..,,;;:: Spain set ::;;,,.. 90% taster 1.24 available

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

michael blunck
Tycoon
Tycoon
Posts: 5954
Joined: 27 Apr 2005 07:09
Contact:

Post by michael blunck »

>> HOW will you code the compatibility with new ships and LVs?
Easy. The LVs and new ships are already compatible with a standard cargo scheme - the original one that came with TTD. That, and the cargo-classes concept, is all we need - the ECS is irrelevant.
No no. As usual, you´re refusing to take advice from people who have knowledge in a specific area.

The only thing which makes existing and new vehicles compatible with new cargoes would be by a common handling of cargo slot IDs and cargo bit masks. Even Josef´s cargo-class concept doesn´t help because it gives only a very rough scheme (passengers, mail, express cargo, armored cargo, bulk freight, piece goods, liquids, refrigerated). Nothing more.

I have done the first modification of a vehicles set (DB Set) to new cargoes and this has only been possible because I was able to choose the right wagons and those wagons had the right default cargo - which was purely by chance.

The cargo-class system makes this task easier now (you could avoid a beer wagon being refitted to coal) but it neither gives you all those required graphical skins of the diverse bulk freights nor would you be able to set cargo-sub texts correctly.

It would be nice if you´d think before hitting "send" the next time or at least obtain someones advice on the subject in question. :)

regards
Michael
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

George wrote: 2DaleStan: Do not prompt to krtaylor. I want him to understand.
Because he speaks about those things that he does not understand
By "understand" you mean "agree." Which I don't, and won't.

It is true that I do not understand GRF coding, in the sense of being able to actually encode GRFs. However, I do have a fairly decent (not perfect) understanding of what's involved - what you can and cannot do, what you have to watch out for, and some degree of the interrelations issue.

You are wondering how we will handle the release of the Spanish set. It's very simple:

When the trains are ready, we will release them, coded to work with the traditional TTD industries that everyone is used to.

Then we'll start working on the proper Spanish industries. When they're ready, we'll release the Spanish industry set, along with an updated version of the trains to work with them. Using cargo classes, your LVs, and the aircraft, will be able also to work with them. We aren't going to do partial releases of the industry set; it will be released all at once when it's working, because it's interrelated and doesn't make sense to release partially.

And then, we'll work on Spanish scenery - houses, buildings, etc. Or maybe that will come before the industries, dunno.

The ECS would be relevant ONLY if we were planning to do a half-baked release of the Spanish industries, which we aren't.

I will say, though, that some of this is up to the coder. If you are volunteering to code the set, you can code it internally however you like, as long as, when all the proper GRFs are done, it works as we intend - that is, without tourists or any of the other industries that we don't want. But other than that, I don't see any reason to make more work for a coder, when it's for something we don't want anyway.

And to Michael, you are trying to make something more complicated than it has to be. I don't say you don't know what you are talking about, because you have more knowledge than most anyone else here. But you are trying to impose an artificial standard, onto something to which it does not apply.

If we were intending to replace some of the cargoes with special Spanish ones, and leave the rest alone, then compatability with the ECS might be relevant. But we aren't. We do not like your industry design. That's fine, you have the right to make it however you want. But we don't want the Spanish set to work that way.

Cargo classes will solve the worst of the problems. As you say, it will make sure beer isn't hauled in coal wagons. If we wanted to have Spanish-looking beer trucks, we'd have to draw them specially, and code them specially. But currently, we don't plan to do that. Assuming that the intention is to use the LVs as they already exist, then the cargoes are necessarily going to be somewhat of an approximation anyway, just as Josef defined them. We would set the Spanish cargoes as being bulk cargo, liquid, container goods, etc., and the LVs would be refitted appropriately to a vehicle which is, while not 100% Spanish accurate, at least is reasonably suitable.

Let me ask the big question another way:

What exactly needs to be accomplished, that can't be accomplished in the way I describe? Given, that the Spanish industry set will be designed to be comprehensive, and is not supposed to work at the same time as any other industry scheme; and, that the Spanish trains will be designed to work both with generic TTD industries and with the Spanish industries; and, that the cargo-classes model is close enough to be practical for the use of vehicles not specifically designed for the Spanish set (e.g. planes, LVs.) I can't see any relevance of the ECS, except, that you would like the Spanish trains to be able to also work with the ECS rather than the Spanish industries or standard TTD industries, which to us is beside the point.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
michael blunck
Tycoon
Tycoon
Posts: 5954
Joined: 27 Apr 2005 07:09
Contact:

Post by michael blunck »

krtaylor wrote:...
Well Krtaylor, I bet the one who´ll code that spanish set in the end will use the ECS, if you´ll like it or not.

