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.

Moderator: Graphics Moderators

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

User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

Kooboo wrote:
George wrote:can't open. Also please use PNG, not JPG.
It's a screenshot of whole network. File would weigh 75MB if I used PNG, hence JPG that weighs only 4,9MB. Perhaps that's the reason why it didn't load - it's still quite large and loads rather long. But this screenshot is not very important.
You can upload it to some file server and post a link
Image Image Image Image
User avatar
Kooboo
Engineer
Engineer
Posts: 3
Joined: 25 Aug 2011 00:03

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

Post by Kooboo »

George wrote:You can upload it to some file server and post a link
I deliberately converted huge png file to jpg for compression. Link from imageshack works. It worked even on my cell phone.
Uploading large file to servers to make someone download 75MB file that's hardly of any importance is pointless. Especially it's least important from my whole post. I actually regret putting it there, because of this whole nonsense.
Now let's drop the screenshot subject forever please.
Eddi
Tycoon
Tycoon
Posts: 8289
Joined: 17 Jan 2007 00:14

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

Post by Eddi »

you know, if you leave things at the default 8bpp png format, images are usually smaller than jpgs at the same size

important details are often lost in a conversion to jpg. it was never intended for screenshots, only for photos. by design, jpg cannot display straight lines.
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

Your [url=http://george.zernebok.net/newgrf/downloads.html]download page[/url] wrote:DOS versions and TTDPatch support were never tested.
... so I attempted to test your TTDP Win versions using r2366 with the following results:
ECSTownw.grf 0 0 0 31 0 - Invalid sprite #448 (code 6/6)
TTDPatch error codes on loading NewGRFs wrote:Code 6 = The given property number in action 0 is invalid

Code: Select all

<Sprite-number> * <Length> 00 <Feature> <Num-props> <Num-info> <Id> (<Property <New-info>)...
 448 * 10	 00 08 01 01 24 14 01 74 00 00
Action0/Global Variables Properties wrote:Action 0 Feature 8 (Global Variables) Property 14 (Gender/case translation table) is not supported by TTDPatch
Similarly:
ECSBas2w.grf 31 - Invalid sprite #456 (code 6/6)
ECSChem2w.grf 31 - Invalid sprite #433 (code 6/6)
ECSMachw.grf 31 - Invalid sprite #434 (code 6/6)
ECSWoodw.grf 31 - Invalid sprite #426 (code 6/6)
ECSAgriw.grf 31 - Invalid sprite #425 (code 6/6)

ECSHousew.grf 0 loads without errors.

I can continue testing after these are fixed. 8)
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

wallyweb wrote:I can continue testing after these are fixed.
please check rars at http://george.zernebok.net/temp/ECS1.2/
Image Image Image Image
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

George wrote:... please check rars at http://george.zernebok.net/temp/ECS1.2/
Thank you, George. The new GRFs loaded without problems. I will now continue with the previously scheduled test. Please allow a few days for results. :D

This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory. 8)
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

wallyweb wrote:This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory. 8)
Issue with sand pit wrong graphics can't be fixed. At least I do not know how to fix it right. TTDP does bot support offsets for ground tiles.

P.S. I would not copy&paste sprites from trg1r.grf with new offsets. ECS should NOT have original sprites inside.
Image Image Image Image
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5705
Joined: 31 Mar 2007 14:23
Location: Lost in Music

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

Post by andythenorth »

George wrote:TTDP does bot support offsets for ground tiles.
Drop TTDP support and used advanced action 2 tile layouts? Not even sure that you need advanced for this, iirc ottd supports ground tile offsets in extended tile layouts.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

andythenorth wrote:
George wrote:TTDP does bot support offsets for ground tiles.
Drop TTDP support and used advanced action 2 tile layouts? Not even sure that you need advanced for this, iirc ottd supports ground tile offsets in extended tile layouts.
There is no problem in OTTD. It supports offsets. The problem happens in TTDP only.
Image Image Image Image
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

George wrote:
wallyweb wrote:This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory. 8)
Issue with sand pit wrong graphics can't be fixed. At least I do not know how to fix it right. TTDP does bot support offsets for ground tiles.

