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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 25 Aug 2011 20:08
by George
Kooboo wrote:George wrote:can't open. Also please use PNG, not JPG.
It's a screenshot of whole network. File would weigh 75MB if I used PNG, hence JPG that weighs only 4,9MB. Perhaps that's the reason why it didn't load - it's still quite large and loads rather long. But this screenshot is not very important.
You can upload it to some file server and post a link
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 26 Aug 2011 18:58
by Kooboo
George wrote:You can upload it to some file server and post a link
I deliberately converted huge png file to jpg for compression. Link from imageshack works. It worked even on my cell phone.
Uploading large file to servers to make someone download 75MB file that's hardly of any importance is pointless. Especially it's least important from my whole post. I actually regret putting it there, because of this whole nonsense.
Now let's drop the screenshot subject forever please.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 27 Aug 2011 00:23
by Eddi
you know, if you leave things at the default 8bpp png format, images are usually smaller than jpgs at the same size
important details are often lost in a conversion to jpg. it was never intended for screenshots, only for photos. by design, jpg cannot display straight lines.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 31 Aug 2011 21:19
by wallyweb
... so I attempted to test your TTDP Win versions using r2366 with the following results:
ECSTownw.grf 0 0 0 31 0 -
Invalid sprite #448 (code 6/6)
Code: Select all
<Sprite-number> * <Length> 00 <Feature> <Num-props> <Num-info> <Id> (<Property <New-info>)...
448 * 10 00 08 01 01 24 14 01 74 00 00
Similarly:
ECSBas2w.grf 31 -
Invalid sprite #456 (code 6/6)
ECSChem2w.grf 31 -
Invalid sprite #433 (code 6/6)
ECSMachw.grf 31 -
Invalid sprite #434 (code 6/6)
ECSWoodw.grf 31 -
Invalid sprite #426 (code 6/6)
ECSAgriw.grf 31 -
Invalid sprite #425 (code 6/6)
ECSHousew.grf 0 loads without errors.
I can continue testing after these are fixed.

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 04:26
by George
wallyweb wrote:I can continue testing after these are fixed.
please check rars at
http://george.zernebok.net/temp/ECS1.2/
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 05:33
by wallyweb
Thank you, George. The new GRFs loaded without problems. I will now continue with the previously scheduled test. Please allow a few days for results.
This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory.

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 07:02
by George
wallyweb wrote:This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory.

Issue with sand pit wrong graphics can't be fixed. At least I do not know how to fix it right. TTDP does bot support offsets for ground tiles.
P.S. I would not copy&paste sprites from trg1r.grf with new offsets. ECS should NOT have original sprites inside.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 07:29
by andythenorth
George wrote:TTDP does bot support offsets for ground tiles.
Drop TTDP support and used advanced action 2 tile layouts? Not even sure that you need advanced for this, iirc ottd supports ground tile offsets in extended tile layouts.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 07:37
by George
andythenorth wrote:George wrote:TTDP does bot support offsets for ground tiles.
Drop TTDP support and used advanced action 2 tile layouts? Not even sure that you need advanced for this, iirc ottd supports ground tile offsets in extended tile layouts.
There is no problem in OTTD. It supports offsets. The problem happens in TTDP only.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 14:00
by wallyweb
George wrote:wallyweb wrote:This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory.

Issue with sand pit wrong graphics can't be fixed. At least I do not know how to fix it right. TTDP does bot support offsets for ground tiles.
P.S. I would not copy&paste sprites from trg1r.grf with new offsets. ECS should NOT have original sprites inside.
I will take a look at the sand pit later today. First, I have found this:

- IronOreMines.png (23.48 KiB) Viewed 4632 times
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 15:59
by Axlrose
Wheee - first person to vote for the original patch only!!!

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 16:00
by George
wallyweb wrote:George wrote:wallyweb wrote:This is a free service from the wallyweb Institute for GRF Quality - TTDPatch Laboratory.

Issue with sand pit wrong graphics can't be fixed. At least I do not know how to fix it right. TTDP does bot support offsets for ground tiles.
P.S. I would not copy&paste sprites from trg1r.grf with new offsets. ECS should NOT have original sprites inside.
I will take a look at the sand pit later today. First, I have found this:
IronOreMines.png
This is bauxite mine. Under development.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 16:50
by wallyweb
George wrote:... This is bauxite mine. Under development.
I suspected that might be the case. Maybe you could change the name until the bauxite mine is ready.
A suggestion: "placeholder".

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 20:08
by George
wallyweb wrote:George wrote:... This is bauxite mine. Under development.
I suspected that might be the case. Maybe you could change the name until the bauxite mine is ready.
A suggestion: "placeholder".

It is above 80% complete.

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 21:22
by Eddi
those rails look like they should be part of a station set matching the industries, not part of the industry itself.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 21:44
by George
Eddi wrote:those rails look like they should be part of a station set matching the industries, not part of the industry itself.
I hope someday it would be possible to make stations/rails/roads that are part of the industry (as we have heliports and docks for oil rigs now)
On that day whose rails would become ... rails

and trains would pass through

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 21:47
by Yexo
While docks and airports (and even road stations) can easily used by multiple companies, that doesn't go for rail stations. As such I find it unlikely that such a feature would be implemented anytime soon for rails.
The graphics are very good

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 01 Sep 2011 21:51
by Eddi
while the idea might sound intriguing at first, i think it's a bad idea to have builtin rail stations, since you cannot sensibly extend them (longer track, multiple tracks, separation between delivering and picking up), so it should really be left to the player to set up the station according to his needs.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 02 Sep 2011 03:37
by George
Eddi wrote:while the idea might sound intriguing at first, i think it's a bad idea to have builtin rail stations, since you cannot sensibly extend them (longer track, multiple tracks, separation between delivering and picking up), so it should really be left to the player to set up the station according to his needs.
player is not forced to use in-industry station. Even in case of the current oil rigs, you can build a station nearby
Also, I said it would be rails, not railway station

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Posted: 02 Sep 2011 13:01
by Simons Mith
Just to clarify - is this going to be an industry-coloured area of land in which a player can place rails - or roads or tram tracks or whatever he chooses - or will it be an area of land where you get rails regardless of what would actually be useful? The first would be wonderful, but I'm you can tell from the tone of the question that I'd be dead against the second. In particular, the first option would hopefully let you have rail coming in at an angle, and you could presumably place signals and stuff, or convert the track to monorail later on, and things like that.