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Re: OpenTTD mod: far into the future...
Posted: 04 Nov 2007 16:31
by Kolijn Wolfaardt
Hey.
I've drawn (but not coded) this nuclear power plant. How does it look? It could porpably get Uranium from some kind of mine, replacing the coal and Powerstation-setup. I don't know excatly how this will fit into sprites, but I'll work with it.
Also, a problem. Is there any way in wich you can modiefy sprites in the trg1r file with a normal grf file? In other words: can you change the toyland sprites that are only in that file. For the terrain I simple replace the default grass terrain, but I don't know how to replace the sprites that only appear in the specified toyland grf. Can anyone help?
Re: OpenTTD mod: far into the future...
Posted: 04 Nov 2007 17:02
by FooBar
Kolijn Wolfaardt wrote:Is there any way in wich you can modiefy sprites in the trg1r file with a normal grf file?
Yes, Action A can do that. Read through the
Action A Spec as that will probably answer the rest of your question, too.
Re: OpenTTD mod: far into the future...
Posted: 04 Nov 2007 19:15
by blitzkrieg
Kolijn Wolfaardt wrote:Hey.
I've drawn (but not coded) this nuclear power plant. How does it look? It could porpably get Uranium from some kind of mine, replacing the coal and Powerstation-setup. I don't know excatly how this will fit into sprites, but I'll work with it.
Also, a problem. Is there any way in wich you can modiefy sprites in the trg1r file with a normal grf file? In other words: can you change the toyland sprites that are only in that file. For the terrain I simple replace the default grass terrain, but I don't know how to replace the sprites that only appear in the specified toyland grf. Can anyone help?
A little criticism...
I have seen a nuclear plant. The
Reactor (Round thing) is atleast 12-15 floors high whereas the
control room (Accompanying building) are a few floors high, mostly 4-5 floors. Also
the stack (smoke emmiiting thing) are near the reactors not far away.
So my suggestions are
1. Interchange place of the Control room & stack.
2. make control room multifloored.
3. the reactor could be a little taller if u keep the size of control room same.
Quite a good grf but needs some more tweaking......
Re: OpenTTD mod: far into the future...
Posted: 04 Nov 2007 19:56
by Kolijn Wolfaardt
@ FooBar: Hey, thanks, it's working!
@blitzkrieg: I'll see what I can do. The sprites for each seperate 'thing' (building, tower, etc..) in the grf are seperate, so It could happen that things end up at weird positions
In general, I have a problem with the factories. In total, there are 11 factories in the toyland climate, set up like this:
Plastic fountains -->
Battery Farms --> Toy factory --> Toy Shop
------------------------------------------------------------------
Candyfloss forest -->
Sugar mine --> Sweet factory
Tofee quarry -->
------------------------------------------------------------------
Bubble generator -->
Cola wells --> Fizzy drink factory
2 problems: Where should I place the reactor? Obviously it should only receive something, so It could propably replace the Fizzy drinks factory. But then what would the other thing be?
The other problem is actually a question: Can you change the factories to be in different climates? Action 0 changes the attributes, but you cannot change the climate. If you can, how, and what is the maximum ammount of factories a climate can have?
Re: OpenTTD mod: far into the future...
Posted: 05 Nov 2007 12:43
by flake
classic example

little more advanced example

Re: OpenTTD mod: far into the future...
Posted: 06 Nov 2007 20:26
by Kolijn Wolfaardt
Okay, I put the reactor in, replacing the fizzy drinks factory. Unfortunately the factory is only 4 tiles. ( instead of the 6 I used) So I had to squeeze things a bit. There is still a problem that when you scroll over It it semi-dissapears, but I'll fix it. I'll also work on the building, which looks bad, IMHO.

- nuclear Reactor.png (30.8 KiB) Viewed 5624 times
I need help with renaming the industry I got as far as this:
Code: Select all
3 * 0 00 0A 01 01 21 1F Nuclear Reactor
but it won't work. Could somebody help, please

Re: OpenTTD mod: far into the future...
Posted: 06 Nov 2007 21:15
by DaleStan
Just like in every other language ever invented, strings need to be quoted. Completely unlike any other language ever invented (except assembly), they also need to be explicitly null-terminated.
Re: OpenTTD mod: far into the future...
Posted: 07 Nov 2007 03:38
by blitzkrieg
Kolijn Wolfaardt wrote:Okay, I put the reactor in, replacing the fizzy drinks factory. Unfortunately the factory is only 4 tiles. ( instead of the 6 I used) So I had to squeeze things a bit. There is still a problem that when you scroll over It it semi-dissapears, but I'll fix it. I'll also work on the building, which looks bad, IMHO.
nuclear Reactor.png
I need help with renaming the industry I got as far as this:
Code: Select all
3 * 0 00 0A 01 01 21 1F Nuclear Reactor
but it won't work. Could somebody help, please

