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Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 13:40
by wallyweb
Vemarkis wrote:if(graphics==awesome) {
cout << "Man, those graphics look awesome!";
}
return 0;
Hmm ... C/C++ ... right? Know anything about grf and NFO? :mrgreen:

Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 14:02
by Villem
Yes, C++. And Looks like you missed my try out with NFO quite some time ago(Russian 2Te10U Diesel Locomotive). And in case your wondering, no i can't code for this project. I don't have the time for it, and its out of reach for my NFO understanding.

Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 14:22
by wallyweb
Vemarkis wrote:And in case your wondering, no i can't code for this project.
Oh well. I had to ask. :(

Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 15:22
by Oz
Thanks, all for the warm replys! Albeit some are a bit too warm (and misguided), but I'm glad that you like the ore hoist. :]

I'm posting the last of my stations for this set for awhile. I have a few other projects (like the steel mill shown in the hoist pictures that is included in George's ECS set) that need my attention, and I'll be busy with them. I promise, though, that I will be returning to this set time and time again.

Cheers!

Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 15:35
by wallyweb
Oh my! Heart palpitations ... numbness in my arm ... dizzy spells ...
Oz wrote:I'm posting the last of my stations for this set for awhile.
Good ... gives me time for a visit to the cardiologist. :D

Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 16:37
by DanMacK
So do we get that awesome steel mill for the NAIS as well? :P

Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 17:27
by Oz
Absolutely, Dan. I just want to add a few more elements, scuff up the elements already drawn, draw the construction stages, and add some snow. Ya know, easy stuff. :roll:

Re: Industrial Stations Renewal (test version available!)

Posted: 24 Nov 2007 22:39
by Sanchimaru
Now you have drawn the first part of the ISR that has all the needed sprites (snow and all)

Good luck with your other projects! We will be keeping an eye for those too! It was a pleasure to have you collaborating here, and I hope that when you have finished your other works you can come around here again ;)

Re: Industrial Stations Renewal (test version available!)

Posted: 25 Nov 2007 00:29
by Badger
*clunk*

jkhglkeujklglekjhilu

Sorry, my jaw just hit my keyboard, super work!

Re: Industrial Stations Renewal (test version available!)

Posted: 25 Nov 2007 12:24
by Oz
Sanchimaru: Ya know, it hadn't occurred to me that the other stations didn't have "snowed up" sprites. Looks like that's going to be my rainy day project.

Wally, Badger: Thanks, guys, and keep up the brilliant screenshots!

Cheers!

Re: Industrial Stations Renewal (test version available!)

Posted: 25 Nov 2007 19:03
by Maedhros
Ok, I had some time over the weekend, so here's an update. It features Ben_K's valuables stations, the new processed materials stations, various road-related fixtures, and the Great Menu Reorganisation. There's still a huge amount left to do, e.g. the new cranes, some of the new facilities, the conveyor belt and water tower, and Oz's fantastic stations, but I simply ran out of time. Also I'm a bit unclear about how the cranes should be organised, what some of the uncoded facilities should be called, and quite how Oz's sprites should fit together.

Enjoy!

Re: Industrial Stations Renewal (test version available!)

Posted: 26 Nov 2007 00:13
by Sanchimaru
Woah!! Thanks for spending your time on those, Maedhros!

I have realized that I must organize somehow better the sprites:
Can you send me atext file with a detailed description of what is left to code, and is not coded due to not being clear how to do?
I'll arrange it as soon as I can to make it available. This should help a lot for future coding.

I can't test the GRF right now, but I'll do as soon as I'm at home :D

Re: Industrial Stations Renewal (test version available!)

Posted: 26 Nov 2007 02:51
by Oz
Sweet! Good to see that you're back on board. :mrgreen:

Trust me, I know that it's hard balancing academia and TTDP. I wish that I could help as far as coding but, the last time that I coded was on a TI994A using extended basic. ( :P ) I'm sure with the talent around though (DaleStan, Pikka, Oracle[?]) that you can figure it out. But, Maedhros, focus on your studies first.

Cheers!

Re: Industrial Stations Renewal (test version available!)

Posted: 26 Nov 2007 09:21
by m3henry
Tis beer time!





Many beers later...

I..... I, Luerve Yew Gaiis. :]

Re: Industrial Stations Renewal (test version available!)

Posted: 27 Nov 2007 15:41
by Railwaymodeler
This is really, really, nice. I like this set a LOT!

I can't wait to see it finished. Kudos to all who have been working on it! Keep up the good work!

Re: Industrial Stations Renewal (test version available!)

Posted: 28 Nov 2007 00:35
by OzTrans
It's a busy time at the Summerville Steel Mill; the new Ore Unloader has just been commissioned ...

Oz, that station has been a superb piece of engineering, a perfect puzzle.

Some ideas :

1] the rail track tile at entry/exits could do with a bit less ore spillage; also a buffer stop could be incorporated automatically, if there is no track attached.
2] the bare tile between the rail track tiles as well as the terrain on the tile with the semi-storage bin could do with ore spillage however; but don't attach the terrain to the semi storage bin.
3] it is now possible to have perfect snow aware station tiles, so those terrain tiles with ore spillage could show the 4 stages of snow (see pic) [but not for the towers and conveyor bridges].
4] cranes: I removed the ground parts from the cranes; it's difficult for them to move with terra firma attached. I may have removed too much or not enough, though. A set of new ones could be in order. Also, for the double track crane, I used the same crane pillar (rear and front); it saves about 32 sprites.
5] that steel mill requires coal to operate; may be some coal unloading facilities at this station could be an option, at least as far as the colour between brown iron ore and black coal is concerned.

Otherwise, not a bad station ... I hope I've got all the alignments right.

Re: Industrial Stations Renewal (test version available!)

Posted: 28 Nov 2007 00:50
by krtaylor
Website updated.

Re: Industrial Stations Renewal (test version available!)

Posted: 28 Nov 2007 00:55
by wallyweb
Lordy! Lordy! How I hope you've coded that because if you haven't then you are a master at cut 'n paste and a pure genius at the art of the tease. 8)

Re: Industrial Stations Renewal (test version available!)

Posted: 29 Nov 2007 00:32
by Oz
:shock: *Boots Photoshop*

Re: Industrial Stations Renewal (test version available!)

Posted: 29 Nov 2007 12:37
by Packer
Must have ore hoist!!

How do you get the switchyards station? I can't seem to get it.