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Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 22 Jan 2010 19:00
by ostlandr
Love ISR! I use it in all my games.
Here's a suggestion for a future release/version of the set. For the "railyard" tiles, what about using the wagon sprites as "cargo", and placing them on that "extra" track? That would look really good, with blocks of cars appearing and disappearing.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 22 Jan 2010 23:49
by Ameecher
But which wagons would you use?
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 23 Jan 2010 04:08
by Emperor Jake
Ameecher wrote:But which wagons would you use?
How about detecting the major train sets (eg UKRS, NARS, DBXL, 2cc?) and (with author's permission) use that set's wagons? And when no compatible set's available just use default graphics from opengfx?
Also, I'm working on generic European greight car graphics designed to go well with any European trainset, maybe sets could have "region flags" and the ISR would use generic wagons that differ for each region?
Just my ideas,
Jake
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 23 Jan 2010 07:36
by Voyager One
Just a brief comment: Whatever you do... GREAT job!

I love this GRF!
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 10 Mar 2010 14:08
by kamnet
I'm using Industrial Stations Renewal 0.8.0 with OTTD 1.0 RC2. I cannot get the ISR ship depot to display. I currently have the config set to '0 0 0', and I have ISR loaded first before all GRFs. I'm still seeing the default ship depot.
Any idea if this is a bug with newer versions of OTTD?
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 10 Mar 2010 15:41
by welshdragon
As far as I know there isn't a ship depot in ISR.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 10 Mar 2010 16:39
by wallyweb
welshdragon wrote:As far as I know there isn't a ship depot in ISR.
Yes there is,
since version 0.4.0.
They are available via parameter under TTDPatch. I don't know about OTTD.
mart3p wrote:White Rabbit wrote:But are there parameters (e.g. to switch off the new docks and ship depots)?
Yes, the parameters are the same as v0.4.0.
The first parameter controls the docks, the second is the ship depot. In both cases '0' enables the new graphics, '1' disables then. With no parameters set it defaults to '0 1' i.e. new docks enabled, depot disabled.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 10 Mar 2010 16:51
by YukonRob
Depot works fine on r19375.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 10 Mar 2010 23:12
by kamnet
Of course, I should have tried it WITHOUT any other newgrfs. Yep, it works. Not fine, because I have found a glitch, but it does work. The glitch is that when you have a few depots side-by-side, and ships come in to adjacent depots that have ships docked next to them, that if their sprites overlap, sprites start disappearing.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 12 Mar 2010 17:15
by YukonRob
Because this is now on Bananas does that make it GPL? It would be nice to update this to allow it to recognize some of the new FIRS cargoes (unless I'm missing something).
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 12 Mar 2010 18:27
by andythenorth
YukonRob wrote:Because this is now on Bananas does that make it GPL? It would be nice to update this to allow it to recognize some of the new FIRS cargoes (unless I'm missing something).
Current release of ISR is GPL. There are some changes I'd like to make to it sometime. mart3p was the maintainer last time around, he's been kind of busy recently though.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 13 Mar 2010 00:21
by kamnet
andythenorth wrote:Current release of ISR is GPL. There are some changes I'd like to make to it sometime. mart3p was the maintainer last time around, he's been kind of busy recently though.
Not that I'm objecting if you want to take up a fresh revamping on this project, but don't you already have enough projects going on??
And not that I can draw or code for crap, but I'd also be interested in seeing a similar project that gives more focus for farming, logging and mining, where there's less concrete/asphalt tiles and more dirt/sand/rock tiles.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 13 Mar 2010 02:53
by krtaylor
It's a fact, the ISR could stand another overhaul and update. But as always, coders are scare.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 13 Mar 2010 04:18
by wallyweb
andythenorth wrote:Current release of ISR is GPL. There are some changes I'd like to make to it sometime. mart3p was the maintainer last time around, he's been kind of busy recently though.
Please keep in mind that this set works in both OTTD and TTDPatch. It would be good that any improvements would preserve that feature.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 13 Mar 2010 08:54
by andythenorth
kamnet wrote:don't you already have enough projects going on
Yes, I won't get to ISR for quite some time. I'm sort of hoping mart3p pops up again before then

ISR was the first set I contributed to though, I'm kind of familiar with it
...more focus for farming, logging and mining, where there's less concrete/asphalt tiles and more dirt/sand/rock tiles.
That's my plan. Those things are a known issue. There were some mud tiles etc. kicking around uncoded for logging. Think it was planned to add them in a future release.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 14 Mar 2010 00:43
by kamnet
A few things that I'm thinking about now that I'd like to see as improvements:
1) Make the eyecandy road tiles look more like standard TTD road tiles, dirt curbs and rounded corners would work well.
2) If it's possible, create tiles that road vehicles can drive over?
3) If #2 is possible, then maybe animate the road entry tiles so that when a vehicle approaches, it stops, the guard gate lifts and the vehicle drives through.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 14 Mar 2010 07:19
by planetmaker
kamnet wrote:2) If it's possible, create tiles that road vehicles can drive over?
No. Nor will that be possible in the forseeable future.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 14 Mar 2010 11:12
by The Irish
Hi guys,
Quick question. I have seen some screenies of ISR where players hat the option to put fences around their stations. I'm using ISR myself, but I cannot find any such option.
I checked the readme for parameter settings too.
Can you let me know how to get these fences around the stations in place?
Thanks.
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 14 Mar 2010 11:26
by andythenorth
The Irish wrote:Can you let me know how to get these fences around the stations in place?
Think it was a test mart3p was running, but didn't release the code? Search this thread for 'fences', that might turn something up?
Re: Industrial Stations Renewal (v 0.8.0 available!)
Posted: 14 Mar 2010 16:45
by ISA
andythenorth wrote:that might turn something up?
Certainly not... As I got them from himself when I send him my own fence sprites... He worked on it backstage. But as promised.... For personal use only... Sorry guys!
Edit: Made some shots... See the sig