Looks much better than before!!! Make the building multi-storied.
Re: OpenTTD mod: far into the future...
Posted: 07 Nov 2007 08:43
by Kolijn Wolfaardt
Hmm. I tried everything you said, Dalestan, but it still doesn't work.
Code: Select all
3 * 22 00 0A 01 01 21 1F "Nuclear Reactor" 00
3 : spritenum 3
22 : 22 bytes
00 : Action 0
0A : concerning industries
01 : replace one set
01 : of one
21 : Starting at the fizzy drinks factory
1F : replacing the name property
"Nuclear Reactor": the new name
00 : close string
Am I missing something here? I don't know, I've never tried renaming stuff before.
@ Blitzkrieg: Thanks, I'll do that. The buiding will propably become two stories, but will stay that size, in keeping with the scale used in the game.
Is anyone else possibly also working on this project? I just wondered if I'm the only one

Re: OpenTTD mod: far into the future...
Posted: 07 Nov 2007 09:29
by DaleStan
Kolijn Wolfaardt wrote:00 : Action 0
1F : replacing the name property
Look at the size of that property again. And what it contains. "TextID" != "string".
Re: OpenTTD mod: far into the future...
Posted: 07 Nov 2007 15:39
by LordAzamath
Hmm...I looked at specs and... Shouldn't you define the new name with action 04? I tried to do that when I made my first grfs for WWOTTDGD. The new names worked in Patch, but not in Open ("tested" by PikkaBird)...
Action 00 should be for changing properties of objects..Naming would be done with 04. Feature 0A
Code: Select all
...or houses
0A for industries
0B for carg...
But someone should confirm this..I'm still pretty much noob in nfo-code
Lord
Re: OpenTTD mod: far into the future...
Posted: 09 Nov 2007 17:55
by Kolijn Wolfaardt
Like this?
Code: Select all
2 * 25 04 0A 7F 01 23 48 "Nuclear Powerplant" 00
It compiles into a grf file, but does nothing.
I changed the building of the powerplant. It looks better now ( I think so)
Re: OpenTTD mod: far into the future...
Posted: 10 Nov 2007 05:42
by blitzkrieg
Kolijn Wolfaardt wrote:Like this?
Code: Select all
2 * 25 04 0A 7F 01 23 48 "Nuclear Powerplant" 00
It compiles into a grf file, but does nothing.
I changed the building of the powerplant. It looks better now ( I think so)
You are right!!!

. It now looks like a nuclear plant!!! Keep up the Good work

!!!
Re: OpenTTD mod: far into the future...
Posted: 11 Nov 2007 05:27
by DaleStan
Kolijn Wolfaardt wrote:Like this?
Code: Select all
2 * 25 04 0A 7F 01 23 48 "Nuclear Powerplant" 00
It compiles into a grf file, but does nothing.
Does it work in TTDPatch? If so, it's a bug in either OpenTTD or in its documentation, not in your code.
Re: OpenTTD mod: far into the future...
Posted: 15 Nov 2007 09:07
by Kolijn Wolfaardt
Nope, It doesn't work there either.
I'll continue with something else for the time being.

Re: OpenTTD mod: far into the future...
Posted: 15 Nov 2007 10:39
by DaleStan
Interesting. I'd've guessed that it would work. What are the industry's props 08 and 1F set to?
Re: OpenTTD mod: far into the future...
Posted: 15 Nov 2007 14:27
by planetmaker
Kolijn Wolfaardt wrote:Like this?
Code: Select all
2 * 25 04 0A 7F 01 23 48 "Nuclear Powerplant" 00
It compiles into a grf file, but does nothing.
I changed the building of the powerplant. It looks better now ( I think so)
Looks pretty cool.
But to me it doesn't look like a nuclear power plant - a nuclear power plant would need IMO one half-sphere dome that protects the reactor itself and at least one cooling tower which might have water steam above it.
To me it rather looks like a bio power plant (one that converts bio mass into heat and thus electical energy). On the other hand this would also make the choice of the deliveries easier: just haul mais or bamboo or alike to it

Re: OpenTTD mod: far into the future...
Posted: 15 Nov 2007 15:11
by Ar4i
Nuclear power plants:
1. Need water to operate, because they use nuclear power to heat water and produce steam which is used to power up steam turbines
2. Need a huge stack not like the one you've put, they don't actually produce black dirty smoke instead they just disperse the steam already used to power up the turbines, so there should be white "smoke"
So making a nuclear plant would require a lot different model and it should reside near water if you want it to be realistic.
Re: OpenTTD mod: far into the future...
Posted: 29 May 2008 23:27
by Metruck1
Yes, and nuclear plants tend to produce a TON of waste, unless it is a fusion reactor, and even then there is some waste, so i would put in in place of the Toy chain like this
Urainum mine-->
Boron or some other controller mine--> Plant--> Nuclear dump.
But that is just how I would do it, ok.
Metruck1
Re: OpenTTD mod: far into the future...
Posted: 01 Jun 2008 12:58
by mrMann
Metruck1 wrote:Yes, and nuclear plants tend to produce a TON of waste, unless it is a fusion reactor, and even then there is some waste, so i would put in in place of the Toy chain like this
Urainum mine-->
Boron or some other controller mine--> Plant--> Nuclear dump.
But that is just how I would do it, ok.
Metruck1
Wow, a huge bump! Please don't bump topics that are over a month old!