P.S. I would not copy&paste sprites from trg1r.grf with new offsets. ECS should NOT have original sprites inside.
I will take a look at the sand pit later today. First, I have found this:
IronOreMines.png
IronOreMines.png (23.48 KiB) Viewed 4623 times
Axlrose
Traffic Manager
Traffic Manager
Posts: 205
Joined: 19 Jan 2004 06:23
Location: Chicago, Illinois

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

Post by Axlrose »

Wheee - first person to vote for the original patch only!!! :D
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

wallyweb wrote:
George wrote:
wallyweb wrote:This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory. 8)
Issue with sand pit wrong graphics can't be fixed. At least I do not know how to fix it right. TTDP does bot support offsets for ground tiles.
P.S. I would not copy&paste sprites from trg1r.grf with new offsets. ECS should NOT have original sprites inside.
I will take a look at the sand pit later today. First, I have found this:
IronOreMines.png
This is bauxite mine. Under development.
Image Image Image Image
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

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

Post by wallyweb »

George wrote:... This is bauxite mine. Under development.
I suspected that might be the case. Maybe you could change the name until the bauxite mine is ready. :wink:
A suggestion: "placeholder". 8)
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

wallyweb wrote:
George wrote:... This is bauxite mine. Under development.
I suspected that might be the case. Maybe you could change the name until the bauxite mine is ready. :wink:
A suggestion: "placeholder". 8)
It is above 80% complete. :mrgreen:
Attachments
Sleepyburg Transport, 20-08-2000.png
Sleepyburg Transport, 20-08-2000.png (116.02 KiB) Viewed 4555 times
Image Image Image Image
Eddi
Tycoon
Tycoon
Posts: 8289
Joined: 17 Jan 2007 00:14

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

Post by Eddi »

those rails look like they should be part of a station set matching the industries, not part of the industry itself.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

Eddi wrote:those rails look like they should be part of a station set matching the industries, not part of the industry itself.
I hope someday it would be possible to make stations/rails/roads that are part of the industry (as we have heliports and docks for oil rigs now) :roll:
On that day whose rails would become ... rails :lol: and trains would pass through :D
Image Image Image Image
Yexo
Tycoon
Tycoon
Posts: 3663
Joined: 20 Dec 2007 12:49

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

Post by Yexo »

While docks and airports (and even road stations) can easily used by multiple companies, that doesn't go for rail stations. As such I find it unlikely that such a feature would be implemented anytime soon for rails.

The graphics are very good :)
Eddi
Tycoon
Tycoon
Posts: 8289
Joined: 17 Jan 2007 00:14

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

Post by Eddi »

while the idea might sound intriguing at first, i think it's a bad idea to have builtin rail stations, since you cannot sensibly extend them (longer track, multiple tracks, separation between delivering and picking up), so it should really be left to the player to set up the station according to his needs.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

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

Post by George »

Eddi wrote:while the idea might sound intriguing at first, i think it's a bad idea to have builtin rail stations, since you cannot sensibly extend them (longer track, multiple tracks, separation between delivering and picking up), so it should really be left to the player to set up the station according to his needs.
player is not forced to use in-industry station. Even in case of the current oil rigs, you can build a station nearby :roll:
Also, I said it would be rails, not railway station :roll:
Image Image Image Image
User avatar
Simons Mith
Transport Coordinator
Transport Coordinator
Posts: 326
Joined: 14 Jan 2010 23:45

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

Post by Simons Mith »

Just to clarify - is this going to be an industry-coloured area of land in which a player can place rails - or roads or tram tracks or whatever he chooses - or will it be an area of land where you get rails regardless of what would actually be useful? The first would be wonderful, but I'm you can tell from the tone of the question that I'd be dead against the second. In particular, the first option would hopefully let you have rail coming in at an angle, and you could presumably place signals and stuff, or convert the track to monorail later on, and things like that.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: BW89 and 13 guests