yard
Track Switcher -> Points
But to be honest I don't think it matters because I know what you mean and people with quickly realise what you mean when they try and build it.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Nite Owl »

First and foremost many thanks to all involved in bringing this wonderful set to life. I have, unfortunately, found a bit of a grf conflict involving the latest version of this set. I have also found a very simple solution so nothing major need be done.

The conflict involves OTTD (r12941 as I type this), v0.6.3 of this set, and v0.87.4 of the US Train Set. For reasons I cannot begin to fathom if v0.6.3 of this set is placed BELOW v0.87.4 of the US Train Set in the OTTD grf listing then v0.6.3 of this set will show up in the grf list as being disabled and will not work in the game at all. This will occur if you are updating an already existing game to v0.6.3 or are starting a new game with v0.6.3. The solution is simple. If you wish to use these two grfs in the same game be sure that v0.6.3 of this set is placed ABOVE v0.87.4 of the US Train Set in the OTTD grf listing to avoid the disabled message and its consequences.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

>Nite Owl: Thanks for reporting the conflict, I will look into it.

My guess would be, that it is to do with GRM (GRF Resource Management). ISR v0.6.3 is using GRM to reserve 6 sprites that are used for the gantry crane re-colour sprites. If GRM is not able to reserve the requested sprites, the GRF will be disabled.

At least you've found an easy work-around. ;)


Edit: I can't reproduce the problem:
ISR_USset.png
ISR_USset.png (20.02 KiB) Viewed 3633 times
Do you have other GRFs loaded? If so, please you let me know which ones. Also, we both have v0.87.4 of the US Train Set, but I believe there have been a few updates, the one I just downloaded is v0.87.4d. Please check the date shown for the US Set in your GRF status window.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Nite Owl »

This is very odd. If I do as you did and load only these two grfs then the problem does not occur as your previous post showed. However as the attachments below show it does occur with other grfs loaded. I can not imagine that the separator grf is causing the problem as I do not believe that there are any sprites involved with those grfs. Should you need the other grfs shown in the attachments I do have them zipped up in a 7.08MB file and can PM them to you. I am sure the original authors would not mind as it is all in a good cause.
Attachments
Disabled.png
Disabled.png (13.62 KiB) Viewed 1131 times
Working.png
Working.png (13.48 KiB) Viewed 1135 times
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by peter1138 »

It's just the number of sprites loaded. Sprites reserved by GRM can only be allocated below the old 16384 sprite limit, but the other sets you have loaded are eating into that space.

So it is in fact working correctly, as the GRM fails, and the set is disabled.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Aylo »

Well, a "switchyard" or as us Brits call it, a marshalling yard are pretty much extinct in the UK anyway so of course it seems old. If you were to have a seperate US and UK version of English then I'd vote for, in the UK version, to have the Switchyard changed to the following.
Switchyard -> Marshalling Yard
Track Switcher -> Points
I translated switchyard with "Rangierbahnhof" and I leo (a vocabulary) says: classification yard, hump yard (AE), marshalling yard (AE and BE), railroad shunting yard and switching yard station.
My Oxford doesn't know the word switch yard :(
I found in Wikipedia Commons the category "switchyard" with translations in other languages: Wikipedia

And for tipple (loading chute) I found the German word "Schüttrinne" or "Schütte"

When there are no other suggestion/objections I can call the German translation finished.

mfg,
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Nite Owl »

Thank you peter1138 - that makes sense. So, if like me, a person uses lots of grfs with lots of sprites then any grf that makes use of GRM must appear relatively early in the grf list. That is at least early enough in the grf list to remain below the old 16384 sprite limit. Might cause a bit of havoc if GRM ever gets over used but that is a problem for another day. Until then I will just keep rearranging the order of things on the grf list to suit the moment. Thanks once again to all concerned.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

peter1138 wrote:So it is in fact working correctly, as the GRM fails, and the set is disabled.
Thanks peter1138. :)
Nite Owl wrote:Might cause a bit of havoc if GRM ever gets over used but that is a problem for another day.
I'd prefer to have GRFs using GRM to cooperate, rather than overwriting each other's sprites.
Aylo wrote:When there are no other suggestion/objections I can call the German translation finished.
Thanks Aylo. I'll give it another day or two. ;)
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by peter1138 »

And since r12958, GRM sprites are reserved before Action 1 sprites are loaded, meaning they should always end up before the 16384 limit.
He's like, some kind of OpenTTD developer.
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mart3p
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

>peter1138: Excellent, that should help. :D Thank you yet again. :P

>Nite Owl: I noticed that your GRF config still includes the old industrial stations set v0.98. I'm wondering why you are still using this, as ISR is intended to supersede it. If there is something in the old industrial stations, that you miss in ISR, let us know and we will see if something can be done for the next release. :)
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Smaug »

mart3p wrote:>Nite Owl: I noticed that your GRF config still includes the old industrial stations set v0.98. I'm wondering why you are still using this, as ISR is intended to supersede it. If there is something in the old industrial stations, that you miss in ISR, let us know and we will see if something can be done for the next release. :)
I'm also still using the old industrial stations. The reason for that is that I like the old coal unloader better then the universal mineral unloader, and the same goes for the old wood (un)loading station. But I don't expect you to implement those stations... but it would be nice though :wink:

Thanks for your wonderfull work guys. ISR rules! :D

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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Badger »

Smaug wrote:... and the same goes for the old wood (un)loading station.
I forgot about this, I much prefer it to standard platforms at my sawmills. If it could somehow be included in the next version it'd be much appreciated.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

> Smaug, Badger: Having just gone back for a look at the old wood (un)loading station and the coal unloader, I have to agree with you.

What I propose is this:

Wood (un)loader;
  • - Make the wood station platforms ground level with transparency. Of course, the wood would show the amount of cargo waiting as it does now. So if used as a wood unloading station, no wood will appear, as cargo delivered is transferred immediately to the industry.
    - Add some suitable randomly placed buildings. I believe we have permission to use the sprites from the old set. Or if Sanchimaru wants to make any modifications... ;)
Coal Unloader;
  • - IMO the main problem with the new mineral unloader is the positions of the building and conveyor are not sufficiently random. I can easily improve on this.
    - The old coal unloader has some additional (wider) buildings between tracks. I think we should use these (or something similar) for the mineral unloader.
    - Another difference is the old coal unloader has some coal piles on the platforms. I am not keen on adding static coal piles at an unloading station, I think it detracts from the concept of cargo displayed, indicating the amount of cargo waiting at the station.
    - The other difference is the track overlay graphics of the unloader itself. IMO the new version is as at least as good as the old version, so I am happy to leave this as it is.
Any further opinions or suggestions are welcome. :D
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