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PostPosted: 12 Jun 2016, 15:44 
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SAC wrote:
How about glitches from passing vehicles?


I didn't test it for that,

Being a Industry that split shouldn't have that problem .. I hope.

I better do a test and see

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PostPosted: 13 Jun 2016, 04:33 
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SAC wrote:
How about glitches from passing vehicles?


I did a test and vehicles passing through didn't seem to be a problem but building a station in the middle did. See this pic.

Attachment:
Spliting problem.PNG
Spliting problem.PNG [ 364.73 KiB | Viewed 7785 times ]


Seems like I missing something from the coding. The Stockyards in FIRS works fine with the split in middle.

Hope I can figure it out eventually.

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PostPosted: 13 Jun 2016, 11:00 
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Joined: 02 Mar 2012, 12:10
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You might test the "bounding boxes" by typing CTRL-B. See here:

Image

In general, extending graphics sprites in excess of their bounding boxes is called a "hack", and should be avoided. Although you might get away with it for static sprites (which don´t change while interacting with other sprites, or overlap with others) which overhang their bounding boxes, this keeps to be a hack and also a misconception, especially in the realm of "newobject" coding (see discussion there).

Nevertheless, also correct slicing and coding of sprites doesn´t guarantee for absence of glitches in some special cases, due to problems with the diverse sprites sorters implemented in TTDPatch and OTTD.

regards
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PostPosted: 14 Jun 2016, 02:50 
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I've updated both AuzInd sets.

Auzind Version 9: (For those who have not updated to OpenTTD 1.6.0)

Added:

OIL WELLS

Changes:

OIL RIGS start in 1900 .. these present countries and are used for importing OIL.
SHOPPING CENTER .. new graphics
GRAIN SILOS .. new graphics
LIVESTOCK SALE YARDS .. new graphics
FLOUR MILL .. new graphics

The following produce depending on town size .. ( had this before but didn't realise they didn't work properly).

CREAM SHED
FRUIT PACKING SHEDS
GOODS SHED A
GOODS SIDING (SHED B)
GRAIN SILOS
LIVESTOCK SALES YARDS
LIVESTOCK SIDING
LOADING BANK A
LOADING BANK B
PARCELS OFFICE
TIMBER SIDING
WOOL DUMP

Attachment:
Auzind.rar [504.65 KiB]
Downloaded 301 times


AuzInd160 Version 2 (For those who have updated to OpenTTD 1.6.0)

Added:

OIL WELLS

Changes:

OIL RIGS start in 1900 .. these represent countries and are use for importing OIL.
SHOPPING CENTER .. new graphics
GRAIN SILOS .. new graphics
MOTOR INN .. new graphics
LIVESTOCK SALE YARDS .. new graphics
FLOUR MILL .. new graphics

The following produce depending on town size .. ( had this before but didn't realise they didn't work properly).

CREAM SHED
DISTRIBUTION CENTER
FRUIT PACKING SHEDS
GOODS SHED A
GOODS SIDING (SHED B)
GRAIN SILOS
LIVESTOCK SALES YARDS
LIVESTOCK SIDING
LOADING BANK A
LOADING BANK B
PARCELS OFFICE
SCHOOLS
TIMBER SIDING
WOOL BROKERS
WOOL DUMP

Attachment:
AuzInd160.rar [649.82 KiB]
Downloaded 299 times



I changed the date for the Oil Rigs to start in 1900 .. they represent other countries and the oil from these represent oil being imported.

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PostPosted: 14 Jun 2016, 09:14 
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Lets go to the gee gees and lose our shirt.
Attachment:
horseracing.png
horseracing.png [ 12.9 KiB | Viewed 7762 times ]


It's a two horse race but might make more money following them with a shovel and selling the outcome.

Not sure about other countries, but in Australia many moons ago there was railway branch or spur lines going to many racecourses and trains would convey horses and passengers to the meetings.

For those who don't use my industry sets will also make a object racecourse too if like.

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PostPosted: 16 Jun 2016, 03:10 
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These fellas feel neglected!
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PostPosted: 16 Jun 2016, 03:17 
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Love to do a greyhound course as I used to train them long long time ago.

I think they the most loveliest dog as a pet too .. just no good if own a cat or other smaller animals.

But working on the railways and moving a lot with promotions just made it too hard too continue with them so had to stop.

If I can do something like that maybe have circular and a straight track and game randomly selects.

Better be careful as not want to turn this game into a gambling game too. :)

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PostPosted: 16 Jun 2016, 14:40 
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Changing things i the Industry sets .. some new graphics and combining the Sheep farm with the Shearing Shed, and Dairy Farm with the Milking Shed.

These are the parcels Offices .. based on actual Stations here in NSW Australia. They are L to R: Toronto, Ivanhoe, Mindaribba and Grenfell. Ivanhoe and Grenfell had Water Towers but not sure about the others.
Attachment:
Parcels Office.png
Parcels Office.png [ 6.95 KiB | Viewed 7738 times ]


I lowered the Shearing shed by 2 pixels to fit in a bit better.
Attachment:
SheepFarm.png
SheepFarm.png [ 11.29 KiB | Viewed 7738 times ]


The race meeting been postponed for the moment .. but side tracked with other things. Will get back to having a race meeting soon.

