Page 184 of 186

Re: AuzObjects

Posted: 11 Feb 2025 03:00
by kamnet
RoyalExamination9410 wrote: 10 Feb 2025 21:13 Wow nice to see individual house placement in game now. How would it work and will it also be available in jgr?
It will soon, JGR always incorporates whatever is in the stock client.

Re: AuzObjects

Posted: 11 Feb 2025 06:12
by GarryG
2TallTyler wrote: 09 Feb 2025 20:18 I posted about this a while back, but now it's official: OpenTTD 15 will have a manual house placer in-game.
I just had a try of 15.1 beta in scenario and it wllows to place buildings where you want and also you to place the industry houses I was working on.

That gives a lot of idea for that set I was working on. :D

Have to find my thinking cap and try do some thinking.

Re: AuzObjects

Posted: 11 Feb 2025 09:02
by Quast65
That is extremely interesting!

That way one could have OTIS as houses/landmarks for the Eyecandy areas and use a "normal" industryset (like FIRS) alongside of it for regular gameplay.

Re: AuzObjects

Posted: 11 Feb 2025 11:03
by GarryG
Quast65 wrote: 11 Feb 2025 09:02 that way one could have OTIS as houses/landmarks for the Eyecandy areas and use a "normal" industryset (like FIRS) alongside of it for regular gameplay.
I busy with medical appointments next few days and going train riding Friday but hope can get the mind working and see what can do about these ideas on weekend.

Re: AuzObjects

Posted: 11 Feb 2025 14:24
by Captain Rand
Quast65 wrote: 11 Feb 2025 09:02 ...... could have OTIS as houses/landmarks for the Eyecandy areas and use a "normal" industryset (like FIRS) alongside of it for regular gameplay.
Has anybody tried running OTIS and FIRS together?
Is such a thing even possible?

Pete.

Re: AuzObjects

Posted: 11 Feb 2025 16:10
by Quast65
Captain Rand wrote: 11 Feb 2025 14:24 Has anybody tried running OTIS and FIRS together?
Is such a thing even possible?
No, it is not possible as OTIS will then disable itself automatically (possibly also with a couple of other industry GRFs, I cant really remember).
It has to do with that OTIS uses certain industry-IDs that other industry-GRFs also use, but for something completely different.
So, for example, the FIRS-farm could start producing cars.

Furthermore, for OTIS, it is strongly advised to set the game-settings of industries to "Fund Only".
As OTIS is aimed at the eyecandyplayer that wants to micromanage where a certain industry should be placed.
It is not really aimed at the gameplayers that want to be challenged by an economy set up by the industry-GRF.

A house-set hopefully wont conflict (too much) with an industry-GRF, although I am not certain... It depends on if Cargo-IDs will conflict or not...

Re: AuzObjects

Posted: 11 Feb 2025 18:31
by 2TallTyler
Cargo IDs only conflict if the GRF defines cargos. Most house sets do not (and should not) define cargos. They can, however, produce and/or accept as many cargo as the author likes -- and these will only appear if the cargo is defined by another GRF (almost always an industry set).

FIRS and OTIS conflict because both define cargos.

Re: AuzObjects

Posted: 13 Feb 2025 16:59
by Captain Rand
Quast65 wrote: 11 Feb 2025 16:10
Captain Rand wrote: 11 Feb 2025 14:24 Has anybody tried running OTIS and FIRS together?
Is such a thing even possible?
No, it is not possible as OTIS will then disable itself automatically
No, I didn't think so.

In which case this...
Quast65 wrote: 11 Feb 2025 09:02 ...... could have OTIS as houses/landmarks for the Eyecandy areas and use a "normal" industryset (like FIRS) alongside of it for regular gameplay.
doesn't make any sense.
I'm confused. Am I missing something?

Pete.