Simply because this guy will have some insight which you successfully refuse to aquire.

EOD

regards
Michael
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

Then he'll be coding the ECS, or something else, not the Spanish set. The Spanish set is intentionally designed to be different, just as the Japan set is supposed to be different, and the US set, and so on.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

krtaylor wrote:
George wrote:2DaleStan: Do not prompt to krtaylor. I want him to understand.
Because he speaks about those things that he does not understand
By "understand" you mean "agree." Which I don't, and won't.
Unfortunately, no. Try to code yourself a new cargo zinc, for example, that would be transported in iron ore trucks and ships and not in coal trucks/ships. When you finish - show us your code. And, please, don't ask DaleStan to do it. Do it yourself
krtaylor wrote:It is true that I do not understand GRF coding,
Then why do you show other people how should it be coded? I understand it, when DaleStan does it, he knows NFO coding several times better than me. But how can you do it?
krtaylor wrote:in the sense of being able to actually encode GRFs. However, I do have a fairly decent (not perfect) understanding of what's involved - what you can and cannot do, what you have to watch out for, and some degree of the interrelations issue.
Your last posts make me doubt. Michael doubts too. Does it mean anything? :wink:
krtaylor wrote:You are wondering how we will handle the release of the Spanish set. It's very simple:
When the trains are ready, we will release them, coded to work with the traditional TTD industries that everyone is used to.
Then we'll start working on the proper Spanish industries. When they're ready, we'll release the Spanish industry set, along with an updated version of the trains to work with them. Using cargo classes, your LVs, and the aircraft, will be able also to work with them.
Code the question above, please.
krtaylor wrote:We aren't going to do partial releases of the industry set; it will be released all at once when it's working, because it's interrelated and doesn't make sense to release partially.
As far as I remember, USSET is not finished yet. How many public realises were made? And much more people are involved into USSET than into Spanish set.
krtaylor wrote:And then, we'll work on Spanish scenery - houses, buildings, etc. Or maybe that will come before the industries, dunno.
Yes, a well-planed schema :roll:
krtaylor wrote:The ECS would be relevant ONLY if we were planning to do a half-baked release of the Spanish industries, which we aren't.
I will say, though, that some of this is up to the coder.
BTW, who is the coder? :wink:
krtaylor wrote:If you are volunteering to code the set, you can code it internally however you like, as long as, when all the proper GRFs are done, it works as we intend - that is, without tourists or any of the other industries that we don't want. But other than that, I don't see any reason to make more work for a coder, when it's for something we don't want anyway.
BTW, who are we?
Image Image Image Image
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

George wrote:Try to code yourself a new cargo zinc, for example, that would be transported in iron ore trucks and ships and not in coal trucks/ships.
Why would I? That is not an issue that we are concerned with, for reasons previously explained.

Look, I already stated before, at such time as coding begins, if the coder chooses to code it to be "compatible" with the ECS, well, then, OK, I suppose. But that's not a goal, nor does it need to be. I really have no idea why you are trying to shove the ECS into the Spanish set in particular, and not the Japanset, the US set, the Canadian set, the Dutch set, the Czech set, etc. etc.

Obviously it is possible to code perfectly good sets without the ECS, it's been done many times. You are trying to establish the ECS as an interconnection standard. But for comprehensive sets that don't need to interconnect, or that interconnect only in very limited ways, it's just not relevant! I don't see what's so hard to understand about that.

Do you really want me to try to create a totally new comprehensive cargo scheme that I like, in opposition to the ECS, without (for example) tourists? Surely that's not necessary. Then why must the ECS be everywhere? I notice the Patchteam hasn't advised that it be adopted by all and sundry, and surely they are the ones that know best what GRFs can, should, might, and will do.

