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New industry: Supermarket

Posted: 22 Jan 2009 17:52
by RSpeed tycoonfreak
Hello, I have michael blunck's new cargo set, this is a great newgrf, but there is one thing that annoy's me: and that is that when I have a food factory, i cant get the food to a town, because it need at least 7 houses around the station.

When you have a town with a lot of services, this means that you have to change the position of your station every couple of months, because the town keeps demolishing houses, and builds other things like flats and offices instead.

So my idea was to make a new industry, wich recieves the food, like a supermarket for example.

This is what I had in mind:
Supermarkt klein.PNG
Supermarkt klein.PNG (48.48 KiB) Viewed 6107 times
Its based on a big french supermarket, but if this is going to get in game, I will draw some other ones too, so that they can appear randomly.

My question is is this possible to do?
If yes who wants to code it?

Ofcourse if someone wants to code it I will iprove the graphics but this is just an example

Re: New industry: Supermarket

Posted: 22 Jan 2009 18:05
by FooBar
I like this idea! People usually don't get their food at the train station anyways...

I'm sure it's possible to add this to the game using NewGRF. If I had the time to do so I would even offer to do it myself, but unfortunately I'll be too busy with other stuff for the next few months. If nobody coded this by then, feel free to give me a ring or so.

Re: New industry: Supermarket

Posted: 22 Jan 2009 18:16
by RSpeed tycoonfreak
okay I will :D
And by that time I probably have some more supermarkets drawn.
I'm thinking about a Asian one an American one and some European ones :wink:

Re: New industry: Supermarket

Posted: 22 Jan 2009 18:26
by Thief^
I would use generic names, because the name of the shop is trademarked and copyrighted, and you don't have permission to use it for your own purposes.

So a sign saying "Supermarket" or things like that.

Re: New industry: Supermarket

Posted: 22 Jan 2009 18:46
by RSpeed tycoonfreak
Thief^ wrote:I would use generic names, because the name of the shop is trademarked and copyrighted, and you don't have permission to use it for your own purposes.

So a sign saying "Supermarket" or things like that.

If that is true than I wonder how many times George is sued for his long vehicels, because he uses names like "Volvo" , "Mercedes" and "Opel"

So I think nobody bothers.

Re: New industry: Supermarket

Posted: 22 Jan 2009 18:49
by DJ Nekkid
tho, you could make up kida-real-names:

didl
L-mart
ten eleven

Re: New industry: Supermarket

Posted: 22 Jan 2009 19:33
by FooBar
DJ Nekkid wrote:tho, you could make up kida-real-names
Yeah, why not? Rockstar Games does that all the time.

Re: New industry: Supermarket

Posted: 22 Jan 2009 19:38
by RSpeed tycoonfreak
DJ Nekkid wrote:tho, you could make up kida-real-names:

didl
L-mart
ten eleven
FooBar wrote:
DJ Nekkid wrote:tho, you could make up kida-real-names
Yeah, why not? Rockstar Games does that all the time.
haha yeah thats true :D its a good idea maybe I'll do that :wink:

Re: New industry: Supermarket

Posted: 22 Jan 2009 19:58
by michael blunck
RSpeed tycoonfreak wrote:So my idea was to make a new industry, wich recieves the food, like a supermarket for example.
Yes, the game needs supermarkets, but possibly not coded as an industry.

However, your sketch needs improvement. What comes to mind easily:

- it looks too "bulky", and it´s too high, at least in comparison with the building on those photos,
- the shopping carts are way too big, both in comparison with internal details (windows, doors) and external (vehicles in game),
- the walls protruding the roof are to thick and too high,
- the walls need more "shading" and/or other detail.

Take a look at SAC´s supermarkets:

Image

and start improving. Some things need work and care to come out nicely. :cool:

regards
Michael

Re: New industry: Supermarket

Posted: 22 Jan 2009 20:08
by Thief^
Of course SAC's don't actually do anything, it's just eye-candy.

I would love to see them as actual industries.

Re: New industry: Supermarket

Posted: 22 Jan 2009 20:17
by FooBar
Same here, and preferaby generating and accepting passengers as well.

Re: New industry: Supermarket

Posted: 22 Jan 2009 20:43
by michael blunck
Thief^ wrote:Of course SAC's don't actually do anything, it's just eye-candy.
I would love to see them as actual industries.
Are you sure? 8)
FooBar wrote:Same here, and preferaby generating and accepting passengers as well.
Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.

I.e., "industries" are either primary (generating stuff), or secondary (accepting, processing, and delivering stuff).

regards
Michael

Re: New industry: Supermarket

Posted: 22 Jan 2009 20:46
by RSpeed tycoonfreak
@michael blunck:
I know that my supermarket doesn't look best but thats mainly because it just an example i drew in 30 minutes to show my idea.

