[UNIV] ISR - Industrial Stations Renewal

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

Post by Beardie »

i asked a similar question quite a few posts back, but i said can we have some stations tiles that carry on the fencing rather than getting rid of them
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mart3p
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by mart3p »

>krtaylor and Toni: I’m sorry to disappoint you, but like DanMacK, I also feel this is TMWFTLB. I’m busy with plenty of other stuff for ISR, eye-candy wagons are a long way down the list. ;)
Packer wrote:Ya'll think we could get rid of the white fences on the ramps?
Yes, I would not miss the white fences either. Removing them would be easy, but I would like to hear other opinions, particularly Sanchimaru’s. Does anyone want to keep the fences?
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by PikkaBird »

mart3p wrote:Removing them would be easy, but I would like to hear other opinions, particularly Sanchimaru’s. Does anyone want to keep the fences?
+1 vote for not keeping the fences...
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by DanMacK »

I vote for nixing the fences as well
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Aylo »

Are you talking about the fences at the ramp from low-level platforms to high-level platforms?

I also vote against these fences, mainly on the side of the rails. They look a bit lonely, if no other tiles have fences.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Beardie »

If we keep the fences, then some other fence tiles should be made to go with them,

If we vote to get rid of the fences then they are gone (they vanish in a puff of smoke)

I think we should keep them
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mart3p
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by mart3p »

Thanks everyone for the feedback on the white fences. Sanchimaru and myself have been discussing it further, no final decision yet. But it looks like the consensus of opinion is that they should go (and PikkaBird’s and DanMacK‘s votes count double :P ) ...

Here is something new I’ve been working on. It's Sanchimaru's new ground-level road tiles and truck parking. :D
new roads 2.png
new roads 2.png (22.24 KiB) Viewed 3166 times
The roads have junctions that appear automatically when perpendicular roads are connected.
truck parking 3.png
truck parking 3.png (36.51 KiB) Viewed 3170 times
The truck parking uses TTD sprites, so none of the truck sprites need to be included in ISR. We intend to display the appropriate type of vehicle for the type of cargo waiting. It also shows the correct generation of vehicle for the current year.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Ameecher »

That there is not only awesome graphics but also some bloody excellent coding. I don't think you get enough credit for what you do Mart3p. The artists get all the praise but where would all us artists be without any coders? Up s*** creek without a paddle, that's where.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Toni Babelony »

Ameecher wrote:That there is not only awesome graphics but also some bloody excellent coding. I don't think you get enough credit for what you do Mart3p. The artists get all the praise but where would all us artists be without any coders? Up s*** creek without a paddle, that's where.
Hear, hear!
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Beardie
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Beardie »

Ameecher wrote:That there is not only awesome graphics but also some bloody excellent coding. I don't think you get enough credit for what you do Mart3p. The artists get all the praise but where would all us artists be without any coders? Up s*** creek without a paddle, that's where.
lol, i hope this dosen't start a coders revolution now, lol

also i like the new tiles, absolutly brilliant
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rbenevid
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by rbenevid »

Absolutely fantastic. You two are a marvelous duo, Sanchimaru and Mart3p.


Did I got it right? If the station has coal waiting, the trucks will be coal trucks? If that's so, it's unbelievable.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by mart3p »

Thanks very much for your comments everyone. It’s good to know my efforts are appreciated. :]
rbenevid wrote:Did I got it right? If the station has coal waiting, the trucks will be coal trucks? If that's so, it's unbelievable.
Yes, that’s the intention, although I have only coded goods so far.

When it is finished with all the different truck types, the truck parking will be using 420 sprite layouts, more than any other tile in ISR. That’s with the seven types of truck that I definitely want to include, I may add even more...

Here is the same view as the previous screenshot, after jumping forward a few years to show the more modern goods trucks:
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truck parking 4.png
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Packer »

Sweet.
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Beardie
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Beardie »

i can see you have got some ramps from high to low tiles i asked for a while back, brill! :D
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by LittleHelper »

I was always wondering about parking trucks on industrial areas... and here it comes! :shock:

Your first pictures are looking very nice and the idea having different trucks types (depending on the waiting resources) is great! Looking forward to your results and keep up your great work, Sanchimaru and Mart3p! :wink:

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

Post by mart3p »

Industrial Stations Renewal v0.6.3

Another update to ISR. :D

Some more bugs have been found and fixed and in addition for v0.6.3, the gantry cranes now use re-colour sprites to produce the alternative colours. This change makes a large reduction in the number of sprites used by ISR. There should be no noticeable difference, except the for the new colours of the classic gantry cranes.
classic gantry cranes new colours.png
classic gantry cranes new colours.png (78.7 KiB) Viewed 2829 times
Support for re-colouring of station sprites was fixed in OpenTTD at r12674. Earlier versions (including 0.6.0) will now only show one colour of crane. This fix has been included in OpenTTD 0.6.1-RC1.

I have not been able to test the DOS version, which uses a different re-colour table to suit the different palette. Will DOS graphics users please let me know, if you see any problems with the gantry crane colours.

So, the changes for v0.6.3 are:
  • Gantry cranes now use re-colour sprites
    Increased animation speed for overhead crane.
    Removed limits for build size of oil storage facility.
    Fix: Sprite offset error in modern gantry crane (only south facing cranes in NW-SE direction affected).
    Fix: Farm building broken when built on snow/desert.
    Fix: Farm facilities, farm building, mineral silo and mineral unloader all showing incorrect sprites when built on snow/desert (TTDPatch only).
    Fix: Cattle sheds showing wrong ground sprite when built using maglev/monorail rail types.
    Fix: Offices and offices modern (ground level) not showing desert/snow.
    Fix: Parameter default values not working as intended.
Note, the readme has been updated, it is still provisional but I have now added a version history as requested.

Once again, I have updated the files in the previous release post, so you can download v0.6.3 here. Station IDs have not changed, so savegames using v0.6.2 (or v0.6.*) will not be broken if you change to v0.6.3.

Thanks again to Trond and wallyweb for testing. :)
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by Beardie »

Thanks, nice :D
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by George »

And why did the file size for 0.6.3 became 1153198 bytes while the size of 0.6.2 was 1580725 bytes? Was some graphics removed?
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by nautre125 »

yep, some sprites where removed. But thanks to recoloring, there is no lose for the end-user.
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Re: Industrial Stations Renewal (v 0.6.0 available!)

Post by mart3p »

> George: Thanks for pointing out the reduction in file size. :D ISR v0.6.3 now uses 1829 sprites, down from 2875 in v0.6.2. Quite a useful reduction. ;) And as nautre125 says, “thanks to recoloring, there is no loss for the end-user.“ Thanks also to OzTransLtd, who made the original suggestion.

>Beardie27: I hope you like the removal of the build size limits from the oil storage facility. The change was inspired by your screenshots. ;)

>Smaug: I have not changed the road orientation problem that you reported. Firstly, I like to keep minor revisions totally savegame compatible and secondly, as you have seen, we are having totally new roads for v0.7.0, so it will be fixed when these are added.


And, something else that we plan to do for v0.7.0... I am adding language support to ISR. Sanchimaru has already done the Spanish translations (and wants to do Japanese :?), wallyweb has agreed to do the French. In addition to these, I would like to add German. So, I am looking for a volunteer for German translation... :D

I have attached a text file containing the English text strings. Any offers of translation for other languages would also be welcome.
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ISR strings GB.txt
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