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

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

Post by ttdworld »

George wrote:Sorry, I do not support TTDP compatibility any more.
Is TTDP project dead yet?
wallyweb wrote:How did you remove the exe banks?
Few years ago, implementing new graphics into TTD were hold only by unpacking set of sprites and overwriting original GRFs of the game
  • trg1r.grf
    trgcr.grf
    trghr.grf
    trgir.grf
    trgtr.grf
It just replaces sprites, not adds new. And there was a file which could also bring original grfs again. It was taken from here I'm sure http://users2.tt-forums.net/ttdur/ttdur.htm (now replaced with normal *.grf files to be placed into newgrf folder) because I have some of these files. So I pasted original GRFs from setup game folder and that's all. Didn't use any cheat sign. That's why it didn't change anything in existing save game, this "weird" banks, didn't disappear but I checked in new game and I looks it'll be ok from now.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

ttdworld wrote:(...)
NewGRFs can override sprites from the base set. Thus if the NewGRFs implement the banks, you can change the sprites of the banks in the base set as much as you want - you simply won't get any change within the game as long as you use a NewGRF which re-define the banks and supplies its own sprites for them.

Modifying the base set grfs is a (very) bad idea generally. Everything can be done easier and better via NewGRF.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by wallyweb »

ttdworld wrote:
George wrote:Sorry, I do not support TTDP compatibility any more.
Is TTDP project dead yet?
No, it is not dead. It has merely reached a state of maturity beyond which it would be very difficult to add new features. George has asked me to maintain the TTDP version of his ECS Vectors because OpenTTD supports more features and he has to be able to concentrate his focus there. Note that we are still waiting for OTTD to add support for some TTDP features such as Custom Bridgeheads.
ttdworld wrote:
wallyweb wrote:How did you remove the exe banks?
So I pasted original GRFs from setup game folder and that's all.
Good. As Planetmaker hinted at, now that we have excellent newgrf support, it is no longer a good idea to use the exe type files.
ttdworld wrote:this "weird" banks, didn't disappear but I checked in new game and I looks it'll be ok from now.
Good. Let us know if the problem returns.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by DiStefano8472 »

wallyweb wrote:
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)
The rar-files are no longer online - can you provide these files or are there some 1.2.2-files which are compatible with TTDPatch?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

DiStefano8472 wrote:
wallyweb wrote:
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)
The rar-files are no longer online - can you provide these files or are there some 1.2.2-files which are compatible with TTDPatch?
I hope Wallyweb would provide them someday, but for now nightly versions are not compatible with TTDP. Sorry.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by wallyweb »

DiStefano8472 wrote:The rar-files are no longer online - can you provide these files or are there some 1.2.2-files which are compatible with TTDPatch?
Did you try the files from the TTDP columns found here? If yes, what were the specific errors?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by DiStefano8472 »

For example the grf of the town vector:
# ECS. Town vector 1.1.2 (19 Jun 2011) R144
newgrf/ECSTOWNW.GRF
# 4D656F91
# Extended Cargo Scheme Copyright © 2005-2011 by George, Zimmlock, Oz, Sanchimaru, Darkwalker, MHz. All rights reserved. e-mail: georgevb@qip.ru WWW: http://george.zernebok.net TT-wiki: http://www.tt-wiki.net/wiki/ECS_Town_Vector Special thanks to Csaboka, Michael Blunck, AgRiG, Wile E. Coyote, SAC Snowed ground tiles are mix of arctic snow and temperate grass by microprose
# Faulty A:80 F:00 MD5:E8C1E179874DECB6C4464A400098671A
# ”Datei "newgrf/ECSTOWNW.GRF" hat ungültiges Sprite #448 (code 6/6).
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by SrRander »

Hello.
Fist of everything congratulations and thanks for your great work.

Second, and the reason of this post...
I have found an error on the Spanish traslation.

When on english says 'Petrol' is translated to 'Petróleo', wich isn't a bad traslation but there is another cargo with the same traslation and this makes things confusing.

I made I table:

English --- Current translation --- Suggested translation

Oil ------------- Petróleo ----------------- Petróleo
Petrol --------- Petróleo ----------------- Gasolina

Hope it helps for future versions.

Kind Regards,
SrRander.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

SrRander wrote:Hello.
Fist of everything congratulations and thanks for your great work.
Second, and the reason of this post...
I have found an error on the Spanish translation.
When on English says 'Petrol' is translated to 'Petróleo', wich isn't a bad translation but there is another cargo with the same translation and this makes things confusing.
Hope it helps for future versions.
Sorry, but Spanish translation is missing about half of texts. If you want to provide some change to Spanish translation, I'd suggest to add the missing strings.
see http://www.tt-wiki.net/wiki/ECS_Vectors_Translations for details
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by SrRander »

George wrote:Sorry, but Spanish translation is missing about half of texts. If you want to provide some change to Spanish translation, I'd suggest to add the missing strings.
see http://www.tt-wiki.net/wiki/ECS_Vectors_Translations for details
Ok. I think I could translate and add something (have to advice that I'm not an expert).

