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Posted: 30 Aug 2005 01:20
by krtaylor
Snail wrote:I think buildings can accept only up to three types of cargo.
Mmm. Sounds like that would be a nice restriction to have lifted. Any idea how hard that would be for the Patchteam?

Posted: 30 Aug 2005 02:39
by wallyweb
Couple of points folks:

1. Lifeblood's got a good start here and until it's off the ground maybe its a good idea to keep it simple for now. Lifeblood's chart looks like a full plate and perhaps its a good idea to get it moving first. Definitely an automobile vector would be a natural for a future addition. Just keep an eye on the 37 limit.

2. I agree with krtaylor that Canadian and American industries are virtually synonimous and as such the North American Industry Set name is very appropriate.

3. Tourists at the moment I believe are transported only by certain ones of George's buses, but there are a couple of new action 0 properties on the wiki here (cargo classes - bottom of the page) that should make it very easy to code a wagon to accomodate a certain cargo ... ergo ... I think a passenger coach could be coded to also transport tourists - this needs studying. Hopefully it will be in the next patch.

Lifeblood ... will you doing both coding and drawing?

Posted: 30 Aug 2005 04:57
by George
wallyweb wrote:3. Tourists at the moment I believe are transported only by certain ones of George's buses, but there are a couple of new action 0 properties on the wiki (cargo classes - bottom of the page) that should make it very easy to code a wagon to accomodate a certain cargo ... ergo ... I think a passenger coach could be coded to also transport tourists - this needs studying. Hopefully it will be in the next patch.
I hope the refit cost would be as high as three new wagons cost or even higher? And the capacity should be about 18 tourists per wagon. Otherwise it would break the concept of tourists.

Posted: 30 Aug 2005 05:40
by Snail
George wrote:I hope the refit cost would be as high as three new wagons cost or even higher? And the capacity should be about 18 tourists per wagon. Otherwise it would break the concept of tourists.
Eighteen tourists per passenger coach? So that you could fit much more tourists in a ScenicCruiser than in a railway carriage? Doesn't seem too realistic... :shock: :roll:

Posted: 30 Aug 2005 09:32
by wallyweb
Patch 58 is out and Cargo Classes are in! Go crazy Lifeblood! :D

Suggestion folks ... its Lifeblood's thread and Lifeblood's call but maybe we should discuss carriage issues in a carriage thread ... keep this one for North American industry vectors and graphics (buildings!) ... Lifeblood: I hope I'm not out of line here. If I am, my appologies. :wink:

By the way Lifeblood, patch58 also now allows for building industries part on water, part on land ... your canery perhaps? 8)

Posted: 30 Aug 2005 09:46
by George
Snail wrote:
George wrote:I hope the refit cost would be as high as three new wagons cost or even higher? And the capacity should be about 18 tourists per wagon. Otherwise it would break the concept of tourists.
Eighteen tourists per passenger coach? So that you could fit much more tourists in a ScenicCruiser than in a railway carriage? Doesn't seem too realistic... :shock: :roll:
1) Cruiser costs about 30k pounds. The wagon - 1.3k pounds. I think 18 tourists is TOO much for the wagon. Tourists are a special cargo - they are paid too good to be transported with cheap vehicles.
2) The wagon has horizontal places while the bus - sitting ones. So, the 1m^2 of the bus' square holds about six times more tourists than the train's one. While the train wagon is about 70% longer, than a bus, and has fast the same width, the capacity should be about 13 tourists. But I made some research about the wagons capacities and found that a luxury wagon has 18 places. So, 18 tourists per wagon in 2000 is as much as possible. But according to the wagon costs, I'd prevent using wagons for tourists unless they are multiplied to some sensible value (the wagon for tourists should not cost less, than a half of the bus.)

Posted: 30 Aug 2005 13:01
by krtaylor
I do NOT think that we should use tourists as a separate cargo item in the North American set.

Posted: 30 Aug 2005 14:01
by lifeblood
wallyweb wrote: Lifeblood ... will you doing both coding and drawing?
Well, I'll be doing some drawing. Oz has said several times he was going to do a steelmill, I'm sure he'd let us it. Dan has posted a meat-packing plant a while back, and there is a meat-packing plant planned for this set... There are a few buildings I'd like to draw, but if others want to draw some, I'd be more than willing to share.

As for coding, well, no, I won't be doing that. I'm entering my 4th year at uni, and I won't have time to learn how to code. I'm confident that if we have a set that is simple enough, getting a coder shouldn't be a problem. I could be wrong...

And by keeping things simple, for now cars should not be a cargo, for reasons previoulsy posted. Also, I tend to agree with kr about tourists - it sounds a little to complicated for now.

Are there any specific problems with the scheme posted page one? If not, than we shall begin!