Re: AuzObjects

Posted: 13 Feb 2025 17:52
by Quast65
Captain Rand wrote: 13 Feb 2025 16:59 doesn't make any sense.
You are correct ;-)

I have gotten some more info and you need an industryset (that defines the cargo-lables) together with the House-set (that uses the cargo-labels).

What can be done though, is making a house-set in OTIS-style (so with small graphics that can be easily overlapped) that use the cargo-labels from FIRS.
But no mix&match

Re: AuzObjects

Posted: 14 Feb 2025 22:06
by KahlilGibran
Hi, could you add half concrete tile with slope aware. I wanted to build a dam but couldn't find half tile slope

Re: AuzObjects

Posted: 14 Feb 2025 23:16
by GarryG
KahlilGibran wrote: 14 Feb 2025 22:06 Hi, could you add half concrete tile with slope aware. I wanted to build a dam but couldn't find half tile slope
I presume you want it to joint the water at bottom of slope?

Re: AuzObjects

Posted: 15 Feb 2025 00:28
by ebla71
GarryG wrote: 14 Feb 2025 23:16
KahlilGibran wrote: 14 Feb 2025 22:06 Hi, could you add half concrete tile with slope aware. I wanted to build a dam but couldn't find half tile slope
I presume you want it to joint the water at bottom of slope?
Interesting idea - I made some diagonal (= " half tiles") a while ago for the sand "graphics", see red circles in the picture below. The main inspiration here was to use them for an open-pit mine, as the sharp-edged "step-like" transitions from sand to green background with the normal tiles look weired. In that context, somebody also suggested to make the transitions a bit less uniform, with some "wavy" structure of the separation between sand and grass (= transparent part of the tile).

However, to also make those for all the slope-aware tiles will be a huge amount of work, since there are at least 10 of these corner pieces or 20 if you want both the top and the bottom to be grass.

But you are right, in addition a better transition between the "wall" and the water would also be nice, which would require even more tiles with overlaps - see blue circles.

Image

Re: AuzObjects

Posted: 15 Feb 2025 01:09
by ebla71
Example of the originally intended use below. See left in red the "diagonal" pieces while on the right in blue the original "step" graphics.

I actually wanted to use these to build open-pit lignite coal mines, as they are common for example in parts of Germany, Poland, and Czech republic but did not manage to get good graphics of the "coal layers" so far and then would also need tons of "transition tiles" between the sand and the coal part.

And then of course have an "OTIS-like" industry for the coal mine, with only a flat tile instead of the mine tower graphics that currently come with coal mines but only look nice for mine shaft operations.

So many ideas, so little time :roll:

The NewGRF is also attached if you want to give it a try but it is not fully tested so far.

Image

Re: AuzObjects

Posted: 15 Feb 2025 01:16
by ebla71
ebla71 wrote: 15 Feb 2025 01:09 I actually wanted to use these to build open-pit lignite coal mines, as they are common for example in parts of Germany, Poland, and Czech republic but did not manage to get good graphics of the "coal layers" so far and then would also need tons of "transition tiles" between the sand and the coal part.
And then, of course, also draw these beasts of an excavator shown below 8)

The tiny yellow things are the regular trucks and construction equipment :lol:

Re: AuzObjects

Posted: 15 Feb 2025 08:58
by KahlilGibran
GarryG wrote: 14 Feb 2025 23:16
KahlilGibran wrote: 14 Feb 2025 22:06 Hi, could you add half concrete tile with slope aware. I wanted to build a dam but couldn't find half tile slope
I presume you want it to joint the water at bottom of slope?
that would be awesome too. I use Oroville Dam as inspiration, this is the rough idea i got so far

Re: AuzObjects

Posted: 17 Feb 2025 01:59
by GarryG
KahlilGibran wrote: 14 Feb 2025 22:06 Hi, could you add half concrete tile with slope aware. I wanted to build a dam but couldn't find half tile slope
ebla71 wrote: 15 Feb 2025 00:28 Interesting idea - I made some diagonal (= " half tiles") a while ago for the sand "graphics", see red circles in the picture below. The main inspiration here was to use them for an open-pit mine, as the sharp-edged "step-like" transitions from sand to green background with the normal tiles look weired. In that context, somebody also suggested to make the transitions a bit less uniform, with some "wavy" structure of the separation between sand and grass (= transparent part of the tile).
Like the idea you guys have come up with but will need to put on hold for now till I catch up on some other projects.

