FIRS Industry Replacement Set - Development

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athanasios
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by athanasios »

Everything getting better and better!
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DJ Nekkid
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by DJ Nekkid »

Zephyris wrote:And some animated stockpiles... They are in the 8bpp palette; if you recolour them I'm sure they can be a useful resource!
why not make them in CC', and they can be recolored as needed...
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by Eddi »

can't you apply arbitrary recolour maps? why limit to company colours?
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by michael blunck »

Eddi wrote:can't you apply arbitrary recolour maps? [...]
Yes, that´s how it´s done in the realm of ECS, both for vehicles and stations. IIRC, I even posted recolour mappings for ECS´s bulk cargo types quite a long time ago. Unfortunately, the search function refuses to work for me in this case. :|

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Re: newgrf proposal: FIRS Industry Replacement Set

Post by Zephyris »

Or just adjust RGB and contrast and resave with the 8bpp palette and some dithering...
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by andythenorth »

Zephyris wrote:Or just adjust RGB and contrast and resave with the 8bpp palette and some dithering...
...which also works. We'll need to figure out the best approach, given that sprites of this type will be reused by different industries *but* that only one or two types of cargo is shown per industry tile (unlike stations which might be required to show n types of cargo).

cheers,

Andy
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by Wotan »

andythenorth wrote: - mill building (chimney is from TTD and needs replacing due to copyright)
Feel free to use this as you see fit.
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by ostlandr »

Just please, if you care about my sanity, don't do "Locomotion" style industies. . . 8o

From what I've seen so far, it looks good. Just remember a square block of commercia buildings is only 2x2 or 3x3 tiles. Looking forward to trying out the finished product.
andythenorth wrote:I was thinking that possibly the original TTD industries were quite small so they were proportional to the small original map size. With today's much larger maps these bigger industries are more appealing (although I have recently found playing smaller 128x128 or 256x256 maps to be more fun). It could also be a factor that smaller industries don't need much flat land for a site. As in real life, the number of places where an aluminium plant can be built is going to be limited...

By the way, I hope it's obvious that the colours in my sprites are for mockup purposes only!

@ Zephyris, thanks, I'll substitute that sprite soon.
Eddi wrote:the electricity bit could appear on all (modern) industries that require to be near a power station.
You're quite right, the electrical substation will appear on the most energy intensive industries that need to be near a power station. For example it's used in the fertiliser factory (sketch in the first page of the thread). :)

The coal / wood idea is interesting, but due to the limited number of accepted cargos (maximum of three) per industry, it can't be implemented consistently. However it will be used for some industries, steel plants for example.

cheers,

Andy
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trainmaster611
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by trainmaster611 »

The Aluminum plant looks great Andy :P

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Re: newgrf proposal: FIRS Industry Replacement Set

Post by michael blunck »

[OT]
ostlandr wrote:Just please, if you care about my sanity, don't do "Locomotion" style industies. . . 8o

From what I've seen so far, it looks good. Just remember a square block of commercia buildings is only 2x2 or 3x3 tiles. Looking forward to trying out the finished product.
andythenorth wrote:I was thinking that possibly the original TTD industries were quite small so they were proportional to the small original map size. With today's much larger maps these bigger industries are more appealing (although I have recently found playing smaller 128x128 or 256x256 maps to be more fun). It could also be a factor that smaller industries don't need much flat land for a site. As in real life, the number of places where an aluminium plant can be built is going to be limited...

By the way, I hope it's obvious that the colours in my sprites are for mockup purposes only!

@ Zephyris, thanks, I'll substitute that sprite soon.
Eddi wrote:the electricity bit could appear on all (modern) industries that require to be near a power station.
You're quite right, the electrical substation will appear on the most energy intensive industries that need to be near a power station. For example it's used in the fertiliser factory (sketch in the first page of the thread). :)

The coal / wood idea is interesting, but due to the limited number of accepted cargos (maximum of three) per industry, it can't be implemented consistently. However it will be used for some industries, steel plants for example.

cheers,

Andy
@ostlandr

May I ask why you (almost) always attach predecessing posts at the end of yours? Even if they have absolutely nothing to do with your post? Is this a reminiscence of the ancient M$ Outlook TOFU-style?

In the long run, this is quite annoying, and I suppose that many people over here would be glad if you´d be able to give up that weird behaviour, and adopt the general forum style when refering to foreign posts.

Thanks in advance. :)

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Re: newgrf proposal: FIRS Industry Replacement Set

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michael blunck wrote:May I ask why you (almost) always attach predecessing posts at the end of yours? Even if they have absolutely nothing to do with your post? Is this a reminiscence of the ancient M$ Outlook TOFU-style?
IOW:

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Re: newgrf proposal: FIRS Industry Replacement Set

Post by Zephyris »

For those of you who don't read boing boing, here are some japanese factories for inspiration - http://www.bouncingredball.com/2009/02/ ... -in-japan/
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by andythenorth »

More testing for proportions and general graphical approach...this is a large fertiliser plant.

Inspiration here: http://www.ub.uit.no/baser/arkinord/cat ... cat_id=154
test_fertiliser_plant.png
test_fertiliser_plant.png (126.15 KiB) Viewed 5073 times
Example of potential layout variation
test_fertiliser_plant_layout_2.png
test_fertiliser_plant_layout_2.png (5.32 KiB) Viewed 5059 times
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by nicfer »

I have another question, would industries accept and generate passengers like oilrigs? Because not only them need workers.

And don't make tourists a special cargo, just use passengers for it, I think there is no need of separating tourists from normal passengers, after all everyone is human right?
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by Eddi »

nicfer wrote:And don't make tourists a special cargo, just use passengers for it, I think there is no need of separating tourists from normal passengers, after all everyone is human right?
i agree, ideally, different passenger classes would be handled by destinations and vehicle preferrance [in context of cargodest]

and especially in cargodest context, the separation between passengers and tourists really hurts, because you need to run separate tourist busses even through the smallest of villages, where the normal busses are not even fully occupied.
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by andythenorth »

nicfer wrote:I have another question, would industries accept and generate passengers like oilrigs? Because not only them need workers.
Generally no. The reason is that industries can only accept three cargoes and produce two (think I've mentioned this previously in a few different contexts now). If we want industries that deal primarily with cargo, then we need to prioritise cargo, not passengers. I have no philosophical objection to industries that accept/produce passengers but it can't be implemented practically.

If anyone can produce a patch (and get it into trunk) to increase the number of cargos industries deal with, I would be able to make use of that, however it's not essential; we can have a fun industry chain without it, and moreover industries that accept/produce too many cargos would be a headache for players.
...I think there is no need of separating tourists from normal passengers, after all everyone is human right?
Exactly, and well put. There will be no tourists, people are people and passengers will do fine. We'll put a cargo table up somewhere soon to answer these kind of questions.

cheers,

Andy
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by ostlandr »

The industries were larger than the mountains- steel mills taller than skyscrapers- add that to the small maps, and ugggh

andythenorth wrote:
ostlandr wrote:Just please, if you care about my sanity, don't do "Locomotion" style industies. . . 8o
What's the issue with Locomotion industries? I've never played it...
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by el koeno »

Hey Ostlandr, did you read MB's post? ;)
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