ECS vectors v1.1.2 (by George) 19/06/2011

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

Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
6
4%
I use ECS under OTTD
158
93%
 
Total votes: 169

User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by wallyweb »

George wrote:Important 2! I'm in trouble with new texts in fund new industry window. I'm in doubts, what should I write there. For example, what should I write for a mine while a player CAN'T to build one. He can only prospect one and the location conditions are not important for him, he can't manage them anyway. The only thing he may use is the success probability, max, average and min capacities. What else? So, I'm waiting for your suggestions for new industry window.
For resource industries that must be prospected, why put anything other than "Good luck"?. Other than positioning requirements for non-resource industries, what does the player really need or want to know?
2Wallyweb:
Could you please try to create wiki pages for new industries and features? I'm a bit busy now, but I hope I shall find time to fix mistakes if you'll make any.
I'll see what I can do. Shall I use the same format as with the tourist centers?
Also ... I'll need to know the features.

BUG REPORT
Using the Beta 4 Town Vector in the scenario editor, all its graphics (Tourist Centers, Factory and Bank) are displaying as groups of mine heads. The default TTDX bank displays properly.
I have to add the Beta 4 Basic Vector to get them to display properly when I build them. What if a player only wants to use the Town Vector and not the Basic Vector?
Also, when trying to build a shipyard near water in the town suburbs on a 2x2 block of tiles, I get too many error messages "Can't build shipyard here ... site unsuitable". Please tell us what we need for a site to be suitable.
Attachments
graphic_bug.png
graphic_bug.png (56.93 KiB) Viewed 2611 times
This site is UNSUITABLE
This site is UNSUITABLE
site_unsuitable.png (76.26 KiB) Viewed 2604 times
But this one IS suitable ... WHY?
But this one IS suitable ... WHY?
site_suitable.png (80.31 KiB) Viewed 2603 times
User avatar
Korenn
Tycoon
Tycoon
Posts: 1735
Joined: 26 Mar 2004 01:27
Location: Netherlands
Contact:

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007

Post by Korenn »

George wrote:
belugas wrote:George, what if i provide you a variable that will tell you the size of the map? Not like 512*512 or else, but more in the idea of a range, from 0 to 12.
This could allow you to make it so the closure would be proportional to the map's size. The bigger, the longer before it closes.
I do not have the code with me right now, though.
If I remember correctly, TTDP is going to use the range 3, which stands for 256*256 (or any combination that gives the same amount of tiles).
Just a though.
I've worked on that in order to find a way to allow adapting numbers of industries and towns in another way as the current relation with map size that we have. But if it could give you more flexibility, i'd be happy to code and commit the variable.
Well, why not have it. But how should closure chance change on 512x256 map (size x 2) or 128x256 (size / 2) in comparison with 256x256 map? I think they should be the same :roll:
It shouldn't be the same, because on a larger map, it takes far longer for your network to be big enough to reach the larger amount of industries. The more industries on the map, the longer it takes players to link them up.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

wallyweb wrote:For resource industries that must be prospected, why put anything other than "Good luck"?
How lucky should you be? 5% chance? 25% chance? 66%? 100%?
wallyweb wrote:Other than positioning requirements for non-resource industries, what does the player really need or want to know?
But he will get location messages anyway, so he will find out what is wrong with any location.
wallyweb wrote:Shall I use the same format as with the tourist centers?
May be something like steel mill and factory would fit better? Tourist centres are a special case
wallyweb wrote:Also ... I'll need to know the features.
Advanced closure, exhaust warning
wallyweb wrote:BUG REPORT
Using the Beta 4 Town Vector in the scenario editor, all its graphics (Tourist Centers, Factory and Bank) are displaying as groups of mine heads.
They are fine here. Does it happen for a newly created scenario? Do cheats reload industries and purge industries make any change? If not, please provide more information. BTW, does it work in new random games?
wallyweb wrote:I have to add the Beta 4 Basic Vector to get them to display properly when I build them. What if a player only wants to use the Town Vector and not the Basic Vector?
I do not know, I can't reproduce it.
wallyweb wrote:Also, when trying to build a shipyard near water in the town suburbs on a 2x2 block of tiles, I get too many error messages "Can't build shipyard here ... site unsuitable". Please tell us what we need for a site to be suitable.
Looks like a bug in TTDP ?(