Auz Town Commercial Set

My interest at the moment is the "AuzTownSetInd" I worked on some time ago and gave up as the buildings I wanted to add to towns got cluttered with them in each town and I finally found a solution to that problem.

Now only 1 builds in a town. These list of what I added so far.
:Casino/Motel
:Black Smith
:Hardware Store
:Grocery Store
:Cafe
:Hotel (Pub)
:Garage & Repairs
:Coal Merchant
:Service Station
:Department Store
:Fast Foods
:Hardware Store
:Warehouse
:Water Towers
:Sports Stadium
:Coles Food Store
:Woolworths Food Store
:Playground
:High School
:Elementry School
:Aldi's Food Store
:Ambulance Station
:Fire Station
:Hospital
:Police Station
:Post Office
:Petrol Station
:Casino/Motel
:Bank

If you can think of something that we find in towns but not seen in any town sets let me know.

Hope have a test version ready by weekend.

Heres images of those building.
Town Building Set.png
Town Building Set.png (170.7 KiB) Viewed 7346 times

Re: AuzObjects

Posted: 18 Feb 2025 13:51
by KahlilGibran
GarryG wrote: 17 Feb 2025 01:59 If you can think of something that we find in towns but not seen in any town sets let me know.
What about antique and thrift store ? accept goods and valuables

Re: AuzObjects

Posted: 19 Feb 2025 05:00
by RoyalExamination9410
GarryG wrote: 17 Feb 2025 01:59
Auz Town Commercial Set
So this will be an industrial set with these individual houses as industries instead of the big factory buildings we see in vanilla or other grfs?

Re: AuzObjects

Posted: 19 Feb 2025 05:34
by SkiddLow
GarryG wrote: 17 Feb 2025 01:59
Auz Town Commercial Set
^^^^
Will be "Building set (placing a houses/buildings | Generate a city)" or "Industry set" despite most of house/building graphics mainly for 'objects (including overlapping)'

Re: AuzObjects

Posted: 19 Feb 2025 06:08
by GarryG
These building a bit like a industry set. They accept cargos but do not produce any except for passengers and mail.

My idea of this is for town to accept extra cargos becides just passengers, mail, food and goods.

Also add sme buildings not included in the original TTD set and some other town sets such as schools, hospitals, ambulance, police, firebrigade and some shopping centres.

EDITED:

Just added a "clock tower" and "wells".
Clock and Wells.png
Clock and Wells.png (34.4 KiB) Viewed 6909 times
They accept the following cargos.
Gold, Diamonds, Valuables, Passengers, Tourists, Goods, Foods, Water, Mail, Workers and Tourists from OTIS Industry set, and the Workers and Tired Workers from the Yety set.

Maybe you can think of cargo that be handy if it accepted as there is room for 3 more.

I was talking to a friend yesterday and he thinks we don't need all those buildings. Just a few like the clock tower and it accept the main things like I have shown. The clock tower would only be seen in towns with a population of 2,600 and greater.

The Clock towel becomes available in 1859 (as the Tower of London had its clock install that year). If any one knows of a tower clock built before that please let me know.

I needed something to go in middle of a small town so I choose the "Well" to build in towns populatioin 150 and greater from 1700 to 1920. If you have a idea for something else instead of the well let me know.

So, if there is any building you do not want in your game just go to "Set Parameters" in the NewGRF Settings and disable them.

depends on what feed back I get how soon this set will be avaialble for upload.

Cheers