Page 57 of 186
Re: AuzObjects
Posted: 10 Feb 2021 12:32
by GarryG
adding a few more Industry objects.
In the process making quarries and mines that are slope aware. This is Sand Quarry I stole from FIRS 1.4.3.
I drained the water out to reveal sloped pieces.

- Sandquarry.png (20.92 KiB) Viewed 4042 times
The I cut pieces out of it and started the quarry in them their hills. Still some digging to do.

- Sandquarry 02.png (46.23 KiB) Viewed 4042 times
Added a Garbage Dump (rubbish tip, waste disposal). Has several names to it but it all rubbish to me.

- waste disposal 01.png (27.94 KiB) Viewed 4042 times
What next? You just have to wait and see.
Re: AuzObjects
Posted: 10 Feb 2021 18:50
by piratescooby
Re: AuzObjects
Posted: 11 Feb 2021 08:15
by GarryG
piratescooby wrote: 10 Feb 2021 18:50
Electricity from waste ...
Hope every country starts doing that .. surely goodness they can burn it like they do with coal .. but we still have to stop the people (the litter bugs) from throwing it on the ground and into our water ways .. those that are to lazy and dumb to place their rubbish in a garbage bin.
Any way .. on another subject .. Electricity as a cargo be interesting. With all these roads and railway lines we can make now .. just wonder if one can be altered to look like power lines a bit like McZapkies Wired that carries Mail? Maybe his Wired could carry electricity as well.
Re: AuzObjects
Posted: 11 Feb 2021 09:37
by kamnet
GarryG wrote: 11 Feb 2021 08:15
piratescooby wrote: 10 Feb 2021 18:50
Electricity from waste ...
Hope every country starts doing that .. surely goodness they can burn it like they do with coal .. but we still have to stop the people (the litter bugs) from throwing it on the ground and into our water ways .. those that are to lazy and dumb to place their rubbish in a garbage bin.
Any way .. on another subject .. Electricity as a cargo be interesting. With all these roads and railway lines we can make now .. just wonder if one can be altered to look like power lines a bit like McZapkies Wired that carries Mail? Maybe his Wired could carry electricity as well.
Look at WIRES:
viewtopic.php?p=1167735#p1167735
Re: AuzObjects
Posted: 11 Feb 2021 10:29
by GarryG
kamnet wrote: 11 Feb 2021 09:37
Look at WIRES:
Thanks pal, I forgot about those .. going to have to have a look see what can be done .. at moment he using the overhead wires for railway lines. Have to see if I can make them look like actual power poles.
I think that make a interesting add to Industries if I can get it to work to supply all Industries and towns with power.
Cheers
Re: AuzObjects
Posted: 11 Feb 2021 12:51
by GarryG
I had a look at the coding and was able to change the poles and wires to a different type .. but it would not used the sparks .. instead it used the default steam engine. When I (or someone who can help) get those sparks working, I will then look at proper power poles.
Also getting this message:
Code: Select all
?[K?[93m nmlc warning: "WIRES.nml", line 232: Consider using the new produce() syntax for 'produce_eltr'?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 233: Consider using the new produce() syntax for 'produce_eltr_256'?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 233: Block 'produce_eltr_256' is not referenced, ignoring.?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 243: 'prod_multiplier' is deprecated, consider using 'cargo_types' instead?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 244: 'input_multiplier_1' is deprecated, consider using 'cargo_types' instead?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 314: 'prod_multiplier' is deprecated, consider using 'cargo_types' instead?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 315: 'input_multiplier_1' is deprecated, consider using 'cargo_types' instead?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 316: 'input_multiplier_2' is deprecated, consider using 'cargo_types' instead?[0m
?[K?[93m nmlc warning: "WIRES.nml", line 317: 'input_multiplier_3' is deprecated, consider using 'cargo_types' instead?[0m
?[K nmlc info: 112 sprites, 71 cached, 0 orphaned, 41 duplicates, 0 newly encode
I think it looking for new coding from the new NML which I still trying to understand.
Any suggestions.
Cheers
Re: AuzObjects
Posted: 11 Feb 2021 13:23
by Andrew350
To get the spark effect for your vehicles, all you should have to do is set the visual_effect/visual_effect_and_powered property to VISUAL_EFFECT_ELECTRIC.
As for those warnings, I'm pretty sure you can safely ignore those for now, until you figure out the new syntax

Re: AuzObjects
Posted: 11 Feb 2021 14:59
by GarryG
Andrew350 wrote: 11 Feb 2021 13:23
To get the spark effect for your vehicles, all you should have to do is set the visual_effect/visual_effect_and_powered property to VISUAL_EFFECT_ELECTRIC.
Silly me .. I forgot to set them in the "Set Parameters" they now working fine .. I will see if I can adjust it so not need the parameters and sparks are default.
Now I can concentrate on some power poles ..just be interesting how high they can be.
Re: AuzObjects
Posted: 12 Feb 2021 05:12
by GarryG
I think I be able to make those electricity Wires and maybe have it as a cargo.
Been able to make power pol;es and lift the wires and sparks. Just aligning a problem as when run 2 sets of poles parallel to each other one side does not align with the other side.
Also Level Crossing .. every time a spark and vehicle meet, the vehicle gets zapped.

- Electricity Cargoes.png (40.46 KiB) Viewed 3696 times
Having a level crossing to try stop vehicles impossible as the spark is very very fast. Maybe roads will need to either bridge over the power lines, or go under them, something like this.

