one billion daleks wrote:DaleStan wrote:I have never seen "refusing to honor the behaviour specified by the GRF will reduce the number of GRFs available to OpenTTD" misspelled quite that horribly.
Well, ptoof to you too! That looks like just another of your dismissive put-downs masquerading as techie-talk. Your posts are always full of this 1970s old-school 'bluff & bluster' DaleStan ... you make everything sound like rocket-science - "it can't be done (that way)" stuff. But I ain't convinced, I think it's mostly waffle.
It is all a matter of perspective. I personally do not think your Entropy in OTTD topic is a wonderfull piece of clarity either.
Dalestan has expressed a very good point of view in the matter. You do not understand it? Not his nor my problem. The point been that the GRF has a behaviour implemented in his code. YEs, surprise! GRF have code! They are not simply some nifty ways of changing sprites here and there. You have only scratched a very tiny layer of it with your own grf, Dalek. And by the way, Dalestan has not insulted you, or I did not saw it. So keep the ptoof for you,next time, please.
one billion daleks wrote:
Seems to me there are heaps of graphics functions (as opposed to "GRF behaviours") that can be set via Configure Patches, and I don't see why closing / spawning Industries couldn't be another one.
For example, it's not too much of a stretch to see it as a derivative of "Industries can be built close to each other" and "Allow multiple industries per town". If spawning can already be controlled to this extent via Configure Patches, then I can't see why spawning / "un"spawning (closing), shouldn't be do-able too.
Let start from the beginning. Why can a industry close? Because of its production. If production falls, but the industry can not closes, are you in any better position? No, since the industry will simply sit there, with its VERY LOW or NONE production going on. And I can just imagine the bug reports...
You see, there is an hawfull lot of difference between a static feature like industry placement and industry life control. So your argument is not applicable.
one billion daleks wrote:And seeing as you expect players to 'adapt' rather than 'complain', you devs may as well remove that 'Fund New Industry' button from the Scenario Editor altogether - it's utterly useless - the game's gonna remove them anyway, and pretty quickly too!
I do hope you're not serious and have just been overwhelmed by the converstation. If you are not, well... one advise. You see it? Don't use it. Others DO like it. And others might have a better strategy and use of it than you, perhaps.
one billion daleks wrote:I can't see that the game closing industries has anything to do with GRFs, it seems to me to be a routine in the core code.
So wrong from you... a GRF can (and does) dictate the life cycle of an industry. And, surprise, it can even make it so that 4 input and 3 output cargos be made avaible. So, yes, GRF can have a big, very big impact on your game. Quite more than most of you all realize it. Or maybe you are just starting to.
one billion daleks wrote:Albeit I've only conducted a brief review ... but it seems to me that GRFs just set such things like the era an industry appears in, the probabliity of it being spawned, its colour-code in the mini-map etc ... not whether an industry can be closed down or not.
...
And I can't spot a "GRF-initiated action" that would conflict with simply switching-off the game's habit of closing industries down willy-nilly ...
Take a deeper look toward Callbacks, will you? And while you're at it, look at the OpenTTD code, if you dare. You may be only looking at Action 00. There are Action 02, Callbacks and more to consider. Someone suggested to read the whole spec first before actually complaining. I guess it could be a good idea.
one billion daleks wrote:After all, both the game-engine and a player can open (Fund) and close (Cheat) industries with no ill-effects -- or not -- in the case of the player. So why can't that > "or not" < be a game-option in Configure Patches too ...?
There is a Close Cheat? If you mean the Magic Bulldozer, than i've got no problem for you to use it. But be aware that there can be a price for removing an industry, if ever the author of the grf decided to add one

We all agree that the Fund and Dynamite an industry does not have any side effect. But wer're not talking about that. We are talking about the behaviour of a RUNNNING industry. If you remove it yourself: it's gone, who cares. If it is funded, go exploit it and try to keep it alive. But a RUNNING one is a different situation.
Korenn wrote:
contract
what are you blabbing on about Dalestan... please point me to where I've initiated such a contract by playing with any of the new industry grfs.
I just can't understand how you in one thread vehemently oppose someone implementing a new kind of PBS that can't coexist with the normal signals and forcing you to use them if you've applied the patch, and in this one you're vehemently advocating grf files to force a form of gameplay without options. To me that reeks of hypocrisy.
If you're going to be a nagging annoyance on the forums, then at least be a consistent nagging annoyance.
The contract in question is not reagrding the user. It is regarding the author of the GRF and the program that is loading it.
Both TTDPatch and OpenTTD are obeying the newGRF specs. That spec specifies a lot of thinks. How to read this, how to interpret that, what to do with x, y, z.
If, for a very hypothetical reason, one of the programs decides to NOT FOLLOW anymore the specs, or to make something that is not in any way controlable by NFO, it is a breach of contract.
The GRF behaviour does not reflect anymore the intentions of the author. It is actually BREAKING it. It is almost like a law. What would you think if a policeman give you a speed ticket on a zone where you've always driven at said speed, and as a sudden this policeman decided it was too high while prior of it, all policemen including that one, allowed such a speed?
It's a bit twisted, I know, but it gives you the idea. You do not break a contract, or a spec. Simply as that.
I do not deny the presence of a problem. But the problem are big maps. Not industries. Dealing with big maps may need you to change your game plans. The closure of industries follows the original behaviour. As simple as that.
The only solution i might eventually accept would be a static industry model, where production NEVER changes, industries NEVER close and are NEVER randomly be created.
And of course, if ever a newindustry grf is detected, NO MATTTER its impact on the game, the above static model will be canceled for this game.
And it would have to be debated with other devs, anyway. As i'm not alone in the decision chain.