Code: Select all

10830 * 18	 02 0A 03 81 0C 00 FF 02
                 01 80 22 22
                 02 00 28 28
                 00 FF
10831 * 7	 03 0A 01 10 00 03 00
this code should disable ship yard BOTH in game and SE. But it does not! You can build it in SE! It is a bug!
Wiki wrote:Industry availability (22)
Called when TTDPatch needs to know if a given industry type is available.
Return zero to make your type available, or any nonzero value to disable it.
Last edited by George on 12 Jan 2008 20:16, edited 1 time in total.
Image Image Image Image
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007

Post by George »

Korenn wrote:
George wrote:how should closure chance change on 512x256 map (size x 2) or 128x256 (size / 2) in comparison with 256x256 map? I think they should be the same :roll:
It shouldn't be the same, because on a larger map, it takes far longer for your network to be big enough to reach the larger amount of industries. The more industries on the map, the longer it takes players to link them up.
It does not affect closure chance. It affects protection period.
Image Image Image Image
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by wallyweb »

George wrote:
wallyweb wrote:For resource industries that must be prospected, why put anything other than "Good luck"?
How lucky should you be? 5% chance? 25% chance? 66%? 100%?
How about 90%? Anything less would be extremely frustrating for the player.
wallyweb wrote:Other than positioning requirements for non-resource industries, what does the player really need or want to know?
But he will get location messages anyway, so he will find out what is wrong with any location.
He should have positioning information before trying to build so that he will be able to plan ahead. The messages should be for errors in case the player makes a mistake.
wallyweb wrote:Shall I use the same format as with the tourist centers?
May be something like steel mill and factory would fit better? Tourist centres are a special case
ok ... I can do that.
wallyweb wrote:Also ... I'll need to know the features.
Advanced closure, exhaust warning
I will add these to the general information page.
wallyweb wrote:BUG REPORT
Using the Beta 4 Town Vector in the scenario editor, all its graphics (Tourist Centers, Factory and Bank) are displaying as groups of mine heads.
They are fine here. Does it happen for a newly created scenario? Do cheats reload industries and purge industries make any change? If not, please provide more information. BTW, does it work in new random games?
This was for a newly created scenario using the latest ttdpatch. The newgrf configuration is as you see it in the GRF status window. I will do a purge and a reload to see what happens.
wallyweb wrote:I have to add the Beta 4 Basic Vector to get them to display properly when I build them. What if a player only wants to use the Town Vector and not the Basic Vector?
I do not know, I can't reproduce it.
Which patch version are you using? Can you PM to me your patch configuration?
EDIT Never mind ... cht:reloadindustries fixed the problem.
wallyweb wrote:Also, when trying to build a shipyard near water in the town suburbs on a 2x2 block of tiles, I get too many error messages "Can't build shipyard here ... site unsuitable". Please tell us what we need for a site to be suitable.
Looks like a bug in TTDP ?(

Code: Select all

10830 * 18	 02 0A 03 81 0C 00 FF 02
                 01 80 22 22
                 02 00 28 28
                 00 FF
10831 * 7	 03 0A 01 10 00 03 00
this code should disable ship yard BOTH in game and SE. But it does not! You can build it in SE! It is a bug!
Wiki wrote:Industry availability (22)
Called when TTDPatch needs to know if a given industry type is available.
Return zero to make your type available, or any nonzero value to disable it.
If this is a possible patch bug, then when I have a chance I will post it in the Problems Forum ... unless some nice patch developer replies here. :mrgreen:
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

wallyweb wrote:
wallyweb wrote:BUG REPORT
Using the Beta 4 Town Vector in the scenario editor, all its graphics (Tourist Centers, Factory and Bank) are displaying as groups of mine heads.
They are fine here. Does it happen for a newly created scenario? Do cheats reload industries and purge industries make any change? If not, please provide more information. BTW, does it work in new random games?
This was for a newly created scenario using the latest ttdpatch. The newgrf configuration is as you see it in the GRF status window. I will do a purge and a reload to see what happens.
your screen shot looks strange. IT looks like a Palenque, but you should be able to build Palenque only in RAIN FOREST :shock:
wallyweb wrote:EDIT Never mind ... cht:reloadindustries fixed the problem.
And what about Palenque? How could you build it outside rain forest? :?:
Image Image Image Image
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by wallyweb »