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PostPosted: 17 Jun 2016, 07:31 
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Changes to graphics for a few more Industries.

Sheep farm includes Shearing Shed.
Attachment:
SheepFarm.png
SheepFarm.png [ 40.93 KiB | Viewed 7725 times ]


The Timber Siding and Builders yards been enlarged a bit.
Attachment:
Timber Siding and Builders Yard.png
Timber Siding and Builders Yard.png [ 144.8 KiB | Viewed 7725 times ]


Graphics for Timber Siding courtesy of Planetmaker and MxZapkie's Logging Camp.

Graphics for Builders Yard courtesy Andythenorth and his many helpers of FIRS 1.4.3. The truck is from McZapkie's Polroad vehicle set.

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PostPosted: 19 Jun 2016, 03:04 
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Been changing some graphics in some Industries. Many of those I added, been making them a tile or two bigger so easier to find and look maybe a bit better.
Attachment:
Improved Industries.png
Improved Industries.png [ 178.95 KiB | Viewed 7710 times ]

They are from L to R:
Along Top:
Wool Dump, Fruit Packing Sheds, Goods Shed A and Goods Shed B
Bottom Row:
Cream Siding, Loading Bank A and Loading Bank B.

They are all displayed with platforms from the ISR set.

Buildings and Cargo courtesy of FIRS and ISR sets.

Vehicles courtesy of the Polroad Vehicle set.

Unfortunately they are no raised platforms to match the Wool Dump. In real Wool Dumps where higher then the gunnel (Top) of an Open Wagon (Gondola). A truck loaded with wool would drive up on to the wool dump as close to the edge as possible, so the bales of wool weighting 200kg each, could be rolled off the truck into the wagon. They'd be stacked 4 high when finished loading. (I know it is high as I fell off top of the bales stacked in a open wagon and broke both ankles and right shoulder).

If you want to play around with what I done so far:

Update: I put wrong ones here before .. they had christmas lights and it not christmas yet.

Try these.
AuzInd160 Version 3.. need OpenTTD 1.6.0 or later to use.
Attachment:
AuzInd160.grf [5.36 MiB]
Downloaded 267 times


AuzInd Version 10 .. earlier version pre-OpenTTD 1.6.0.
Attachment:
Auzind.grf [4.32 MiB]
Downloaded 281 times

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Last edited by GarryG on 19 Jun 2016, 05:06, edited 1 time in total.

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PostPosted: 19 Jun 2016, 04:39 
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Quote:
I fell off top of the bales stacked in a open wagon and broke both ankles and right shoulder.

Be more careful next time.


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PostPosted: 19 Jun 2016, 04:56 
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rather then being careful I found it better just not be on top of the wool any more. Stay on ground level that way not as far to fall.

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PostPosted: 19 Jun 2016, 14:44 
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Been playing around with some farms.

I added the Milking Sheds to the Dairy Farm and added some grape vines to the Vineyard.
Attachment:
DairyFarm and Vineyard.png
DairyFarm and Vineyard.png [ 29.1 KiB | Viewed 7700 times ]


The fences at the Milking Sheds and the Grape vines will line up with the object sets.

The Vineyard will random lots with the vines going the opposite direction. And the are 4 different Milking Shed configurations.

Thinks about making a Industry set out of the Sub-stations in the Object set. Make it so you can add to it with the objects if want to make it larger. A Sub-station can accept Timber (power poles and cross arms), Metal (Metal stanchions and electrical wires) and/or Supplies and/or Goods. These to allow repairs and maintenance.

Like to remove what farms Accept and remove Fertilizers and Farm Supplies and add Wheat and Sugar. Farms will then produce depending on size of town they are near. Can't grow large crops if there are not enough people in town to employee.

Sugar can go to Brewery, Bulk Terminal, Food Processing Plant and maybe Shopping Center.. Wheat will go to Flour Mill and Export. Grain will represent Cereal crops such as Oats, Barley and Corn .. these can also go to Flour Mill, Bulk Terminal and Brewery. Arable Farm and Grain Silos will produce Wheat, and Mixed Farm and Grain Silos will produce Grain or Cereal.

Thinking of adding the following Industries (based on railway sidings in NSW) ..

Creamery (Make Ice cream) .. Accept: Milk and Sugar .. Produce: Food
Canning Factory (Make Canned Fruit and fruit juices) .. Accept: Sugar, Fruit and Supplies .. Produce: Food
Council Depot (Repairing roads and bridges) .. Accept: Gravel, Timber, Supplies (To repair roads and bridges) .. Produce: Nothing
Perway Siding (Repair and build railways) .. Accept: Gravel (Ballast), Wood (Bridge Supports), Timber (Sleepers) .. Produce: Nothing
Freezing Works (Make Frozen Foods) .. Accepts: Fruit, Vegetables, Fish .. Produce .. Nothing.
Horse Stables (Supply Horses for the Race Course) .. Accept: nothing .. Produce: Livestock (Horses)
RaceCourse .. Accept: Livestock (horses), passengers and food .. Produce: Passengers.

