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Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 21 Aug 2007 20:36
by Smaug
I voted for mauve and grey. Mauve comes the closest to the roof color of the real castle in my opinion (compare the two images) and gives a very nice contrast, so I would go for mauve. The grey color is somewhat light and gives not enough contrast I think. The brown color seems alright to me too. Great job! I'm in love with this castle.
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 22 Aug 2007 01:48
by athanasios
I agree. I voted for Mauve. Brown will fit with SAC's trees but not with original ones.
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 22 Aug 2007 04:37
by George
athanasios wrote:I agree. I voted for Mauve. Brown will fit with SAC's trees but not with original ones.
I can code it to use black/brown roof if SAC's trees are enabled and CC if disabled. Would it be good?
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 22 Aug 2007 22:11
by Sonicelo
OFFTOPIC:
I remeber having this castle, this image as a puzzle lol. 1k pieces.
ONTOPIC:
That would be awsome, and mauve is good yeah.
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 23 Aug 2007 02:14
by athanasios
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 24 Aug 2007 21:14
by George
Test version for new features
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 25 Aug 2007 00:11
by belugas
Looks like i have plenty of work to do, if I ever want to play your sets in OTTD, George

In other words, it failed completely.
Thanks anyway
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 25 Aug 2007 04:07
by athanasios
Your interest fills us with joy and expectations!

Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 25 Aug 2007 06:06
by George
belugas wrote:Looks like i have plenty of work to do, if I ever want to play your sets in OTTD, George

In other words, it failed completely. Thanks anyway
New callback and props work fine in TTDP. Thanks to Csaboka and Dalestan
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 25 Aug 2007 20:06
by mcbane
hmm got a lil prob with ECS when building a station near a "grossbaustoffhandlung"(dunno engl word for it) it produces stuff , even i dont bring cargo there and i cant bring the unknown cargo away.
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 25 Aug 2007 21:45
by George
mcbane wrote:hmm got a lil prob with ECS when building a station near a "grossbaustoffhandlung"(dunno engl word for it) it produces stuff , even i dont bring cargo there and i cant bring the unknown cargo away.
I cant reproduce the problem. Does it happen for all the "Large construction industry" on the map or only with specific one?
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 25 Aug 2007 21:52
by mcbane
if its the large building .yes i think i happens whenere there are other industries or towns in the range of the station
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 25 Aug 2007 22:22
by belugas
George wrote:belugas wrote:Looks like i have plenty of work to do, if I ever want to play your sets in OTTD, George

In other words, it failed completely. Thanks anyway
New callback and props work fine in TTDP. Thanks to Csaboka and Dalestan
Ho I'm sure they do

Otherwise, you would have released that test version

Just that... I still have a long way to go

My implementation is still very buggy...
Re: ECS implementation by George: ECS vectors. Beta 2 10/04/2007
Posted: 26 Aug 2007 05:25
by George
mcbane wrote:if its the large building .yes i think i happens whenere there are other industries or towns in the range of the station
Do you mean that you get this unexpected cargo on several stations? Send me a save-game and configs, please.
belugas wrote:George wrote:belugas wrote:Looks like i have plenty of work to do, if I ever want to play your sets in OTTD, George

In other words, it failed completely. Thanks anyway
New callback and props work fine in TTDP. Thanks to Csaboka and Dalestan
Ho I'm sure they do

Otherwise, you would have released that test version

Just that... I still have a long way to go

My implementation is still very buggy...
I can't run your version of OTTD. it reports "No available language packs (invalid versions?)". Where and what should I download?
BTW it could report some version info about required version