Another question...
I've been playing and I have a problem with Tinning Factories: they don't consume steel. I bring steel to this factories and the same quantity that I unload remains stored in the factory forever :?

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

Post by George »

SrRander wrote:I've been playing and I have a problem with Tinning Factories: they don't consume steel. I bring steel to this factories and the same quantity that I unload remains stored in the factory forever :?
provide a savegame please
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by Terkhen »

SrRander wrote:Ok. I think I could translate and add something (have to advice that I'm not an expert).
I think that for cargos and industries that exist in both FIRS and ECS we should try to have common names. You can check the FIRS original strings and the translation here:

http://dev.openttdcoop.org/projects/fir ... nglish.lng
http://dev.openttdcoop.org/projects/fir ... panish.lng

I'm no expert either, so don't hesitate to post at the spanish translation thread or send me a private message if you spot something that is wrong or could be translated better in FIRS or in OpenTTD.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by SrRander »

Terkhen wrote:I think that for cargos and industries that exist in both FIRS and ECS we should try to have common names. You can check the FIRS original strings and the translation here:

http://dev.openttdcoop.org/projects/fir ... nglish.lng
http://dev.openttdcoop.org/projects/fir ... panish.lng

I'm no expert either, so don't hesitate to post at the spanish translation thread or send me a private message if you spot something that is wrong or could be translated better in FIRS or in OpenTTD.
Good idea.
This weekend I will take a look and start doing something.

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

Post by SrRander »

George wrote:
SrRander wrote:I've been playing and I have a problem with Tinning Factories: they don't consume steel. I bring steel to this factories and the same quantity that I unload remains stored in the factory forever :?
provide a savegame please
Don't have savegames at this moment... but I have started a quick game just to test this and happened me again.

Bye.

P.S. I have openttd v1.1.4 for win7_64bits
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

SrRander wrote:
George wrote:
SrRander wrote:I've been playing and I have a problem with Tinning Factories: they don't consume steel. I bring steel to this factories and the same quantity that I unload remains stored in the factory forever :?
provide a savegame please
Don't have savegames at this moment... but I have started a quick game just to test this and happened me again.
Bye.
P.S. I have openttd v1.1.4 for win7_64bits
provide much more livestock
as described here http://www.tt-wiki.net/wiki/ECS_Agricul ... ng_Factory there should be 32 more times more livestock than steel for steel processing
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

Terkhen wrote:
SrRander wrote:Ok. I think I could translate and add something (have to advice that I'm not an expert).
I think that for cargos and industries that exist in both FIRS and ECS we should try to have common names.
Yes, but only translators can say if they fit or not, not me.
Terkhen wrote:You can check the FIRS original strings and the translation here:
http://dev.openttdcoop.org/projects/fir ... nglish.lng
http://dev.openttdcoop.org/projects/fir ... panish.lng
I'm no expert either, so don't hesitate to post at the spanish translation thread or send me a private message if you spot something that is wrong or could be translated better in FIRS or in OpenTTD.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by SrRander »

George wrote:provide much more livestock
as described here http://www.tt-wiki.net/wiki/ECS_Agricul ... ng_Factory there should be 32 more times more livestock than steel for steel processing
Thanks for the info. I feel a bit stupid :? it was an easy way to solve the problem.

And another question about translations. Don't know exactly the way to do it. Have to download something? Or I only have to login into the wiki and edit the pages and save the changes?

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

Post by George »

SrRander wrote:I only have to login into the wiki and edit the pages and save the changes?
Yes
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by Creat »

I have a question after playing a game yesterday. It was a 2 player (network) game, with the usual stuff in it (vehicle sets and the like), most notably ECS Vectors of course, the used version was the 1.2 preview from here. I'm unaware of what exactly was changed since 1.1.2, but my issue is clearly present in that version just the same.
It seems to be a "known issue" to some degree (or by design) that in a temperate game there is no possible destination for food except for tourist attractions, which also require tourists to use a meaningful amount. The wiki is a bit unclear on this, as the info graphic clearly states that food can be delivered to shops, but there doesn't appear to be any shop which accepts (=sells) food in ECS Houses. In the FAQs it is mentioned that 'some city sets' accept food, but I don't want to add just another NewGRF just to be able to deliver food somewhere. Everything that is considered "food" nowadays used to be just goods, which could be delivered to any city. Is this gonna be changed again in the near future (hopefully), by introducing something like a supermarket? Or is the food only intended for arctic/desert? This is after all the primary product of the entire Agricultural Vector (with the exception of fertilizer, which is only an accelerator for some industries).
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

Creat wrote:In the FAQs it is mentioned that 'some city sets' accept food, but I don't want to add just another NewGRF just to be able to deliver food somewhere. Everything that is considered "food" nowadays used to be just goods, which could be delivered to any city. Is this gonna be changed again in the near future (hopefully), by introducing something like a supermarket? Or is the food only intended for arctic/desert? This is after all the primary product of the entire Agricultural Vector (with the exception of fertilizer, which is only an accelerator for some industries).
There is a "Lenta shop" that accepts food. It requires large cities and late ages. There is also one restaurant. More houses for food would be provided later.
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