- Electricity Cargoes 02.png (47.55 KiB) Viewed 3696 times
I think this project will take me several days or longer to do .. getting level straight pieces I think will work, but not sure yet about slopes and those north-South and East-West directions.
We shall see.
Re: AuzObjects
Posted: 12 Feb 2021 10:21
by Pyoro
Mhm, there needs to be some sort of "these don't interfere with each other" flag for level crossings (maybe there is, I don't know). Pipelines presumably have the same issue. Or elevated rails of some kind.
Either way looks great.
Re: AuzObjects
Posted: 12 Feb 2021 12:39
by kamnet
Well, you could re-implement them as trolley wire over roads...
Or just remember to use signaling on the rail line... maybe re-do the road crossings as yellow flashing "warning: overhead wire" signage?

Re: AuzObjects
Posted: 12 Feb 2021 13:46
by Andrew350
Just set the railtype flag
RAILTYPE_FLAG_NO_LEVEL_CROSSING to prevent them from being built at all

Re: AuzObjects
Posted: 12 Feb 2021 15:21
by GarryG
A few hiccups still with getting the wires to align when use the poles side by side, but hope to work it out eventually.
The idea Andrew350 suggest I think better way to go ..
I tested what I done with level crossing but the spark is so quick a vehicle does not stand a chance getting across the level crossing before it gets hit. Only way that helped prevent it was using a path signals and place these a fair distance from the level crossing to set off the bells early. I found at least 12 tiles away from the crossing then the vehicle had a chance to stop in time.
For signals probably make a small sub-station or something like that .. it does not have to display lights as long as you can see it. In Wired .. you can use signals but they are invisible so bit hard tell which way they are set.
I shall keep straggling with this idea and hope I will win eventually.
Cheers
Re: AuzObjects
Posted: 13 Feb 2021 09:31
by lostpawn
I love the Auz newgrfs but I now have many in my newgrf settings and there are doubles. Some may have been replaced by others of combined in one. Is there a list or such somewhere of the most current ones so that i am uptodate without doubles?
Re: AuzObjects
Posted: 13 Feb 2021 09:48
by Quast65
lostpawn wrote: 13 Feb 2021 09:31
I love the Auz newgrfs but I now have many in my newgrf settings and there are doubles. Some may have been replaced by others of combined in one. Is there a list or such somewhere of the most current ones so that i am uptodate without doubles?
Garry reposted the GRF's starting here:
viewtopic.php?p=1239912#p1239912
AuzCarParksAndSubwayOverlays
AuzBeachObjects
AuzCreekAndDrainObjects
AuzFarmObjects
AuzFencesObjects
AuzIndObjects
AuzObjectAddOns
AuzPowerAndTelephoneObjects
AuzRailObjects
AuzRattRoadObjects
AuzSportsObjects
AuzTownObjects
TownWallAddOns
AuzWaterObjects
AuzWaterAddOns
EDIT:
I missed:
AuzCarParkAddOns
In the following pages there are some updates to the above GRF's, so make sure to go through those pages, but then you should be up-to-date.
Re: AuzObjects
Posted: 13 Feb 2021 10:12
by GarryG
lostpawn wrote: 13 Feb 2021 09:31
Is there a list or such somewhere of the most current ones so that i am uptodate without doubles?
Thanks to Quast65 he done a list above and I also update page 1 with a list and dates of latest versions.
AuzTownObjects, TownWallAddOns, AuzPowerAndTelephoneObjects, AuzIndObjects, AuzFencesObjects, AuzFarmObjects, AuzCreekAndDrainObjects, AuzCarParkAddOns, and AuzCarParksAndSubwayOverlays
all have had something new added or in the process of having some new added to them so hope to start uploading them in coming days.
Re: AuzObjects
Posted: 13 Feb 2021 10:22
by Quast65
GarryG wrote: 13 Feb 2021 10:12
AuzCarParkAddOns
Where can that be found?
It was not in the load of GRF's that you posted a while ago (where I linked to) and I dont seem to find it in the pages after that.
Re: AuzObjects
Posted: 13 Feb 2021 10:36
by GarryG
Quast65 wrote: 13 Feb 2021 10:22
AuzCarParkAddOns
Where can that be found?
It just here .. been here ever since I uploaded it
It has:
: 90 degree parking
: Parallel Parking
: Angel Parking
: Corner Parking
: Narrow Road Park
Intend to add some more when get chance.
Might as well let you all have the Oil drilling, sand quarry and the rubbish tip as well in ..
Cheers
Re: AuzObjects
Posted: 14 Feb 2021 08:54
by lostpawn
Thank you Garry, Quast for the help. Much appreciated.
Re: AuzObjects
Posted: 14 Feb 2021 10:11
by GarryG
lostpawn wrote: 14 Feb 2021 08:54
Thank you Garry, Quast for the help. Much appreciated.
Your welcome.. often appreciate remarks like your to remind me to update the forum pages.
On page 1 I just added the page number of the latest addition for each object set. Check all the page as often you find the object set several times .. so download the last one on that page. AzFarmObjects is a sample as it has more then 1 on page 56.
Today I had a try making a set of water pipes and this image to what I done so far. At the moment they are in AuzIndObjects under the section Utilities .. as not sure where they should be places .. any suggestions?

- water pipes 02.png (30.71 KiB) Viewed 3281 times