Thank-you and sand overproduction?
Posted: 03 Sep 2007 13:49
by PJF
G'day George,
I love your work with the ECS industries. I just started using them, and they've really changed the game for me. Absolutely brilliant work; I've been playing with all of them enabled at once.
I did have one small surprise with the basic vector, playing in a temperate client using ttdpatch v2.6 alpha0 r1719. Within a few months of starting a new game, ALL the sandpits would increase their production, and then a few months later they'd all do it again, and then again, even though most were not being serviced. Is this intentional (sandpits are stocking big piles of sand ready for pick-up), or can I consider it unusual?
I believe I have a save-game that I can post that replicates the behaviour if you wish.
Is there any plan to combine the Arctic/Tropical/Temperate vectors into a single .grf files? I'm assuming they can't all be loaded at once in their current form.
Thanks again for a fantastic addition to the game,
Paul
Re: Thank-you and sand overproduction?
Posted: 04 Sep 2007 05:36
by George
PJF wrote:I did have one small surprise with the basic vector, playing in a temperate client using ttdpatch v2.6 alpha0 r1719. Within a few months of starting a new game, ALL the sandpits would increase their production, and then a few months later they'd all do it again, and then again, even though most were not being serviced. Is this intentional (sandpits are stocking big piles of sand ready for pick-up), or can I consider it unusual?
A known bug, but was not fixed yet
PJF wrote:I believe I have a save-game that I can post that replicates the behaviour if you wish.
That is not required
PJF wrote:Is there any plan to combine the Arctic/Tropical/Temperate vectors into a single .grf files? I'm assuming they can't all be loaded at once in their current form.
Yes, you cant load them at the same time, but you can (for example) load ECS Basic vector in tropics. And how would you manage it in one file?
Re: Thank-you and sand overproduction?
Posted: 04 Sep 2007 06:15
by PJF
George wrote:A known bug, but was not fixed yet
Oh good, I like known bugs much better than unknown ones; they're much easier to fix.
George wrote:Yes, you cant load them at the same time, but you can (for example) load ECS Basic vector in tropics. And how would you manage it in one file?
I've not even thought of loading vectors for other climates before, I'll have to give that a try.
As for managing them all in one file, I'm unfortunately not well versed in the capabilities of GRF files, and what can and cannot be done with them. My inspiration for the question was noting that
Pikka's Basic Industries was a single file that modified industries in all three regular climates, with climate-dependent industry changes (eg, power plants consume coal in temperate, fuel oil in tropical). That's very appealing from a usability standpoint.
Many thanks again for an awesome addition to the game!
Paul
Re: Thank-you and sand overproduction?
Posted: 04 Sep 2007 07:59
by George
PJF wrote:As for managing them all in one file, I'm unfortunately not well versed in the capabilities of GRF files, and what can and cannot be done with them. My inspiration for the question was noting that
Pikka's Basic Industries was a single file that modified industries in all three regular climates, with climate-dependent industry changes (eg, power plants consume coal in temperate, fuel oil in tropical). That's very appealing from a usability standpoint.
For my sets I try to allow every set in every climate. Of cause it brings some restrictions (for example some industries require deserts to be build and deserts are located in tropic only), but the most possibilities should work.
Copper ore mines accept rubber? Breweries accept... livesto
Posted: 04 Sep 2007 14:06
by PJF
G'day again George,
I've been playing more with your fantastic ECS vectors, and thanks again for your very prompt responses so far. I currently have all of them loaded, using the tropical ones where possible, as I'm playing a tropical game. I've noticed an oddity with the copper ore mines; they appear to be accepting rubber! In particular, the land query tool indicates: "Cargo accepted: (4/8 Rubber)".
This is a bug or a feature? I can understand copper ore mines wanting machinery or petrol, but rubber seems a little odd.
The other oddity, which I'm *sure* is a bug, is that breweries are accepting cereals, fruit and... livestock. I don't know what sort of beer they're making there, but I'm not going to be drinking it.

Again, the query tool displays this with the land area information: "Cargo accepted: Cereals, Fruit, Livestock".
I'm using ttdpatch 2.6 r1726. I'm happy to provide screenshots, saves, configuration information, and anything else upon request.
On a somewhat related note, I've been trying to add a little more information on the ECS to the ttdpatch wiki, such as the information on the
Basic Vector. Unfortunately I'm at a loss as to how one adds the ECS navigation structure to the top of the page; any hints you may have here would be appreciated.
All the very best, and thanks again!
Paul
Re: Copper ore mines accept rubber? Breweries accept... livesto
Posted: 04 Sep 2007 15:43
by George
PJF wrote:they appear to be accepting rubber! In particular, the land query tool indicates: "Cargo accepted: (4/8 Rubber)".
The other oddity, which I'm *sure* is a bug, is that breweries are accepting cereals, fruit and... livestock.
Does it happen in newly created games?
PJF wrote:On a somewhat related note, I've been trying to add a little more information on the ECS to the ttdpatch wiki, such as the information on the
Basic Vector. Unfortunately I'm at a loss as to how one adds the ECS navigation structure to the top of the page; any hints you may have here would be appreciated.
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