Page 2 of 4
Re: MAYONNAISE, KETCHUP, SALT_AND_VINEGAR
Posted: 10 Mar 2011 15:02
by planetmaker
There simply is no way at all for a non-industry newgrf to obtain the industry tile data - other than "it's an industry tile"
Re: MAYONNAISE, KETCHUP, SALT_AND_VINEGAR
Posted: 10 Mar 2011 16:18
by Hyronymus
planetmaker wrote:There simply is no way at all for a non-industry newgrf to obtain the industry tile data - other than "it's an industry tile"
Make the game think it's an industry grf then

.
Re: MAYONNAISE, KETCHUP, SALT_AND_VINEGAR
Posted: 10 Mar 2011 16:25
by planetmaker
I should have written instead of "newgrf" the word "tile"

And no, a tile cannot be a station tile and an industry tile.
Re: MAYONNAISE, KETCHUP, SALT_AND_VINEGAR
Posted: 10 Mar 2011 20:06
by Ameecher
How does a station know what to accept then?
Re: MAYONNAISE, KETCHUP, SALT_AND_VINEGAR
Posted: 10 Mar 2011 20:28
by Yexo
Of course OpenTTD/TTDPatch knows which industry it is, but a NewGRF can't figure it out.
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 08:49
by andythenorth
Need ideas for things that can go on station concourse tile(s).
So far I've got....flowerbeds.
And that's it
People are ruled out, and there'll be other tiles with station buildings on. This is basically a simple station tile using the concrete ground tile from towns. But it needs some stuff on it

Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 10:21
by Emperor Jake
Benches, kiosks, water fountains, advertising stands, billboards, different kinds of roofs and shelters, porter trolleys.... Have I said benches?
EDIT: Station signs, under/overpasses, vending machines...
Ooh! What about a track tile that looks like its a bit raised on a pedestal, for placing a historic engine on static display?

Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 10:36
by andythenorth
Emperor Jake wrote:Ooh! What about a track tile that looks like its a bit raised on a pedestal, for placing a historic engine on static display?

That's cunning. Possibly should be customised depending on what newgrfs you have installed
Yexo will love coding that

Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 11:16
by Leanden
If you build a station near a forest, it calls it xxx Woods. Build it near an Iron Ore or Coal Mine, it calls it xxx Mines. See what im getting at?
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 11:26
by Emperor Jake
andythenorth wrote:Emperor Jake wrote:Ooh! What about a track tile that looks like its a bit raised on a pedestal, for placing a historic engine on static display?

That's cunning. Possibly should be customised depending on what newgrfs you have installed
Yexo will love coding that

I just meant an ordinary station tile with a track, so that a player can put an engine on static display there.
Sort of like this, but neater:
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 11:33
by PikkaBird
Leanden wrote:If you build a station near a forest, it calls it xxx Woods. Build it near an Iron Ore or Coal Mine, it calls it xxx Mines. See what im getting at?
This is a function of industries, not of stations.
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 14:03
by Leanden
Could the industry not be coded to send that information to Station GRFs, since the industry is sending the information out for station placement anyway.
I assume it does this somehow by reserving tiles around the industry with that type of naming system.
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 17:28
by Roujin
I
already wrote this in the release thread, but I guess the development thread is the more correct place for suggestions, so here I go again:
I would like to suggest a kind of road-over-the-tracks tile like the ones in ISR. Only better looking

Along with fitting non-track tiles, of course

Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 18:08
by andythenorth
Leanden wrote:Could the industry not be coded to send that information to Station GRFs, since the industry is sending the information out for station placement anyway.
The industry cannot communicate with the station grf.
Newgrf industry can specify a station name when a station is built nearby. There is a grf that does this - I think it's called "station name from nearby industry". FIRS also does it, although it has been requested that the feature is removed.
@ Roujin, yes I need to talk to Yexo about how we would do roads. I think it would require a specific static tile, I don't see how it couldn't be done with the current 'magic' tiles. That means one extra tile per ground type. Coding is not hard, but it adds a lot to the station menu. But maybe we'll be adding extra static tiles for specific features anyway. Matching to roadsets is a no-go, so I would match to default TTD road style (FIRS will do this inside industries as well, if roads are ever drawn).
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 20:55
by alluke
The mud platform doesn't seem very OpenGFX-compatible:

Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 20 Apr 2011 22:12
by andythenorth
alluke wrote:The mud platform doesn't seem very OpenGFX-compatible:
It's not. OpenGFX mud is different to default TTD mud.
I don't play with OpenGFX, so I drew the mud to match default mud
There are several possible solutions to this. Some good, some bad.
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 21 Apr 2011 00:07
by Eddi
i suggest replacing the appropriate FIRS ground tiles with the CHIPS mud, then you don't depend on base sets.
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 21 Apr 2011 05:14
by andythenorth
Eddi wrote:i suggest replacing the appropriate FIRS ground tiles with the CHIPS mud, then you don't depend on base sets.
http://dev.openttdcoop.org/issues/2483 
Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 21 Apr 2011 15:24
by Ammler
andythenorth wrote:alluke wrote:
I don't play with OpenGFX, so I drew the mud to match default mud
default is OpenGFX, you meant original, right?

Re: [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
Posted: 21 Apr 2011 18:02
by planetmaker