[UNIV] ISR - Industrial Stations Renewal
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- Vaulter
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Re: Industrial Stations Renewal (v 0.8.0 available!)
Awesome GRF. Thanks to authors.
But have some conceptual question
Is it possible, via some callbacks, to make e.g. silo platform accepts only locos with at least 1 wagon for coal, ore or sand or some another cargo from this class. Livestock platforms accept locos with at least 1 wagon for livestock, Oil platform accepts locos with at least 1 tank and so on. General platforms just accepts all trains.
Please, provide me some hints about callbacks in this GRF, that I be able to tune maybe YAPF.
Thanks!
But have some conceptual question
Is it possible, via some callbacks, to make e.g. silo platform accepts only locos with at least 1 wagon for coal, ore or sand or some another cargo from this class. Livestock platforms accept locos with at least 1 wagon for livestock, Oil platform accepts locos with at least 1 tank and so on. General platforms just accepts all trains.
Please, provide me some hints about callbacks in this GRF, that I be able to tune maybe YAPF.
Thanks!
- andythenorth
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Re: Industrial Stations Renewal (v 0.8.0 available!)
No, not as far as I know.Vaulter wrote:Is it possible, via some callbacks
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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- Tycoon
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Re: Industrial Stations Renewal (v 0.8.0 available!)
That´s not part of the functionality of a station set, but a task of the pathfinder. E.g., in TTDPatch, this is achieved by restrictive signalling.Vaulter wrote: Is it possible, via some callbacks, to make e.g. silo platform accepts only locos with at least 1 wagon for coal, ore or sand or some another cargo from this class. [...]
regards
Michael
Re: Industrial Stations Renewal (v 0.8.0 available!)
or simply use adjacent stations or waypoints
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- Vaulter
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Re: Industrial Stations Renewal (v 0.8.0 available!)
signals and way-points are good enough without Industry Stations Renewal.
But if we have such wonderful possibility to get more reality into the game -
you just "specialize" that platform of station for goods, and this platform for bulks. Trains just get some penalties when routing to those platforms, or even restrictions. Intercity passenger trains never unloads on goods stations, except disaster accidents, right? And oil trains cannot be loaded on silo loaders, right?
Here we need just callbacks for cargo class of platform, and some code mods in PF itself, i think.
But if we have such wonderful possibility to get more reality into the game -
you just "specialize" that platform of station for goods, and this platform for bulks. Trains just get some penalties when routing to those platforms, or even restrictions. Intercity passenger trains never unloads on goods stations, except disaster accidents, right? And oil trains cannot be loaded on silo loaders, right?
Here we need just callbacks for cargo class of platform, and some code mods in PF itself, i think.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Or build separated stations.
Correct me If I am wrong - PM me if my English is bad
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Re: Industrial Stations Renewal (v 0.8.0 available!)
As already written, this is best done by restrictive signalling. No extra station callbacks required.Vaulter wrote: [...] you just "specialize" that platform of station for goods, and this platform for bulks. Trains just get some penalties when routing to those platforms, or even restrictions. Intercity passenger trains never unloads on goods stations, except disaster accidents, right? And oil trains cannot be loaded on silo loaders, right?
Here we need just callbacks for cargo class of platform, and some code mods in PF itself, i think.
In more detail:
By restrictive signalling, trains just get assigned certain penalties with regards to parameters like freight, speed, weight, ..., when being routed to station platforms. In this way it can be achieved that Intercity passenger trains never unload at goods stations, and oil trains cannot be loaded on silo loaders.

regards
Michael
- Vaulter
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Re: Industrial Stations Renewal (v 0.8.0 available!)
Separated stations means separated heaps of cargoes. Not good.Kogut wrote:Or build separated stations.
1. Last stable TTDPatch version is from Apr 19 2007... like a not bad wineAs already written, this is best done by restrictive signalling. No extra station callbacks required.

2. What if there is no space for signals?
3. Looking for already existing callbacks, not extra ones.
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Re: Industrial Stations Renewal (v 0.8.0 available!)
Latest Nightly is from aug, 11th.Vaulter wrote: 1. Last stable TTDPatch version is from Apr 19 2007... like a not bad wine![]()
Well, like others said: adjacent stations, waypoints, separated stations. I know that these aren´t really attractive alternatives, simply because you´ll have to set train schedules individually.Vaulter wrote: what about OpenTTD?
There´s always space for signals. Resp., it should in well planned track.Vaulter wrote: 2. What if there is no space for signals?

