ECS vectors v1.1.2 (by George) 19/06/2011
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Back then in the summer of 2011 I translated the ECS vectors into Hungarian. However, I made a mistake by messing up one of the string IDs. I corrected it just after a new release, so I was basically late with my fix, and since then I've been waiting for a new release which would contain my fix. Unfortunately for me, no new release has been made since then.
So, would you mind making a tiny little bugfix release if you're not planning on making one anyway? Only the agricultural vector is affected.
So, would you mind making a tiny little bugfix release if you're not planning on making one anyway? Only the agricultural vector is affected.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Unfortunately I do not use any version control tool for ECS development. After the release I've started a change and it is not finished yet.Brumi wrote:Back then in the summer of 2011 I translated the ECS vectors into Hungarian. However, I made a mistake by messing up one of the string IDs. I corrected it just after a new release, so I was basically late with my fix, and since then I've been waiting for a new release which would contain my fix. Unfortunately for me, no new release has been made since then.
So, would you mind making a tiny little bugfix release if you're not planning on making one anyway? Only the agricultural vector is affected.
This means it will be fixed, but not soon. Sorry.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Could power plants accept wood products (chips) as fuel?
Re: ECS vectors v1.1.2 (by George) 19/06/2011
they certainly could, but it wouldn't make a lot of sense, IMHO.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
It would make more sense if there was a recycling chain built in. For example, wood waste from sawmills and factories that accept wood or lumber could be exported to a biomass power plant or secondary industry that prepares biomass (such as plant waste from farms or sugar cane plantations) for shipment to power plants. While such power plants can generate between 70%-90% efficiency, the amount of material provided is usually much less in scale than fossil fuels.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
I've tested "no industry appearing/closure" option in 1.2 version and it doesn't work corectly. There appear new industries, but only those added in ECS 1.2 (brick, cement and so on). Behaviour parameter was set on 30.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Hi,
I really like to play with the ECS vectors. And I have some spare time and I would love to create some 32bpp graphics for this set. Is there any ways to contribute to this set in this way? And if yes: could you give me some instructions how can I insert the newly created images into the set and test it?
I really like to play with the ECS vectors. And I have some spare time and I would love to create some 32bpp graphics for this set. Is there any ways to contribute to this set in this way? And if yes: could you give me some instructions how can I insert the newly created images into the set and test it?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Unfortunately the set is 8bpp and 32bpp was not planned. Do you plan to provide 32bpp graphics for every ECS industry?viktoria.s wrote:I really like to play with the ECS vectors. And I have some spare time and I would love to create some 32bpp graphics for this set. Is there any ways to contribute to this set in this way? And if yes: could you give me some instructions how can I insert the newly created images into the set and test it?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
First I would like to create graphics for the water towers. If that goes well and I could put the graphics into the set easily to test, then I would liket to create graphics for the rest of the ECSHouses. And that I will see how much time do I have for the other vectors.George wrote:Unfortunately the set is 8bpp and 32bpp was not planned. Do you plan to provide 32bpp graphics for every ECS industry?viktoria.s wrote:I really like to play with the ECS vectors. And I have some spare time and I would love to create some 32bpp graphics for this set. Is there any ways to contribute to this set in this way? And if yes: could you give me some instructions how can I insert the newly created images into the set and test it?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Lets tryviktoria.s wrote:First I would like to create graphics for the water towers. If that goes well and I could put the graphics into the set easily to test, then I would liket to create graphics for the rest of the ECSHouses. And that I will see how much time do I have for the other vectors.George wrote:Unfortunately the set is 8bpp and 32bpp was not planned. Do you plan to provide 32bpp graphics for every ECS industry?viktoria.s wrote:I really like to play with the ECS vectors. And I have some spare time and I would love to create some 32bpp graphics for this set. Is there any ways to contribute to this set in this way? And if yes: could you give me some instructions how can I insert the newly created images into the set and test it?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Hi,
here is my attempt for the earlier watertower spritenumber 2046.
Can you help me how can I test it in the game? (I am not that much of a newgrf expert so I haven't got a clue)
Thanks in advance.
EDIT: I attached the image.
here is my attempt for the earlier watertower spritenumber 2046.
Can you help me how can I test it in the game? (I am not that much of a newgrf expert so I haven't got a clue)
Thanks in advance.
EDIT: I attached the image.
- Attachments
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- watertower.png (38.12 KiB) Viewed 3948 times
Last edited by viktoria.s on 20 Jan 2014 16:25, edited 1 time in total.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
I believe the lighting can be improved. It looks ok for the roof. But the walls don't exhibit the same light contrast as the roof; especially the front is IMHO way too dark.
OpenTTD sprite sizes are 64x32 pixels in normal zoom. Even at 4x zoom-in one tile has only 256x128 pixels in size. Buildings in normal zoom must not exceed heights over 200 pixels, that is 800 pixels in 4x zoom-in. I don't know the intended size, but to me that looks even for a sprite for 4x zoom-in too large, but maybe I err - without comparison ingame it's hard to judge. Without means to actually compile a NewGRF it is also impossible to actually see the sprites ingame. For a quick check you might grab an existing set and replace the sprite... Not sure there exists any other than zBase with houses / industries though which have 4x zoom-in
For comparison on sizes you could e.g. look at zbase:
https://rhodecode.openttdcoop.org/zbase ... 6_0005.png
https://rhodecode.openttdcoop.org/zbase ... 8_0005.png
https://rhodecode.openttdcoop.org/zbase ... 4_0005.png
I also strongly suggest to attach images to this forum instead of using 3rd-party hosting.