Regarding the overall strategy of the Spain set, "we" is Sanchimaru, supported by myself. We have also had other people contribute very nice grahpics to the set, but I don't think they've been heavily involved in the design strategy. I get the impression DaleStan agrees with our views, but I haven't extensively discussed it with him offline so I do not wish to put words into his mouth.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Patchman
Tycoon
Tycoon
Posts: 7575
Joined: 02 Oct 2002 18:57
Location: Ithaca, New York
Contact:

Post by Patchman »

krtaylor wrote:Obviously it is possible to code perfectly good sets without the ECS, it's been done many times. You are trying to establish the ECS as an interconnection standard. But for comprehensive sets that don't need to interconnect, or that interconnect only in very limited ways, it's just not relevant! I don't see what's so hard to understand about that.
I think the point is, until the set is done entirely, it makes a lot of sense to have an interim release that uses something based on the ECS scheme. Otherwise, you have a set that either (a) won't get done for many years or (b) is compatible with nothing but TTD's original industries and cargos.

The latter, while playable, is going to be rather... weak when new cargos become more established. At the same time, I estimate the effort to support ECS is much less than 1% of the whole set development effort.

So, for the time that a set is only a vehicle set (at first), you should not deprive the players entirely from exciting new cargos or the set will be that much less popular. Once the vehicles are done, the remaining steps (industries, houses, cargos) will have to be done. If your cargo scheme is (however loosely) based on ECS, you can do those incrementally, one at a time or as many as you can get done. If your cargo scheme is incompatible with ECS, you have to get everything done at once, or the set will be essentially unplayable until you do so.

The fact of the matter is that cargos are very, very different from all the kinds of sets that have been done before. Cargos are related to everything, vehicles, industries, houses, even stations. Because of this, doing new cargos incrementally is not really feasible. You have to do everything at once, industries, houses and cargos. That's the point of ECS, to make this transition smoother by providing a baseline upon which other sets may build.

I admit, I do not understand why you're so hostile, really the intent of the ECS is to help other sets get started more easily, and still have access to a full array of new cargo types. Whether these cargo types eventually stay in the set as they are, or are replaced as artists and coders have time to work on them is an entirely separate issue, and I think you're too caught up in the "final" stage of a set to see the benefit of ECS for just about every single intermediate stage of set evolution.
Josef Drexler

TTDPatch main | alpha/beta | nightly | manual | FAQ | tracker
No private messages please, you'll only get the answering machine there. Send email instead.
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

Patchman wrote:I admit, I do not understand why you're so hostile.
Because I really strongly dislike several aspects of the ECS, and so I do not want to see it established as "the" standard, and I most definitely don't want to see it imposed upon everything else. MB has a very different way of doing things, which in his own sets are just fine; but I wouldn't want to see them everywhere. Of course, many people like some of those things, and that's fine; many others, including me, don't. And that's one of the good things about the PTTD world, it's flexible.

If you're interested, although it really doesn't belong here, I'll list my objections to the ECS. These aren't reasons why people can't make it, or use it, they are just reasons I don't like it and the thought of being stuck with it is unappealing.

1. The "tourists" cargo. It's a good idea, in principle, but in practice, I feel it to be a horrible kludge. Unloading them at truck bays, alongside the livestock? Really. The right way to do tourists would also be the way to have "first class": first class passengers will ride in first class vehicles if they're available, for a higher price, but if not, they'll ride in ordinary passenger vehicles for the normal fare. I know the Patch can't easily do this; therefore, I'd say better not to do such a messy kludge at all.

2. Too many similar industries. There are a bunch of different industries that all go to the same place, in very similar vehicles, e.g. mining sort of industries. Why do you have to refit the hoppers to carry different kinds of ore? I asked if maybe one sort of car could handle several different cargoes (one at a time, of course), and maybe that's where the idea of cargo-classes came from; but in the area of refitting, it would still be needlessly required. Another kludge, for what?

3. Too many industries, period. The ECS seems much better suited for OTTD and its larger maps. If you tried it on a normal map, you'd get one of everything, if you're lucky. You'd have lines all over the place, going every which way. It would be hard to design a cohesive network. It would be very difficult to get the game started, as it would be very unlikely to find a short, lucrative run to get you going. It would almost be a more "advanced" sort of game that only TTD experts could handle. There's nothing wrong with such a thing existing, but it shouldn't be the default, and it definitely shouldn't be imposed upon everyone. My goal has always been to have TTD available to the widest possible audience, not just to aficianados.