Well, not available.Vaulter wrote: 3. Looking for already existing callbacks, not extra ones.
regards
Michael
Re: Industrial Stations Renewal (v 0.8.0 available!)
Question.
Does this type of station exist (see image)? In 0.8.0 version I cannot find it.
Was it removed/replaced ? Original image I found here
Does this type of station exist (see image)? In 0.8.0 version I cannot find it.
Was it removed/replaced ? Original image I found here
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Re: Industrial Stations Renewal (v 0.8.0 available!)
Yes, it's the Steel Mill station from IIRC the ISR - Station category.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Thanks, I found a replacement. But it looks not the same as in the image.
Probably it was in some earlier that 0.6.0 version.
In my opinion, the old one should be not replaced. It looks also good and it gives some
variation.
Anyway it is a nice set
THANKS !!!!
Probably it was in some earlier that 0.6.0 version.
In my opinion, the old one should be not replaced. It looks also good and it gives some
variation.
Anyway it is a nice set

Re: Industrial Stations Renewal (v 0.8.0 available!)
This looks pretty much the same to me. From ISR 0.8.0.
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Re: Industrial Stations Renewal (v 0.8.0 available!)
Sorry, but still do not understand.
I'm user Industrial Stations Renewal v0.8.0.
openttd: v1.0.3
Rail station selection ->Industrial: Stations -> Still mil station
and I get this .... see image
So, where is another still mil ???
I'm user Industrial Stations Renewal v0.8.0.
openttd: v1.0.3
Rail station selection ->Industrial: Stations -> Still mil station
and I get this .... see image
So, where is another still mil ???
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- Bob_Mackenzie
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Re: Industrial Stations Renewal (v 0.8.0 available!)
There are two steel mill stations, the one you show replaces the earlier one after a certain date - sorry I'm not 100% certain of the date - 60's I'd guess
Re: Industrial Stations Renewal (v 0.8.0 available!)
ok. Now I found it
. THANKS !!!
I was always playing from 2050 year, to get all trains, that's why station was "hidden".
I personally would like to see some parameter for mixing building from different eras, like total town replacement set has.

I was always playing from 2050 year, to get all trains, that's why station was "hidden".
I personally would like to see some parameter for mixing building from different eras, like total town replacement set has.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Hi, thanks to all contributers for this great station set.
I'm coding an AI and would like it to build some fun combinations using graphics from this set.
In the NOAI there's one function to do this.
I've noticed that for this set it only matters if you change the CargoID of the station and the boolean at the end.
This would give me 20 or so different stations to build which is great but is far from everything available in the set.
Can someone help me get to the other graphics? They should somehow be available through this function because although
they're not accessible by vehicles they're still in the station build menu of the game so should be considered stations.
I'm good with the NOAI coding part of it all but when you start talking about uint8 or specific C++ code or whatever in your answer, please include some details
I'm coding an AI and would like it to build some fun combinations using graphics from this set.
In the NOAI there's one function to do this.
Code: Select all
bool AIRail::BuildNewGRFRailStation (TileIndex tile, RailTrack direction, uint num_platforms, uint platform_length, StationID station_id, CargoID cargo_id,
IndustryType source_industry, IndustryType goal_industry, int distance, bool source_station)
This would give me 20 or so different stations to build which is great but is far from everything available in the set.
Can someone help me get to the other graphics? They should somehow be available through this function because although
they're not accessible by vehicles they're still in the station build menu of the game so should be considered stations.
I'm good with the NOAI coding part of it all but when you start talking about uint8 or specific C++ code or whatever in your answer, please include some details

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Re: Industrial Stations Renewal (v 0.8.0 available!)
Hephi: the non-track stations are not available to AIs simply because the newgrf spec has no support for those.
That AI function is converted by OpenTTD into a callback 18 call to the station newgrf.
That AI function is converted by OpenTTD into a callback 18 call to the station newgrf.
- JacobD88
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Re: Industrial Stations Renewal (v 0.8.0 available!)
Sorry for the bump; bug report...
The Steel Mill Station doesn't permit 7-8 tile lengths, but does permit longer or shorter than that... Surely it should be all lengths permitted?
Details start here (In the screen-shot thread)...
http://www.tt-forums.net/viewtopic.php? ... 01#p964254
The Steel Mill Station doesn't permit 7-8 tile lengths, but does permit longer or shorter than that... Surely it should be all lengths permitted?
Details start here (In the screen-shot thread)...
http://www.tt-forums.net/viewtopic.php? ... 01#p964254
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My (O)TTD Work...BIGGER DEPOTS (REL.) & SERVICING-STATIONS (WIP) * Advanced DEPOT DESIGNS * SCREENSHOTS
My personal website is occasionally here - sometimes it's just the family site - it's basically a lucky dip
Re: Industrial Stations Renewal (v 0.8.0 available!)
Hi all! Planned to translate Industrial Stations Renewal on Russian language, but ran into a problem, I can not find the file encoding. For the source took German lang file, replaced the language ID - German letter shows, the Russian at the file modification - no. Probably this addon does not support unicode (German was the usual encoding, Western Europe) ..
How to make an addon to understand Unicode characters?
If anyone faced with similar, I'll just listen to the instructions:)
P.S.
Source took away: http://dev.openttdcoop.org/projects/isr/repository/
How to make an addon to understand Unicode characters?
If anyone faced with similar, I'll just listen to the instructions:)
P.S.
Source took away: http://dev.openttdcoop.org/projects/isr/repository/
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