FIRS Industry Replacement Set - Development

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CommanderZ
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Re: FIRS Industry Replacement Set (not yet released!)

Post by CommanderZ »

andythenorth wrote:The fishing harbour was subject of much previous exciting debate, but I just wasn't happy with the form of it. So I've revised it to be simpler. It will fit in the game better this way.

This is work in progress, quite a bit to do still here:
fishing_harbour_1.png
I liked the previous larger shape more.
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Benny
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Re: FIRS Industry Replacement Set (not yet released!)

Post by Benny »

I disagree, I think that this one is better.
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Re: FIRS Industry Replacement Set (not yet released!)

Post by planetmaker »

andythenorth wrote:So I've revised it to be simpler. It will fit in the game better this way.
fishing_harbour_1.png
Yes indeed, that fits nicer into the landscape. Good job :)
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Re: FIRS Industry Replacement Set (not yet released!)

Post by DJ Nekkid »

and i, sadly, liked the old one better... felt more like a harbour, not just a pier...

a coastal harbour would need some protective mass around itself ... imho... not just a pier sticking out :)
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Re: newgrf proposal: FIRS Industry Replacement Set

Post by andythenorth »

OzTransLtd wrote:
andythenorth wrote: ... I can add information to the FIRS site, what information and format would be most useful ...
A list of FIRS industries that are planned to be located within town and city boundaries, including accepted and produced cargo types.
This raises an interesting question. Some town 'industries' from the FIRS list might be better implemented as 'houses' (please if you don't understand the distinctions from a newgrf perspective, stay out of this conversation).

However what criteria should be used to decide implementing as a 'house' or an 'industry'? What are the factors:
- town buildings may relocate as the town grows, this could disrupt player's existing routes
- industries may close if not served with cargo. This could leave towns unable to accept certain types of goods. This could be solved with code. Houses do not close in the same way.
- it's possible to code for a certain mix of houses in a town. It's more difficult to do this with industries (there is the distance varaction among other things, but using these well is not trivial conceptually or in the implementation).
- what else?? I haven't coded any houses before, so I am looking for input :)

So how should this work in FIRS? Here are some examples:
- Gas Station accepts fuel oil (also food, goods). Presumably there won't be many gas stations in a typical town. Players will likely build routes with tank trucks to a RV station next to the truck station. Will be annoying if the RV station stops accepting fuel oil due to industry relocation. So seems like an industry, not a house?
- Retail Market is envisaged graphically as a market square as found in many towns worldwide. These don't often relocate, so in that respect are industry-like. However it would be desirable to control their number (one per town) and location (near the middle of town), so also house-like?
- General Store seems to be straightforward: it's a house and there can be n per town (minimum one), located wherever.
- Waste Collection Point. If needed at all, seems best to implement as a house.
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Re: FIRS Industry Replacement Set (not yet released!)

Post by ever »

Hospitals, which are town buildings in ttrs (or at least they're not an industry), at least from my casual observations, don't seem to move or relocate. They do however get replaced bv a newer hospital every era change. So maybe it is possible to have static town houses.

Apologies if this information is irrelevant or faulty.
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Re: FIRS Industry Replacement Set (not yet released!)

Post by Zephyris »

I think houses are the best (functionally) way to code some of these industries, although maybe not practically, a couple of things to think about:
* I would have a look at some existing house newgrf's code, especially the north american city set - this has some "landmark" buildings which, IIRC, cannot be demolished by the player, ai or the town so "stay still".
* Any town building "industry" will not appear on maps...
* Building set compatibility - how likely are you to tread on the toes of major building sets, that is the last thing you want to do!
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Re: FIRS Industry Replacement Set (not yet released!)

Post by DJ Nekkid »

a rough guesstimate would be property 19 bit1 and/or callback 143
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Re: FIRS Industry Replacement Set (not yet released!)

Post by ige »

Such a great crane for your fish harbour? How great are your fish? :D
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Re: FIRS Industry Replacement Set (not yet released!)

Post by DJ Nekkid »

the fish isnt so big, but when ships come in, they might have 1x1x1 meter plastic crates filled with frozen fish :) And when a few tons of fish are lifted at a time, i bet its needed :)
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Re: FIRS Industry Replacement Set (not yet released!)

Post by maquinista »

andythenorth wrote:The fishing harbour is made of modular wharf tiles so different layouts can be made...
It's awesome. :D
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: FIRS Industry Replacement Set (not yet released!)

Post by andythenorth »

Because coast lines run in multiple directions, an alternative angle (SW-NE) on the harbour:
fishing_harbour_3.png
fishing_harbour_3.png (29.4 KiB) Viewed 3697 times
Don't know if I'm going to do a version for NE or NW facing coasts though. The harbour walls over sea can be reused, but I can't be bothered to draw the ones where the land slopes :shock:

...or is there a way to do those with built-in foundations? Maybe there is:)
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Re: FIRS Industry Replacement Set (not yet released!)

Post by planetmaker »

not sure, but isn't it possible to achieve that aim (quays for slopes in NW/NE direction) by a simple 90° rotation of the existing images and a subsequent mirroring on the vertical axis?
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Re: FIRS Industry Replacement Set (not yet released!)

Post by davidx123 »

andythenorth wrote:Such a great crane for your fish harbour? How great are your fish? :D

It's a shark fishery ;)
hey!shark fishing it ilegal!leave the sharks alone!they byte!i don't wanna food that bites!
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thanks to Supercheese for help with the GIF.cheers.
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Re: FIRS Industry Replacement Set (not yet released!)

Post by DanMacK »

Love the harbour. Nice fishing boat BTW ;) One thing I'd do is possibly add more clutter on the dock, like fish or lobster traps, nets, etc. Aside from that, looks amazing, keep up the awesome work.
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Re: FIRS Industry Replacement Set (not yet released!)

Post by andythenorth »

planetmaker wrote:not sure, but isn't it possible to achieve that aim (quays for slopes in NW/NE direction) by a simple 90° rotation of the existing images and a subsequent mirroring on the vertical axis?
Um, no, it's isometric, doesn't work like that :) I could post a screenie, but I think I can just solve the problem with foundations (allowing for a certain layout constraint). Or I could stop avoiding the issue and draw some more pixels. It's not like I haven't drawn 250,000 or so already, what's a few more? :P
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Re: FIRS Industry Replacement Set (not yet released!)

Post by ever »

Someone really ought to make some awesome isometric axis flipper rotator cropper tool for image editing.
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Re: FIRS Industry Replacement Set (not yet released!)

Post by andythenorth »

Fishing Harbour will feature a boat maintenance slipway (unfinished):
fishing_harbour_4.png
fishing_harbour_4.png (35.91 KiB) Viewed 3483 times
...fishing is the main industry in the small island town of Hoendervaart:
fishing_harbour_5.png
fishing_harbour_5.png (78.69 KiB) Viewed 3469 times
...fishing is also a big deal in the harbour own of Lekzaal:
fishing_harbour_6.png
fishing_harbour_6.png (65.04 KiB) Viewed 3468 times
Last edited by andythenorth on 03 Jun 2009 16:27, edited 1 time in total.
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