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Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 07 Jul 2008 00:50
by cmoiromain
these graphics totally kick ass! so neat, congrats to all artists and coders (and screenshot-takers, you do great things as well)
and btw mart3p, including that animation would be soooooo cool!!! I mean, really!
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 07 Jul 2008 08:07
by Aegir
Yo, mart3p, I've noticed that on a bunch of stations, you haven't set the bitmask thing for showing catenary wire and pylons. The major ones I noticed where the Goods Station A, Goods Station B and the steel mill station.
You should be able to set the mask right so that goods sheds don't get wires/pylons and everything else does. I don't know whether you've missed this in coding or if you did it deliberately, so I won't draw any potentially bogus conclusions. Just thought I'd bring it up man.
Absolutely loving v.0.7.0, and I'm loving some of the stations folks are creating and putting up for all to see. I am sooo glad I didn't end up having to code this one, you're doing superbly man! This is way better than I had originally dreamed for this set when Sanchimaru and I were throwing sprites and suggestions back and forth at each other ages ago! Anyways, enough sucking up, I really should get back to playing

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Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 07 Jul 2008 09:05
by mart3p
Aegir wrote:I've noticed that on a bunch of stations, you haven't set the bitmask thing for showing catenary wire and pylons. The major ones I noticed where the Goods Station A, Goods Station B and the steel mill station.
For the steel mill station the disabling of electrified wires is intentional. They don't mix well with overhead cranes.

The steel mill station has always been like this, even in the old industrial stations set.
For the goods stations, this is an oversight, thanks for pointing it out. The individual elements of ISR do have the wires/pylons correctly set, they are enabled for most platforms but disabled for sheds, cranes etc. When I put a number of these elements together to make the goods stations, I initially disabled the wires/pylons for the whole station. I meant to go back and set the bit masks correctly in the way you suggest, but it was forgotten.

It will be corrected for the next release.
Aegir wrote:Absolutely loving v.0.7.0...

Thanks Aegir...
![Pleased :]](./images/smilies/pleased.gif)
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 02:46
by Nite Owl
This is the latest version of the coal unloading station that I posted many pages ago. The extra power plants are strictly eye-candy but they can be built either by cheating (scenario editor) or by spending lots of your cash on hand. The small train on the left does actually run back and forth between the sheds without generating any error messages (too few orders, etc). It too is just eye-candy but it does look good. I will leave it to you to figure out how it was done. A large thank you to all of the people involved in this project for their time and effort.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 08:12
by Beardie
Nice screenshot nite owl.
Just wondering this is a question i have been meaning to ask for a while, is it possible to delete single tiles of a station rather rebuilding the whole station if you accidentally place a tile in the wrong place. I know you can build over tiles if you want a different one, i mean if you place at the edge of a station, or if you made your station to big.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 10:28
by Raichase
Beardie27 wrote:Nice screenshot nite owl.
Just wondering this is a question i have been meaning to ask for a while, is it possible to delete single tiles of a station rather rebuilding the whole station if you accidentally place a tile in the wrong place. I know you can build over tiles if you want a different one, i mean if you place at the edge of a station, or if you made your station to big.
For TTDP, simply CTRL-Click when bulldozing. I believe there is a way in OTTD too, but I'm not familiar with it

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Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 10:37
by Gremnon
In OpenTTD, click the stations icon, then the bulldozer - the one you use for removing track but not blowing it up.
Then just click to remove the tile.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 10:50
by Beardie
Thank you, always wondered what that button was for never really payed attention.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 11:19
by Gremnon
You can use it for stations, all types of track, road tramways, and I don't doubt a number of other things I've not yet found.
You'll know if you can use it, because it's greyed out otherwise.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 11:58
by Packer
Beardie27 wrote:Nice screenshot nite owl.
Just wondering this is a question i have been meaning to ask for a while, is it possible to delete single tiles of a station rather rebuilding the whole station if you accidentally place a tile in the wrong place. I know you can build over tiles if you want a different one, i mean if you place at the edge of a station, or if you made your station to big.
You can build some of the stations seperately.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 12:34
by mart3p
There has been some discussion in
Toch's screenshot thread concerning a couple of issues with ISR. I am moving the discussion here to avoid more OT stuff in Toch's thread.
michael blunck wrote:mart3p wrote:
michael blunck wrote:Another point which doesn´t please me is the difference in scale between the storage sheds and the sheds of the mine...
IMO it is the iron ore mine buildings that are far too small, compared to the scale of most other buildings in TTD. [...]
The shed you are referring to is actually a train shed, not a storage shed.
Here’s a real one for comparison.
Yeah, those iron ore mine sheds are way too small. Nevertheless, those "train sheds" are too high as well, just take a look on that photo. Don´t you see?
regards
Michael
Yes I can, I guess it might be better with a reduction in height. Here's a mock-up of it with its height reduced and the existing one for comparison.

