[UNIV] ISR - Industrial Stations Renewal
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- Beardie
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Re: Industrial Stations Renewal (v 0.6.0 available!)
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
Previously Known As Beardie27
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Re: Industrial Stations Renewal (v 0.6.0 available!)
>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. 

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?Packer wrote:Ya'll think we could get rid of the white fences on the ramps?
Re: Industrial Stations Renewal (v 0.6.0 available!)
+1 vote for not keeping the fences...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?
Re: Industrial Stations Renewal (v 0.6.0 available!)
I vote for nixing the fences as well
Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site

CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
Re: Industrial Stations Renewal (v 0.6.0 available!)
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.
I also vote against these fences, mainly on the side of the rails. They look a bit lonely, if no other tiles have fences.
- Beardie
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Re: Industrial Stations Renewal (v 0.6.0 available!)
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
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
Previously Known As Beardie27
Check out my UPDATED! Screenshot Thread
Check out my Railway Photography and Deviant Account

Check out my UPDATED! Screenshot Thread
Check out my Railway Photography and Deviant Account
Re: Industrial Stations Renewal (v 0.6.0 available!)
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
) ...
Here is something new I’ve been working on. It's Sanchimaru's new ground-level road tiles and truck parking.
The roads have junctions that appear automatically when perpendicular roads are connected.
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.

Here is something new I’ve been working on. It's Sanchimaru's new ground-level road tiles and truck parking.

The roads have junctions that appear automatically when perpendicular roads are connected.
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.
Re: Industrial Stations Renewal (v 0.6.0 available!)
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.
- Toni Babelony
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Re: Industrial Stations Renewal (v 0.6.0 available!)
Hear, hear!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.
Retired JapanSet developer and creator of TIAS.
- Beardie
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- Location: Buckshaw Village, Lancashire, UK
Re: Industrial Stations Renewal (v 0.6.0 available!)
lol, i hope this dosen't start a coders revolution now, lolAmeecher 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.
also i like the new tiles, absolutly brilliant
Previously Known As Beardie27
Check out my UPDATED! Screenshot Thread
Check out my Railway Photography and Deviant Account

Check out my UPDATED! Screenshot Thread
Check out my Railway Photography and Deviant Account
Re: Industrial Stations Renewal (v 0.6.0 available!)
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.
Did I got it right? If the station has coal waiting, the trucks will be coal trucks? If that's so, it's unbelievable.
Re: Industrial Stations Renewal (v 0.6.0 available!)
Thanks very much for your comments everyone. It’s good to know my efforts are appreciated.
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:
![Pleased :]](./images/smilies/pleased.gif)
Yes, that’s the intention, although I have only coded goods so far.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.
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 (38.68 KiB) Viewed 3060 times
- Beardie
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Re: Industrial Stations Renewal (v 0.6.0 available!)
i can see you have got some ramps from high to low tiles i asked for a while back, brill! 

Previously Known As Beardie27
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Check out my UPDATED! Screenshot Thread
Check out my Railway Photography and Deviant Account
- LittleHelper
- Engineer
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- Joined: 01 Apr 2006 01:52
Re: Industrial Stations Renewal (v 0.6.0 available!)
I was always wondering about parking trucks on industrial areas... and here it comes!
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!
Greetz

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!

Greetz
Re: Industrial Stations Renewal (v 0.6.0 available!)
Industrial Stations Renewal v0.6.3
Another update to ISR.
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.
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:
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.
Another update to ISR.

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.
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.
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.

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

Previously Known As Beardie27
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- George
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Re: Industrial Stations Renewal (v 0.6.0 available!)
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?
Re: Industrial Stations Renewal (v 0.6.0 available!)
yep, some sprites where removed. But thanks to recoloring, there is no lose for the end-user.
Re: Industrial Stations Renewal (v 0.6.0 available!)
> George: Thanks for pointing out the reduction in file size.
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...
I have attached a text file containing the English text strings. Any offers of translation for other languages would also be welcome.


>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


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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