[UNIV] ISR - Industrial Stations Renewal

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Ameecher
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Ameecher »

No.

The issue with doing that as well, if it were implemented is what freight vehicles would you use? North American ones would look out of place in, say, a UK setting.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Toni Babelony »

krtaylor wrote:When you build a switchyard, isn't it supposed to get random freightcars sitting in the eye-candy sidings? Because my switchyards are always empty except for real trains.
Would be nice if these were filled with freight cars from the current trainset .grf you were using at that time, but I've read (a long time ago) that that would be quite difficult to code.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Sanchimaru »

That was indeed intended to be done, but if that's too hard I suppose that Mart has focused more in the other features (animation, etc.) and thus isn't implemented yet.

He has, however implemented such a feature in the last GRF we are currently testing, but it's not traincars and the switchayrd, it's..... another thing :P

(Which I hope you all can see soon!!) 8)
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Toni Babelony »

Sanchimaru wrote:He has, however implemented such a feature in the last GRF we are currently testing, but it's not traincars and the switchayrd, it's..... another thing :P
You're being mean! :cry:
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Beardie »

oooooooo, can't wait
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by krtaylor »

Another thing, do any of the stations show cargo waiting when the cargo is paper?
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Trond »

Yes, just use containers or general cargo platforms...
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by krtaylor »

Thought so. But it doesn't appear to. In my particular game the containers have not yet appeared.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Beardie »

I found, if you transport say, livestock and grain to a factory to produce goods and if you dont transport the goods away from the factory the goods don't appear at the station. If you have a lot of trains transporting the goods then the goods will not have time to build up at the station resulting in the goods/ containers not appearing.

Hope this helps :)
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by WWTBAM »

You using TTDPatc? If so do you have the wait tilll train arrives to start loading cargo switch on?
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by krtaylor »

Yes, I'm familiar with that switch. But I already have trains arriving, loading, and departing just fine. Normally there's a train sitting there so you wouldn't expect any cargo to be piling up; however, in between trains it accumulates, and even then nothing shows. This is specifically for paper; goods show up just fine, though in a different station.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by wallyweb »

Here is a station at a paper mill. Because there are no tiles specifically for paper, I used the General Cargo ones and as you can see they seem to do the job. Mind you, I think you need at least 100 tons before you see anything.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by krtaylor »

Yes, I think that was the problem, it's working now, thanks!
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by mart3p »

krtaylor wrote:When you build a switchyard, isn't it supposed to get random freightcars sitting in the eye-candy sidings?
As far as I remember, although the possibility has been discussed, there was no decision made to implement this. I only said previously that I would look into it. ;) There are a number of problems, the first, as pointed out by Ameecher:
Ameecher wrote:The issue with doing that as well, if it were implemented is what freight vehicles would you use? North American ones would look out of place in, say, a UK setting.
Toni Babelony wrote:Would be nice if these were filled with freight cars from the current trainset .grf you were using at that time, but I've read (a long time ago) that that would be quite difficult to code.
AFAIK it is not just difficult, it is not possible. There is no current mechanism for using graphics from another GRF.

Another problem is due to the sidings being on the edge of two adjacent tiles. As sprites hanging over the edge of tiles cause graphics glitches, it would probably be necessary to split the sprites and show half on each tile. This would need special sprites to be drawn.

There is also the complexity of the code required, mainly due to the switchyard being a number of different tiles, with graphics that are dependant on the surrounding tiles. The addition of eye-candy wagons would make this considerably more complex, practically if we want some variation in the wagon types shown.
krtaylor wrote:Another thing, do any of the stations show cargo waiting when the cargo is paper?
wallyweb wrote:I used the General Cargo ones and as you can see they seem to do the job. Mind you, I think you need at least 100 tons before you see anything.
Yes, general cargo tiles or container tiles will show paper waiting. Now the cargo thresholds are randomised, the cargo will first be shown, at anywhere between 50 and 150 tons for platforms and 65 to 200 tons for non-track tiles.

Eventually, I would like to have dedicated platforms for paper. ;)
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by krtaylor »

mart3p wrote:AFAIK it is not just difficult, it is not possible. There is no current mechanism for using graphics from another GRF.
I don't think that's totally true. I thought I'd seen it said that it is possible a) to tell what other GRFs are in use, and b) directly reference VEHICLES by their ID. So, you'd have to code compatability for each set, but given that, in theory it might work - determine which vehicle set was in use, select the appropriate freightcar from the pre-coded list of what ID is what, adjust the XY offset to make it appear in the right place, and it might work. Might cause clipping problems however. Maybe (alas) this feature is more appropriate for OTTD.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by DaleStan »

No.
Just no.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by DanMacK »

I have a feeling this is one of those things that is TMWFTLB. Possibly have a parameter controlling which set is in the yard and have era appropriate cars hard coded in? Only those people whi give permission would have them in of course.

Feel free to use any of my freight car sprites (Hell, or passenger car sprites) for your yards. If you want a US style switcher too, let me know.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by krtaylor »

Actually, that might be a solution. A generic boxcar, generic tank car, generic steam switcher, and generic diesel switcher would probably look at home most anywhere.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Toni Babelony »

There are some old sprites from Sanchimaru on the JapanSet development page with freight cars IIRC: http://www.as-st.com/ttd/eastasia/stations.html

Maybe it's possible to animate these as well and have some switching activity going on at the yards; using wagons with the freight loaded at these stations of course. :P
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Packer »

Ya'll think we could get rid of the white fences on the ramps? IRL, it would only be around 3 feet, never heard of anyone dying from a 3 foot fall; and I think the white fence looks odd on the tile, sinc none of the other ones have the fence.

I like the set, just no the white fence.
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