Re: New industry: Supermarket

Posted: 22 Jan 2009 21:46
by FooBar
michael blunck wrote:Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.
House would work indeed. It does exactly what I want it to do: accept food and passengers and generates passengers. Plus it's contructed in towns and (if I'm not mistaken) I could allow just one per town of at least this or that population. Good thinking there, Michael, thanks.

To be honest, I felt that it had to be coded as industrie because the topic title suggested it (place either 'wink' or 'embarassed' smiley here).

Re: New industry: Supermarket

Posted: 22 Jan 2009 22:01
by JacobD88
michael blunck wrote:
FooBar wrote:Same here, and preferaby generating and accepting passengers as well.
Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.

I.e., "industries" are either primary (generating stuff), or secondary (accepting, processing, and delivering stuff).

regards
Michael
I disagree with sinks for goods being a bad thing, especially if you take into consideration industries that stockpile, using PBI as an example and the Iron Ore+Coal - Steel - Goods chain, i frequently run in to the situation whereby my Steel Mills or Factories get "overloaded" with materials and i usually get over this by carrying excess goods stockpiling on the stations away to other Steel Mills and Factories... But sometimes these too get "overloaded" depending on how efficient i can make my network within the terrain...

A "sink" industry would be very welcome in many situations where "overloading" is common and you really don't have the time or maybe finances to cart everything off to a distant industry of the same type... Maybe transporting it to a "sink" industry would be a better option...

So in short i think a "sink" like a supermarket would be a great idea for people who use stock-piling industries like those in PBI or ECS too i believe... Because it at least provides a new option in the base materials-secondary products-final destination (A to B to C) chains employed by most sets and the original games to allow for the chains to end with something other than simply a city or town...

Sinks like supermarkets could also be placed near smaller towns and villages that may not always have enough buildings to accept goods or food too which could make these smaller settlements more immediately useful to some players depending on their style of gameplay... If i was to argue a realism stance to this as well it could represent out-of-town shopping centres and such in this case of supermarket-like industries...

Re: New industry: Supermarket

Posted: 22 Jan 2009 22:23
by trainmaster611
Just for kicks, you could call it the Quik-E mart :wink:

Yeah, the building looks a little to vanilla. Frankly, if a building of that size appeared in my neighborhood, I would consider it an eyesore. Add some detail, change some colors and the layout to make it more visually appealing. If you need help, just search for pictures of Supermarkets in the US (since America is afterall the birthplace of the supermarket.

Re: New industry: Supermarket

Posted: 22 Jan 2009 22:40
by michael blunck
JacobD88 wrote:I disagree with sinks for goods being a bad thing [...]
I didn´t write that it would be a bad thing. I wrote:
mb wrote:Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.
I.e., if there´s no need for the special behaviour of an "industry" why code it as an industry? If the behaviour of a "house" would be sufficient, just code it as a house.

regards
Michael

Re: New industry: Supermarket

Posted: 22 Jan 2009 23:30
by RSpeed tycoonfreak
The main reason I came up with this idea is because the town keeps building and demolish houses.
and ONLY the houses accept food (dunno why) but i didn't code the grf afer all :P
So this is the reason that i wanted it to be an industry so it stays at the same place troughout the entire game unlike houses. I you still don't understand, I'll try to be more clear in this image:
clear.PNG
clear.PNG (17.02 KiB) Viewed 5763 times
Got it? :wink:

O and another reason, buildings are restricted to a size of 2x2 and now i've seen sac's industry's again i'm dreaming of a BIG mal in OTTD

Re: New industry: Supermarket

Posted: 22 Jan 2009 23:51
by Badger
RSpeed tycoonfreak wrote: O and another reason, buildings are restricted to a size of 2x2 and now i've seen sac's industry's again i'm dreaming of a BIG mal in OTTD
SAC's supermarket/shopping centre is made up of seperate bits which can be arranged in different ways, I think!

Re: New industry: Supermarket

Posted: 23 Jan 2009 00:25
by JacobD88
michael blunck wrote:
JacobD88 wrote:I disagree with sinks for goods being a bad thing [...]
I didn´t write that it would be a bad thing. I wrote:
mb wrote:Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.
I.e., if there´s no need for the special behaviour of an "industry" why code it as an industry? If the behaviour of a "house" would be sufficient, just code it as a house.

regards
Michael
My apologies, i misinterpreted what you had said.

With reference to "If the behaviour of a "house" would be sufficient, just code it as a house" like i say, i think this type of industry would be useful in or near towns not large enough to have the correct number of buildings to accept goods or food for the reasons in my post :)