OpenTTD sprite sizes are 64x32 pixels in normal zoom. Even at 4x zoom-in one tile has only 256x128 pixels in size. Buildings in normal zoom must not exceed heights over 200 pixels, that is 800 pixels in 4x zoom-in. I don't know the intended size, but to me that looks even for a sprite for 4x zoom-in too large, but maybe I err - without comparison ingame it's hard to judge. Without means to actually compile a NewGRF it is also impossible to actually see the sprites ingame. For a quick check you might grab an existing set and replace the sprite... Not sure there exists any other than zBase with houses / industries though which have 4x zoom-in
For comparison on sizes you could e.g. look at zbase:
https://rhodecode.openttdcoop.org/zbase ... 6_0005.png
https://rhodecode.openttdcoop.org/zbase ... 8_0005.png
https://rhodecode.openttdcoop.org/zbase ... 4_0005.png
I also strongly suggest to attach images to this forum instead of using 3rd-party hosting.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
I don't mind to compile the modified version of this NewGRF is just that I haven't got a clue how to modify the NewGRF to see my work in this set. (As I mentioned I really like to play with these vectors and I would prefer to see my work in this set even during testing rather than replacing a house in zBase let's say.) So my question is: is there an easy way to put the new graphics it into this set or there is just some kind of hard way?planetmaker wrote:Without means to actually compile a NewGRF it is also impossible to actually see the sprites ingame.
Thanks in advance.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
In theory it should be fairly easy. The tedious part will be converting all the realsprites in the grf to version 32 format.viktoria.s wrote:I don't mind to compile the modified version of this NewGRF is just that I haven't got a clue how to modify the NewGRF to see my work in this set. (As I mentioned I really like to play with these vectors and I would prefer to see my work in this set even during testing rather than replacing a house in zBase let's say.) So my question is: is there an easy way to put the new graphics it into this set or there is just some kind of hard way?planetmaker wrote:Without means to actually compile a NewGRF it is also impossible to actually see the sprites ingame.
Thanks in advance.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Hello, I'm not sure if my post is in proper place, however I have question concerning Ecs_Cargovectors_1_2_0.
I know that it is only an abstract transport game, but in real life sand is usually not a raw material for cement productivity,
you need limestone, coal and optional ashes to put together into rotary kiln.
Limestone came from quarry, ashes from steel mill or power plant. Ash is transported in silo wagons.
Sand and cement are used to produce building materials, or can be sold directly to the final consumer.
Is it possible and good idea to fix it?
I know that it is only an abstract transport game, but in real life sand is usually not a raw material for cement productivity,
you need limestone, coal and optional ashes to put together into rotary kiln.
Limestone came from quarry, ashes from steel mill or power plant. Ash is transported in silo wagons.
Sand and cement are used to produce building materials, or can be sold directly to the final consumer.
Is it possible and good idea to fix it?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
PikkaBird wrote:In theory it should be fairly easy. The tedious part will be converting all the realsprites in the grf to version 32 format.viktoria.s wrote:I don't mind to compile the modified version of this NewGRF is just that I haven't got a clue how to modify the NewGRF to see my work in this set. (As I mentioned I really like to play with these vectors and I would prefer to see my work in this set even during testing rather than replacing a house in zBase let's say.) So my question is: is there an easy way to put the new graphics it into this set or there is just some kind of hard way?planetmaker wrote:Without means to actually compile a NewGRF it is also impossible to actually see the sprites ingame.
Thanks in advance.
Code: Select all
sed -i.old "/\(pP[cCnN][xXgG]\)/s/\([a-zA-Z0-9/]*\.[a-zA-Z0-9]*\) *\([0-9]*\) *\([0-9]*\) \(0[19]\) *\([0-9]*\) *\([0-9]*\) *\([-0-9]*\) *\([-0-9]*\)/\1 8bpp \2 \3 \6 \5 \7 \8 normal chunked/g" file.nfo
e.g.
305 sprites/EM30.pcx 226 328 09 20 21 -6 -13
becomes
305 sprites/EM30.pcx 8bpp 226 328 21 20 -6 -13 normal chunked
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
note that for 32bpp images to show up in the GRF, grfcodec must be run with the "-g2" option.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Hi,
thanks everybody for your help. But for me this 32bpp graphics development looks way more complicated then I thought. I would like to appologize to you George but in this circumstances I think I'd better not to do this. Sorry one more time and I wish the project lots of success.
thanks everybody for your help. But for me this 32bpp graphics development looks way more complicated then I thought. I would like to appologize to you George but in this circumstances I think I'd better not to do this. Sorry one more time and I wish the project lots of success.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
it is really not complicated at all...viktoria.s wrote:But for me this 32bpp graphics development looks way more complicated then I thought.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011
Nah, don't feel deterred by these technicalities. This all sounded probably way more complicated than it actually is. Also, as graphics artist you don't need to deal with these things; these are things which will need handling by the coder(s) - you 'just' make nice graphics.viktoria.s wrote:Hi,
thanks everybody for your help. But for me this 32bpp graphics development looks way more complicated then I thought. I would like to appologize to you George but in this circumstances I think I'd better not to do this. Sorry one more time and I wish the project lots of success.
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