4. Tight control, in general. It doesn't seem like the people designing the ECS listen much to other people's opinions. Of course, if they are designing it as their own set, there's no requirement for them to listen to anyone else; they can do it for their own pleasure, and others can use it if they like, or not. But if they expect the whole community to swallow it whole, it's incumbent upon them to be less controlling. Otherwise it will get boycotted.

Anyway. What I would like to see, in place of the ECS set, would be a baseline GRF, encoding the original TTD industries, cargoes, and vectors, but using the new-industries format. That way, projects can override that as desired. Much easier, more flexible, more generic, and less controlling. Also less controversial, since we're all used to the original TTD stuff.

So there's my reasoning. The idea of an ECS is a good one. The practice of this particular ECS is, in my view, bad, for reasons stated. The cons outweigh the pros.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

krtaylor wrote:1. The "tourists" cargo. It's a good idea, in principle, but in practice, I feel it to be a horrible kludge. Unloading them at truck bays, alongside the livestock?
Not any more. Anything in the Passenger class will appear at bus stations, not truck stops.
krtaylor wrote:2. Too many similar industries. There are a bunch of different industries that all go to the same place, in very similar vehicles, e.g. mining sort of industries. ... Another kludge, for what?
This is a kludge how? Do you really want the same "ore" to go to a steel mill, and a gold refinery, and a ...?
krtaylor wrote:3. Too many industries, period. The ECS seems much better suited for OTTD and its larger maps. If you tried it on a normal map, you'd get one of everything, if you're lucky.
The random map generator is guaranteed to provide at least one of each available industry type. *Guaranteed*.
krtaylor wrote:Anyway. What I would like to see, in place of the ECS set, would be a baseline GRF, encoding the original TTD industries, cargoes, and vectors, but using the new-industries format. That way, projects can override that as desired. Much easier, more flexible, more generic, and less controlling. Also less controversial, since we're all used to the original TTD stuff.
May I advise you cease talking about that which you clearly don't understand? Said "baseline GRF" would be an absolute waste of time, as it would change nothing, add no new features, and generally serve the purpose of wasting disk space, bandwidth, and processor power.
It would be exactly as useful as the Planeset would be if it contained all 41 of the TTD planes, and no new planes, or the USSet if it did nothing but encode TTD's original rail vehicles.

George does have a point, which I just missed earlier: How, exactly, do you propose that eg the LVs determine whether temperate cargo ID 1B is paper (default), or if it's been overridden to "Sheep"? Both have the exact same cargo class mask, so using that won't work.
krtaylor wrote:The idea of an ECS is a good one. The practice of this particular ECS is, in my view, bad
I haven't seen your proposed global cargo system. If you don't like something, propose an alternative.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

krtaylor wrote:
Patchman wrote:I admit, I do not understand why you're so hostile.
Because I really strongly dislike several aspects of the ECS
1. The "tourists" cargo. Unloading them at truck bays.
Fixed in alpha 59
krtaylor wrote:2. Too many similar industries. e.g. mining sort of industries.
5/31=16% in ECS
2/12=16% in default temperate landscape

krtaylor wrote:3. Too many industries, period.
31 of 37. If you disable some vectors, then even less
krtaylor wrote:4. Tight control, in general.
How do you measure it?
krtaylor wrote:It doesn't seem like the people designing the ECS listen much to other people's opinions.
Did you look at the schema progress from v 1 to 9? If some of your suggestions were rejected that does not mean the most of suggestions were rejected.
krtaylor wrote:But if they expect the whole community to swallow it whole, it's incumbent upon them to be less controlling. Otherwise it will get boycotted.
Wise people usually follow standards, even if they are standards de-facto and not de-juro.
krtaylor wrote:So there's my reasoning.
compelling evidence for your position are not represented yet.
Image Image Image Image
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