- train shed height.png (4.08 KiB) Viewed 3170 times
Is this better? Any comments would be welcome.
@Born Acorn: I believe the train shed is your artwork, would you be happy with this change?
planetmaker wrote:mart3p wrote:I was also wondering about those sprites.

The fact that they are maglev tracks also explains why ISR is showing a double buffer here:
It detects your maglev sprite as a connected track. I'll have to change the buffers so they only respond to connecting tracks of the same rail type.

Awesome set

But I'm not sure wether changing that is worth the trouble as I can easily thing of places where it is fine as now: elrail vs. normal rail or double terminus with different track types - which then would not look as nice as now

Well, I can make normal rail and elrail buffers, continue to respond to each other's connecting rails, so a double buffer will still appear between them (upper station in screenshot)
I would like to prevent normal rail/elrail from responding to monorail and maglev tracks, to avoid the problem you see in the middle station. A double terminus can still be built if two sets of buffers are used (lower station).

- double buffers.png (12.27 KiB) Viewed 3168 times
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 13:05
by andythenorth
mart3p wrote:
train shed height.png
Is this better? Any comments would be welcome.
Yes, that is better, I tend not to use those sheds so much - now it's been mentioned I think it's because of the scale issue.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 13:24
by Beardie
yhea i would have to agree, it dose look better, never really noticed that it was out of scale a bit
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 16:53
by Badger
mart3p wrote:
train shed height.png
Is this better? Any comments would be welcome.
*Thumbs up* Looks much better.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 22:03
by krtaylor
Agreed, shorter is better.
However, is the door big enough to fit the tall cars, e.g. doublestacks and autoracks?
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 23:16
by pseudoprometheus
This update looks great, I can't wait to try it out!
Just an fyi, but someone ought to update the GRFCrawler listing as it still directs to 0.6.3.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 23:25
by athanasios
I think it should be 1 pixel taller. Not sure for 2.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 08 Jul 2008 23:58
by Sanchimaru
Thank you everybody!! I'm so happy with the new release, I hope everyone is enjoying all the new features available, mart3p's work is awesome to unkonwn limits!
And I LOVE that new machinery over there, the cranes and wood loaders
I'm afraid that academic work has kept me away from the forums a lot... so it's unlikely that I'm going to be able to draw more sprites soon. Anyhow I'm very glad to see more people joining the team, this project is working at full power!
I just updated the GRFcrawler entry, I'm afraid that there's not more place for the "creators" entry

I'll try to fix that somehow later. But you are all properly credited in the file readme, which is the most important of all. Talk about GRFcrawler, I do have one request, I'm quite sure Beardie is the man
![Pleased :]](./images/smilies/pleased.gif)
can you make 2 good images for the GRFcrawler entry? 75*75 and 300*300. My instinct tells me that you even might have already done those

Post them here, or send them to me via PM and I'll update the entry as soon as I can.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 09 Jul 2008 07:47
by mart3p
krtaylor wrote:Agreed, shorter is better.
However, is the door big enough to fit the tall cars, e.g. doublestacks and autoracks?
>krtaylor: Here's a mock-up with a US Set autorack.

- autorack test.png (18.54 KiB) Viewed 2724 times
It fits, but it's a bit tight. I'll increase the height of the door by a few pixels.
BTW, thanks for updating the download link on the American Transition Set site.

You haven't updated the version number on the
download page though. It still says "0.6.3 (May 2008)".
Sanchimaru wrote:I'm afraid that academic work has kept me away from the forums a lot... so it's unlikely that I'm going to be able to draw more sprites soon.
>Sanchimaru: Sorry to hear real life is still taking so much of your time. But of course, your academic work must be the priority.
Sanchimaru wrote:I just updated the GRFcrawler entry, I'm afraid that there's not more place for the "creators" entry...
Thanks for the update. You could remove OzTransLtd from "creators". AFAIK there is none of his work in ISR. If I am wrong, please let me know and I will add his name to the readme file.
Re: Industrial Stations Renewal (v 0.7.0 available!)
Posted: 09 Jul 2008 08:08
by bartpp7
so what about making the tracks so they kinda transfer from 1 type to another type that would be nice