Posted: 04 Oct 2005 17:51
Of course this is a complicated task. Some people already know that but most have been ignorant of the complexity which stems simply from the fact that in TTD cargoes are related to just everything: industries, vehicles, buildings, stations.
Now, in the "community", we already have self-contained sets of vehicles, buildings, stations and (new or modified) industries designed by different people. There is no "all-in-one" set and it´s hard to believe that there will be such sets in the near future (and we´d need many of them!).
And that´s why cargoes cannot be handled the same way like vehicles or stations have been handled: cargoes have an inherent interconnectivity and we have to deal with it, if we like it or not.
The cheap alternative would be "do away with compatibility", i.e. surrender to total chaos.
Now, from my opinion the whole task is two-fold:
- one side would be to define something like a "standard set" of cargoes, an "umbrella" for all climates. This must be done in such a way that it gives a good mapping on real cargoes and real transportation and those new cargoes must bring about interesting solutions for the design of new industries, new vehicles and possibly new station facilities.
- the second side would be the implementation of a framework which would define e.g. cargo slot IDs, cargo bit masks, cargo names, icons and all the other cargo property data. Because here too (as in general) we won´t have only one or two "big new cargo" .grf(s), simply from the fact that the task of developing all the new cargoes including appropriate new industries etc would be too much work for one person but OTOH, splitting the workload between many people and integrating their work into one single application .grf wouldn´t work as well (people would like to have their own graphics incuded or would like to have variated implementations of cargoes and industries, there would be copyr**** issues, etc. pp.) we have to implement it independently and define a proper interface between the single "modules".
ATM, I don´t see any other possibility.
regards
Michael
Now, in the "community", we already have self-contained sets of vehicles, buildings, stations and (new or modified) industries designed by different people. There is no "all-in-one" set and it´s hard to believe that there will be such sets in the near future (and we´d need many of them!).
And that´s why cargoes cannot be handled the same way like vehicles or stations have been handled: cargoes have an inherent interconnectivity and we have to deal with it, if we like it or not.
The cheap alternative would be "do away with compatibility", i.e. surrender to total chaos.
Now, from my opinion the whole task is two-fold:
- one side would be to define something like a "standard set" of cargoes, an "umbrella" for all climates. This must be done in such a way that it gives a good mapping on real cargoes and real transportation and those new cargoes must bring about interesting solutions for the design of new industries, new vehicles and possibly new station facilities.
- the second side would be the implementation of a framework which would define e.g. cargo slot IDs, cargo bit masks, cargo names, icons and all the other cargo property data. Because here too (as in general) we won´t have only one or two "big new cargo" .grf(s), simply from the fact that the task of developing all the new cargoes including appropriate new industries etc would be too much work for one person but OTOH, splitting the workload between many people and integrating their work into one single application .grf wouldn´t work as well (people would like to have their own graphics incuded or would like to have variated implementations of cargoes and industries, there would be copyr**** issues, etc. pp.) we have to implement it independently and define a proper interface between the single "modules".
ATM, I don´t see any other possibility.
regards
Michael