George wrote:your screen shot looks strange. IT looks like a Palenque, but you should be able to build Palenque only in RAIN FOREST :shock:
And what about Palenque? How could you build it outside rain forest? :?:
It was fixed with the reloadindustries. :wink: No more Palenque! :D
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Csaboka, Belugas

Could you please add random value in var 10 or 18 for Industry location permissibility callback (28)?
Image Image Image Image
Draakon
Director
Director
Posts: 542
Joined: 11 Mar 2007 16:50

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Draakon »

Do you have archives of older versions?
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Draakon wrote:Do you have archives of older versions?
Mostly no. I make a backup when I start a huge change, but usually it happens once in 2 months. What file are you looking for?
Image Image Image Image
Draakon
Director
Director
Posts: 542
Joined: 11 Mar 2007 16:50

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Draakon »

Beta 3 of Basic, Town and machinery.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Draakon wrote:Beta 3 of Basic, Town and machinery.
Beta 3 is not a version :roll:
I have a copy from 01-12-2007. I doubt that it is what you need :oops:
Image Image Image Image
Draakon
Director
Director
Posts: 542
Joined: 11 Mar 2007 16:50

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Draakon »

Ok then, V1 Beta 3 of Town Vectors, Basic Vectors and Machinery Vectors
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Draakon wrote:Ok then, V1 Beta 3 of Town Vectors, Basic Vectors and Machinery Vectors
What is v1?
The version data is a number and a date. Like ECS Town vector. Beta 4 (11/01/2008)
Image Image Image Image
Draakon
Director
Director
Posts: 542
Joined: 11 Mar 2007 16:50

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Draakon »

Oh, i thought it was like i said(i am used with this kind of version system) but if i remember correctly it is ECS Town,Basic,Machinery Beta 3 December releases(about 6-11 December). Sorry i dint save that date to my brain.
User avatar
Smaug
Transport Coordinator
Transport Coordinator
Posts: 267
Joined: 02 Dec 2002 14:39
Location: Middle Earth, The Netherlands

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Smaug »

Hi,

Edit: I was experiencing some problems with the latest Town Vectors, Basic Vectors and Machinery Vectors when I updated them with the latest versions from the 11th of januari. However those problems disapeared when I also updated my openttd nightly to the latest version. Sorry for the interuption. :oops:

George, thanks for your wonderful work! I wish you luck and good health! :D
Life's like a play in a theatre,
Life's like a dream,
If life could be expressed in a sound,
It would sound like Dream Theater...
ImageImage
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Draakon wrote:Oh, i thought it was like i said(i am used with this kind of version system) but if i remember correctly it is ECS Town,Basic,Machinery Beta 3 December releases(about 6-11 December). Sorry i dint save that date to my brain.
No, these dates were deleted. I have only 24 November 2007.
Image Image Image Image
Draakon
Director
Director
Posts: 542
Joined: 11 Mar 2007 16:50

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Draakon »

24 November will be enough too. Can you send me them?
PS: it would be good if you start archiving but you decide :)
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Draakon wrote:24 November will be enough too. Can you send me them?
PS: it would be good if you start archiving but you decide :)
Why should I create archives more often? :roll:
Attachments
old.rar
(643.94 KiB) Downloaded 53 times
Image Image Image Image
Draakon
Director
Director
Posts: 542
Joined: 11 Mar 2007 16:50

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Draakon »

George wrote:
Draakon wrote:24 November will be enough too. Can you send me them?
PS: it would be good if you start archiving but you decide :)
Why should I create archives more often? :roll:
well for me i want the old versions more because i personally dont like new coal mines and other stuff and maybe other members feel that too
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 9 guests