Would like to later make the greyhound track .. in Australia did have railway coaches to carry Greyhounds and the owners in. But I out of cargo slots to add Greyhounds as a cargo :(

Cheers



Cheers

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PostPosted: 19 Jun 2016, 14:54 
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I am really impressed by the rate which you draw new graphics, truly amazing. And the quality is really good as well, keep up the good work! :)


With that said, I do think that the sheds are a bit too bright red though, especially considering the ground around them. Rain and dirt has a tendency to get stuck on walls.

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PostPosted: 19 Jun 2016, 15:04 
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SlemFreak wrote:
With that said, I do think that the sheds are a bit too bright red though, especially considering the ground around them. Rain and dirt has a tendency to get stuck on walls.


Thanks kindly for your comments. Many of the building I use are from FIRS, ISR and CHIPS. Some I alter if I need a building to look a bit different, but many I leave as they are.

In the last pic .. The fences and Milking Sheds are my own making but the other buidlings are from FIRS.

The Grape Vines are the hedges from Farm Objects .. I just put some post along them to make them look like grape vines.

Cheers

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PostPosted: 20 Jun 2016, 05:05 
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GarryG wrote:
The fences at the Milking Sheds and the Grape vines will line up with the object sets.

Will the cows also line up? From what I heard cows down under are smarter than humans and they won't! :lol:


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PostPosted: 20 Jun 2016, 05:16 
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athanasios wrote:
Will the cows also line up? From what I heard cows down under are smarter than humans and they won't! :lol:


All animals are smarter then humans .. they don't have to go to work to make money to buy food to live. They just eat whats under feet or what they catch :)

I always been told we are a dogs master .. but I think it the opposite way around .. we feed them, bath them, take them for walks .. so who is the master or should I say smarter :lol:

Making a Cannery for the AuzInd160 set .. based on the Leeton Cannery from the early 1900s.
Attachment:
Leeton_Cannery.png
Leeton_Cannery.png [ 8.08 KiB | Viewed 7690 times ]

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PostPosted: 20 Jun 2016, 16:58 
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Made a Power Plant and Electricity Sub-stations as Industries.

Also changed the graphics a bit to power plant.
Attachment:
Powerplant1.png
Powerplant1.png [ 26.47 KiB | Viewed 7683 times ]

Attachment:
Sub-station and Cannery.PNG
Sub-station and Cannery.PNG [ 28.44 KiB | Viewed 7683 times ]

The substation accepts Wood, Timber and supplies.
Also changed the graphics to the cannery.

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PostPosted: 21 Jun 2016, 07:06 
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Been making a lot of changes to AuzInd160.

* Added Industries
Sub-station, Power Station, Racecourse, Fruit Cannery.

* Removed Industries
Fertilizer Plant, Shearing Sheds, Milking Sheds

* Changed Cargo Distributions
Farms no longer accept cargo .. they produce depending on size of town (No of employees available),
Farm Supplies and Fertilizer removed.
Wheat and Sugar added.

* Improved graphics to several Industries
Builders Yard, Flour Mill, Grain Silos, Goods Shed A, Goods Shed B, Loading Bank A, Loading Bank B, Wool Dump, Fruit Packing Sheds, Cream Siding, Timber Siding.

More details in attached Txt file.
Attachment:
AuzInd Changes.txt [5.54 KiB]
Downloaded 290 times


Anyone like to give it a try for me for a few days and if you and I no find any major problems will release on BaNaNas end of week.

Update: It had some errors .. updated version below.

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Last edited by GarryG on 22 Jun 2016, 01:25, edited 1 time in total.

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PostPosted: 22 Jun 2016, 01:23 
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Something somehow changed the cargos to 2 of my Industries. Wool Dump and Sub-station shown accepting Pass and mail and produce Pass. How that happened your guess be probably better then mine.

Anyway .. here's a fixed Version .. version 4 .. correction .. here's version 5
Attachment:
AuzInd160.rar [924.95 KiB]
Downloaded 288 times


A few changes been made .. all industries will (or should) produce a basic amount of cargo with out the need to deliver anything to that industry. Someone else has that contract but not doing a good job .. hence why it is only producing a basic amount. Once you get the contract to deliver cargo to industries, production will increase.

Version 4 had a few errors .. Version 5 hope all fixed and it includes the Railway repair Shops and Perway Siding.


Attachments:
File comment: Railway repair Shops
railwayrepairshops.png
railwayrepairshops.png [ 8.34 KiB | Viewed 7584 times ]
File comment: Perway Siding
perwaysiding.png
perwaysiding.png [ 6.15 KiB | Viewed 7584 times ]

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Last edited by GarryG on 22 Jun 2016, 14:33, edited 2 times in total.
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