DaleStan wrote:[tourists] Anything in the Passenger class will appear at bus stations, not truck stops.
OK. That's probably close enough.
DaleStan wrote:
krtaylor wrote:2. Too many similar industries. There are a bunch of different industries that all go to the same place, in very similar vehicles, e.g. mining sort of industries. ... Another kludge, for what?
This is a kludge how? Do you really want the same "ore" to go to a steel mill, and a gold refinery, and a ...?
No, no, no. What would be nice (requiring Patching though) would be the ability to have an ore hopper which could carry any kind of ore, but only one at a time, and remember what sort of ore was inside of it. And of course only the right kind of ore could be sold at the right kind of station. So as to avoid refitting between "iron" ore and "copper" ore, which is unrealistic.
DaleStan wrote:The random map generator is guaranteed to provide at least one of each available industry type. *Guaranteed*.
Yes, I understand that. And, by the law of probabilities, most of the suitable pairs will be pretty far away. This means it will be difficult to start a new game with limited funds for long runs.
DaleStan wrote:Said "baseline GRF" would be an absolute waste of time.
Yes, I rather suspected that might be the case. So why is it necessary to have a baseline GRF, when you already have a perfectly good baseline in the form of the existing industry vectors? You seem to want a baseline in the form of an actual GRF.
DaleStan wrote:How, exactly, do you propose that eg the LVs determine whether temperate cargo ID 1B is paper (default), or if it's been overridden to "Sheep"? Both have the exact same cargo class mask, so using that won't work.
I need to take a look at the cargo class mask list. It would seem to me that there should be a "live animals" cargo class, for this reason.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

krtaylor wrote:No, no, no. What would be nice (requiring Patching though) would be the ability to have an ore hopper which could carry any kind of ore, but only one at a time, and remember what sort of ore was inside of it.
And what is supposed to happen when more than one such cargo is available at a station? (Hasn't this been asked before?)
krtaylor wrote:
DaleStan wrote:Said "baseline GRF" would be an absolute waste of time.
Yes, I rather suspected that might be the case. So why is it necessary to have a baseline GRF, when you already have a perfectly good baseline in the form of the existing industry vectors? You seem to want a baseline in the form of an actual GRF.
The point of ECS, IMO, is to have a baseline that is to TTD's original industries/cargos as the PlaneSet is to TTD's orignal planes.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

DaleStan wrote:And what is supposed to happen when more than one such cargo is available at a station? (Hasn't this been asked before?)
Yes, indeed it has. I would think that would be a fairly rare situation, but if it did happen, I wonder if it could look in the train's orders list to see which of the cargoes could be disposed of. This would be interesting practice for (someday, maybe) having passenger destinations.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
User avatar
Sanchimaru
Tycoon
Tycoon
Posts: 1542
Joined: 05 Feb 2004 22:39
Location: Kobe, Japan
Contact:

Post by Sanchimaru »

Here is the electric 278. A very curious design, it's more typical of diesels...

There's still such a long way...
Attachments
278.png
278.png (1.58 KiB) Viewed 2111 times
User avatar
jvassie
Tycoon
Tycoon
Posts: 3421
Joined: 18 Dec 2002 18:00
Location: High Wycombe, England
Contact:

Post by jvassie »

Looks really good!


James
(British) Modular Stations Set - Thread: | Website:
Swiss Set - Thread: | Website:
Route Map Creator
My Screenshot Thread
User avatar
Death
Tycoon
Tycoon
Posts: 992
Joined: 02 Aug 2005 13:00
Location: Jerusalem, Israel

Post by Death »

Hello everybody! (or Holla!)
I see that you need a coder hand help here, so I want to help you guys.
I almost finish to read the wiki, And I started to read Purno's Drowing tutorials. If you want my help - let me know!

By the way, it looks geat Sanchimaru.
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

Yes, we would love to have your help! Glad to have you aboard!
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
User avatar
Death
Tycoon
Tycoon
Posts: 992
Joined: 02 Aug 2005 13:00
Location: Jerusalem, Israel

Post by Death »

As I can see I can't start working, Because I don't know enough how to work.
could you give me an extra lessons, please?
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

Did you read the whole NewGraphicsSpecs section of the wiki?
What parts didn't make sense? ("all of it" is not an acceptable answer.)
Most important are the sections on actions 0-4 and 8, although VarAction2Advanced and Callbacks can be ignored for now.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
Death
Tycoon
Tycoon
Posts: 992
Joined: 02 Aug 2005 13:00
Location: Jerusalem, Israel

Post by Death »

Death wrote: I almost finish to read the wiki,
I meant I almost finish the NewGraphicsSteps.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: belgi and 3 guests