Page 56 of 104

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 08:10
by michael blunck
mart3p wrote:Here's a mock-up with a US Set autorack.
It fits, but it's a bit tight. I'll increase the height of the door by a few pixels.
It does fit w/o being tight, see attachment. The yellow bar shows height available above the train.
profile.png
profile.png (9.26 KiB) Viewed 4007 times
It would be a good thing to decide if that building should be a "train shed" or a "storage building". A train shed would be generally lower (incl the doors) than a storage building.

regards
Michael

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 09:07
by mart3p
bartpp7 wrote:so what about making the tracks so they kinda transfer from 1 type to another type that would be nice
Sorry, I don’t understand your suggestion. Could you explain in more detail?

michael blunck wrote:It does fit w/o being tight, see attachment. The yellow bar shows height available above the train.
I think the side of the autorack is actually 1 pixel higher than shown in your attachment. But it makes no difference, you are right, there is sufficient clearance. :)
michael blunck wrote:It would be a good thing to decide if that building should be a "train shed" or a "storage building". A train shed would be generally lower (incl the doors) than a storage building.
Well, it has always been intended as a "train shed". It was called "Large train shed" in the Brick Freight Stations set from which it originated.

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 12:47
by andythenorth
mart3p wrote:
bartpp7 wrote:so what about making the tracks so they kinda transfer from 1 type to another type that would be nice
I think he means the transition from 'regular' low platform tiles to the switchyard tiles?

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 12:48
by andythenorth
On request of Mart, TT Foundry presents new small forklifts:
forklift_small_cc.png
forklift_small_cc.png (552 Bytes) Viewed 3886 times
forklift_small_red_white.png
forklift_small_red_white.png (531 Bytes) Viewed 3886 times
forklift_small_yellow.png
forklift_small_yellow.png (508 Bytes) Viewed 3884 times
Also free for use if anyone wants it for industries etc

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 15:28
by mart3p
Thanks Andy, they look really good. Here’s the "valuables parking" tile, the existing forklift on the left, the new forklift in the right. I think everyone will agree that that the new ones are a quite an improvement. :D
vp forklift.png
vp forklift.png (4.85 KiB) Viewed 3813 times

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 16:49
by AP
Hey great to see the new eye candies coming up as the forklift. Like it a lot! Just one question, do you know how i can construct the crossings of the streets? If I put a south and a north tile together i never get those nice links with the yellow stop line at a crossing. Any ieas why this does not work? Do I need something else than v 0.7.0? Furthermore I am curious if the fence / smooth links from stations to grass discussion is still alive.
I also asked if there is the possibility to use zimmlocks factory as a grf without using George's ecs vector. I mean it must be existing in graphic way already? Just to excahnge the normal factory with it or the other facilities with his graphics, as possible with iron ore and coal mine. If they are in the ecs (power plant, factory) is there a way to get them like a ttrs grf or something like that. If everybody can use them in an ecs, seems like they are already prepared in a certain way, aren't they? Sorry if I assume too much as I am not a coder, but I am really burning to use the new industries together with these horny making station. :P

I add a graphic file to explain the crossings I like an do not get. btw I am having a German version running.

Greetings to all,

AP

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 17:24
by andythenorth
AP wrote:Furthermore I am curious if the fence / smooth links from stations to grass discussion is still alive.
I think it would be good to have transition half-tiles in ISR with terrain/fences/tarmac.

Canadian set has tiles that aren't precisely what I mean, but similar :
edges.png
edges.png (37.95 KiB) Viewed 3770 times

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 18:30
by Toch
I want to loudly say that i Thanks wery much to all :bow: creators of ISR because i absolutly love it, and i want to say with honor, that my stations would be nothing without ISR :!: 8)

:arrow: :bow: :bow: ISR

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 09 Jul 2008 18:46
by mart3p
AP wrote:If I put a south and a north tile together i never get those nice links with the yellow stop line at a crossing. Any ieas why this does not work? Do I need something else than v 0.7.0?
The junctions should appear automatically when 2 roads join. I can't think of any reason why it is not working for you. :?
AP wrote:btw I am having a German version running.
I assume from this that you are using TTDPatch. Which version are you using?
AP wrote:I also asked if there is the possibility to use zimmlocks factory as a grf without using George's ecs vector...
It would certainly be possible to make a grf with zimmlock’s industries replacing the standard industries. Permission would have to be obtained of course. Don't ask me to code it though, I'm far too busy with ISR. :wink:
andythenorth wrote:
AP wrote:Furthermore I am curious if the fence / smooth links from stations to grass discussion is still alive.
I think it would be good to have transition half-tiles in ISR with terrain/fences/tarmac.
There has been some discussion on this, some fences have already been drawn. It's on my list of possible future additions to ISR.
Toch wrote:I want to loudly say that i Thanks wery much to all :bow: creators of ISR because i absolutly love it, and i want to say with honor, that my stations would be nothing without ISR :!: 8)
Thanks Toch. :D I've just been looking at your latest screenshots. Some of your industrial stations are amazing. 8)

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 02:42
by Railwaymodeler
First and foremost, I would like to say that this set is truly a work of art. Possibly the best thing to happen in newgrfs!

My only suggestion is to the new pre-built mineral loading station. Using OTTD at least, when you drag and drop a mineral station, it always for me puts the tipple at one end or the other. Sometimes it is directly over a locomotive (Which doesn't take a load) or a caboose. Any way to re-code that station so the tipple is in one of the intermediate tiles? I think it probably belongs there, more.