Posted: 30 Aug 2005 14:45
by Oracle
lifeblood wrote:As for coding, well, no, I won't be doing that. I'm entering my 4th year at uni, and I won't have time to learn how to code. I'm confident that if we have a set that is simple enough, getting a coder shouldn't be a problem. I could be wrong...
If it's North American Industries then I will code it along with the other US stuff that I'm doing - I know there's a bit of a backlog at the moment but I work weirdly anyway and I often have more motivation when I'm doing something new.

I haven't had a detailed look at the scheme but it seems pretty good - and, anyway, it's the drawing of the industries, which you can get started with before everything is completely decided, that takes time - cargo types are more coding work.

Posted: 30 Aug 2005 14:58
by lifeblood
Well thank you very much Oracle! That takes care of that aspect. :D

Posted: 30 Aug 2005 15:10
by krtaylor
Oracle wrote:cargo types are more coding work.
Really? I suppose it would be possible to have the US train set able to handle both normal default TTD industries, and also this new North American industry set?

Oracle, would it be reasonable to expect the US roads, stations, and industry stations to have releases in the near future? I mean, getting them off the coding plate before these industries have enough stuff drawn to justify coding them.

Posted: 30 Aug 2005 15:55
by Oracle
krtaylor: Yes, it would be possible to have the US train set working with both sets of industries.

[OT]The US roads should be out in the next week or so.
The US stations don't have many completed sprites queued up - Oz has only (so far) drawn one direction of each station.
The industry stations are effectively done for now too - there are only a few minor changes outstanding, and they aren't really worth releasing.[/OT]

Posted: 30 Aug 2005 16:08
by krtaylor
Oracle wrote: The industry stations are effectively done for now too - there are only a few minor changes outstanding, and they aren't really worth releasing.
Huh? What about including the wood station from the Silverline, and fixing the clipping issues? Those changes are worth releasing, I think. And the steel-mill station should be in there too, right?

Posted: 30 Aug 2005 16:13
by wallyweb
Fantastic! This set just took the good and proper "right turn". :D

I can't code and I can't draw small (sprites) but I can think, suggest. critique and gopher. Let me know if there's anything you need done ... eg ... pic hunt, test, etc.

2 part question:

1. Lifeblood: a. Is the canery still in? b. Can you draw it to be partly over water - say with a false dock that fits in with the current dock?

2. Oracle: If Lifeblood's answers are yes, can you apply patch 58's new feature to it - building partly over water by Csaboka? - As the canery would output food and MB's ships already carry fish, train cars would not have to be recoded as long as caneries are built near or partly over water.

That's it for now ... back into my cave to watch this play out. :wink:

Posted: 30 Aug 2005 16:14
by Oracle
krtaylor wrote:Huh? What about including the wood station from the Silverline, and fixing the clipping issues? Those changes are worth releasing, I think. And the steel-mill station should be in there too, right?
http://www.tt-forums.net/viewtopic.php?p=336878#336878
wallyweb wrote:2. Oracle: If Lifeblood's answers are yes, can you apply patch 58's new feature to it - building partly over water by Csaboka? - As the cannery would output food and MB's ships already carry fish, train cars would not have to be recoded as long as canneries are built near or partly over water.
I can try - I've never coded industries before but it will just be a matter of reading the documentation and working out how it all fits together; it shouldn't be particularly difficult compared to stations.

Posted: 30 Aug 2005 16:23
by krtaylor
:shock:

How the heck did I miss that? Someone should have told me... I'll update the site immediately.

I've had lots of problems with the Forums forgetting to notify me of posts to threads I'm supposed to be watching, so that's probably what happened.

Posted: 30 Aug 2005 18:15
by lifeblood
[quote="wallyweb"]1. Lifeblood: a. Is the canery still in? b. Can you draw it to be partly over water - say with a false dock that fits in with the current dock?
[quote]

Wally, I'll draw it so that it'll work either way. And I'll draw a proper looking wood pier for it to go on. Also, you've been more than enough help already, keep it up. :wink:

Posted: 30 Aug 2005 19:46
by wallyweb
lifeblood wrote:
wallyweb wrote:1. Lifeblood: a. Is the canery still in? b. Can you draw it to be partly over water - say with a false dock that fits in with the current dock?

Wally, I'll draw it so that it'll work either way. And I'll draw a proper looking wood pier for it to go on. Also, you've been more than enough help already, keep it up. :wink:
Got some info for you from Csaboka ... You know with the coal mine image how there are open tiles that can be built on? You can do something similar with the canery so that one of those open tiles is the coast and that will allow a dock to be built and it will look like its a part of the canery. Let me know if I should describe this further.

Posted: 30 Aug 2005 20:31
by lifeblood
Nope, I get it, swell thinking.

Posted: 30 Aug 2005 20:53
by DanMacK
Sounds good guys! I'll post my Slaughterhouse when I get home tonight, maybe even broken up into Sprites