Thanks again to all who have made this possible!

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 03:53
by George
First of all I would like to thank for the new feature of 0.7 - predefined stations. May I ask to expand it? Currently it has only rail containing part. Would it be possible to add one more tool - to crate predefined part without rails?

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 04:46
by Raichase
Regarding the sprite problem, perhaps parameters could be introduced to turn off "sections" of the station set, that people don't use. I, for example, don't personally use the switchyard.

That being said, I'm not having sprite issues :))

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 12:03
by mart3p
Railwaymodeler wrote:My only suggestion is to the new pre-built mineral loading station.
Well actually the station isn't new, all I did for v0.7.0 was move it from its old location in "Industrial: Raw materials" to the new location "Industrial: Stations". The only change was a new sprite for the purchase list. :)
Railwaymodeler wrote:Any way to re-code that station so the tipple is in one of the intermediate tiles? I think it probably belongs there, more.
Yes, I did plan to do some updates to this station at some point. I agree the tipple (silo building) would be better on intermediate tiles. I'd also like to make it appear more than once when longer stations are built.
George wrote:Would it be possible to add one more tool - to crate predefined part without rails?
It's possible, but I think it would be of limited use. I think most players who want to add non-track eye-candy around their stations, also want to design their own layouts. I will consider this further though. ;)
Raichase wrote:Regarding the sprite problem, perhaps parameters could be introduced to turn off "sections" of the station set, that people don't use. I, for example, don't personally use the switchyard.
As I have said before, IMO the sprite problem is not an ISR problem. It is only a problem for TTDPatch players who want to use a number of station grfs in addition to ISR.

Having said that, I am always looking at ways of reducing sprite usage. The problem of turning off sections, is that station IDs have to remain consecutive. The only part that would be easy to turn off is the switchyard, as it is the last station class defined. This wouldn't actually save that many sprites though, the switchyard uses 96 sprites, this is a relatively small proportion (approx. 5%) of the total sprites used.

What could be done using parameters, is to disable certain features that use a lot of sprites. Disabling the multi-tile animations would make the biggest saving. The animated station would be replaced with a non-animated version, keeping the station IDs consistent. This is quite a lot of work though, so I'm afraid it doesn't come very high on my list of priorities.

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 12:45
by Nagyzee
Raichase wrote: That being said, I'm not having sprite issues :))
Well, unfortunately I do for example. :(

I couldn't find a standalone variable snowline grf, all available comes with a package which can't be turned down. The NA City set turned my towns too American after a while though TTRS had the higher priority. The ECS town vector comes with tourists. So in the end I settled for Canadian Stations as at least that doesn't alter my game if I don't use the stations. But because of it I have sprite problems. Newstations, ISR and CanStations are getting along nicely but only until I start using TBRS on top of it. At this point ISR gives up. Unlucky, I guess.

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 13:29
by mart3p
Well, it's an extreme waste of sprite resources to load the Canadian Stations and not use them. The Canadian Station set uses more sprites than most. The answer here of course, would be a standalone variable snowline grf.

Maybe you should post in the Canadian Stations tread, to ask if a separate grf could be created. Failing that, I may be prepared to code a variable snowline grf myself. This won't happen anytime soon though. ;)

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 14:07
by Ammler
mart3p wrote: Maybe you should post in the Canadian Stations tread, to ask if a separate grf could be created. Failing that, I may be prepared to code a variable snowline grf myself. This won't happen anytime soon though. ;)
Me is waiting, someone will complain about reaching NewGRF limit, because all functions are splitted in different files. ;-)

Greets
Ammler

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 14:15
by Nagyzee
mart3p wrote:
Maybe you should post in the Canadian Stations tread, to ask if a separate grf could be created. Failing that, I may be prepared to code a variable snowline grf myself. This won't happen anytime soon though. ;)
Thanks, I will ask them.

One more question: Is there a chance to add plain buffers to ISR? I mean, ones with grass under them. I do have the generic buffers grf but it isn't snow-aware, it seems.


@Ammler: You have a point, but there are lots of separate grfs already for way lesser things as well. And I don't think variable snowline has to come in a package. It's a rather independent thing, doesn't have that much to do with neither specific stations, nor building sets. (Not to mention tourists.)

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 14:26
by ISA
Nagyzee wrote:
mart3p wrote:but it isn't snow-aware, it seems.
In arctic they are :|

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 10 Jul 2008 20:44
by andythenorth
Steam crawler crane. Good for about 1850-1950 I reckon. Other angles will follow in a couple of days...
crawler_crane_steam.png
crawler_crane_steam.png (970 Bytes) Viewed 3080 times
Teaser. Someone (not me sorry!) needs to draw some smoke..?
crawler_crane_steam_teaser.png
crawler_crane_steam_teaser.png (96.75 KiB) Viewed 3079 times
(probably a bit dark in the shadows, needs softening)

Re: Industrial Stations Renewal (v 0.7.0 available!)

Posted: 11 Jul 2008 06:42
by frankvw
Speaking about smoke:

One missing thing in this wonderful set, is regarding the mineral offloading stations: when a train is offloading coal, or other minerals, you'd expect some dust. So, why not adding some smoke at ground level when a train dumps stuff ?