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PostPosted: 22 Jun 2016, 13:03 
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Adding a railway repair shop and perway siding to the game.
Attachment:
railwayrepairshops.png
railwayrepairshops.png [ 8.34 KiB | Viewed 6713 times ]


Parts for the repair shops courtesy of ISR sets.

Attachment:
perwaysiding.png
perwaysiding.png [ 6.15 KiB | Viewed 6713 times ]


Courtesy of IS sets and NuTracks.

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PostPosted: 23 Jun 2016, 02:41 
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Some fake rail vehicles badly needing repairs would add more realism.


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PostPosted: 23 Jun 2016, 03:17 
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athanasios wrote:
Some fake rail vehicles badly needing repairs would add more realism.


That's not a bad idea .. A few fake sidings with some rail vehicles waiting repairs. Maybe have the doors removed and a vehicle sitting just in side the shed or hanging out.

I maybe I could do 2 or 3 types .. Loco Repairs, Carriage Repair and Wagon Repairs Workshops.

I shall do as you suggest .. cheers

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PostPosted: 23 Jun 2016, 08:27 
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Here's a sample of Carriage and Wagon Workshops .. still under construction.
Attachment:
Carriage and Wagon Workshops.png
Carriage and Wagon Workshops.png [ 10.26 KiB | Viewed 6705 times ]


Slow process .. might get it finished today.

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PostPosted: 23 Jun 2016, 11:29 
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Here's the Carriage and Wagon Workshops finished with rail vehicles.
Attachment:
Carriage and Wagon Workshops2.png
Carriage and Wagon Workshops2.png [ 12.41 KiB | Viewed 6703 times ]

The Accept: Timber, Metal and Goods. Produces: Nothing. (Shame not produce clone trains for us).

See if can do some loco workshops now .. and send us all loco :)

Much credit and courtesy goes to the ones who made the original drawings that I used.

The buildings, crane and inspection pit are from Industrial Stations Renewal (ISR).
The railway lines are from NuTracks.
All the railway vehicles are from my NSWTrains. All the freight wagons are by Coalroads Artist. The passenger coaches some are also Coalroads Artist and a few I did myself based on other Coalroads Artist coaches.
The locomotives designed by Nekomaster (41 class green diesel) , SingaporeKid (30 class green tank engine), GarryG (Z17 class black steam loco).

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PostPosted: 23 Jun 2016, 15:15 
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:shock:

This thread is just... amazing... :)

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PostPosted: 23 Jun 2016, 15:31 
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Thanks SAC .. its fun making things not in other sets (at least not to my knowledge).

I re-did the Perway Siding and calling it Perway Depot.
Accept: Ballast, railway lines and sleepers.. Produces: Money to build more railway lines.
Attachment:
perwaysiding.png
perwaysiding.png [ 14.79 KiB | Viewed 6700 times ]


Tomorrow will do a Loco Workshops .. any suggestions on what buildings I could use .. something that will match a Loco depot maybe.

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PostPosted: 24 Jun 2016, 03:38 
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That looks great! And since the siding is fake why not imitate mb?


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PostPosted: 24 Jun 2016, 03:46 
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athanasios wrote:
That looks great! And since the siding is fake why not imitate mb?


Was thinking about that idea .. if I do I like to use same as 'mb' is using so that when he finishes his NewStations 0.7 they will all blend in together and look better.

I will contact him on his forum and see what he thinks.

Cheers

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PostPosted: 25 Jun 2016, 07:39 
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Here is the Locomotive Depot .. Deliver lots of cargoes to make lots money to buy more locos or send yourself loco trying.
Attachment:
loco workshops.png
loco workshops.png [ 15.01 KiB | Viewed 6680 times ]


Here's Version 6 of AuzInd160.
Attachment:
AuzInd160.rar [1.04 MiB]
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PostPosted: 26 Jun 2016, 01:41 
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Wally can you come to the rescue on the issue Garry mentioned on related tt-f thread?


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PostPosted: 26 Jun 2016, 07:24 
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athanasios wrote:
Wally can you come to the rescue on the issue Garry mentioned on related tt-f thread?
Best link to the post. I can't find any issues.

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PostPosted: 26 Jun 2016, 08:39 
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wallyweb wrote:
athanasios wrote:
Wally can you come to the rescue on the issue Garry mentioned on related tt-f thread?
Best link to the post. I can't find any issues.


Neither can I .. I thought I left a message here after athanasios message, but not here ..

Basically AuzInd160 is almost finished in the way of new Industries .. just a few changes and fixes to finalize.

To find any faults or industries I missed I started making my scenario again as it a good way to find what I need to change and add ..

Changes made so far today:

26th June .. 11:35 am

* Livestock Yards .. increased from 2 views to 4 views .. this to allow the loading chute to be available all 4 sides.
* Locomotive Fueling Siding .. renamed Locomotive Fueling Depot .. Oil tanks removed and sand tank added. Now accepts Coal, Sand and Water.
* Diesel Refueling Depot added .. accepts Petrol and Chemicals (chemicals represents greases and engine oils etc) .. this should enter game year 1900
Attachment:
new fuel depots.png
new fuel depots.png [ 9.45 KiB | Viewed 6669 times ]

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PostPosted: 27 Jun 2016, 04:02 
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I was referring to this issue:
https://www.tt-forums.net/viewtopic.php?f=26&t=74471&start=140#p1171901
Aka make industry sprites date aware.


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PostPosted: 27 Jun 2016, 04:12 
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Ok ..

I not 100% sure of coding but what I found is this

Code:
/* Allow only within the availability years */
switch (FEAT_INDUSTRIES, SELF, locodieselfuel_check_availability, current_date) {
 date(0,1,1) .. date(5000000,12,31): locodieselfuel_available_game_mode;
 return CB_RESULT_IND_NO_CONSTRUCTION;
}


So I changed it to:

Code:
/* Allow only within the availability years */
switch (FEAT_INDUSTRIES, SELF, locodieselfuel_check_availability, current_date) {
 date(1900,1,1) .. date(5000000,12,31): locodieselfuel_available_game_mode;
 return CB_RESULT_IND_NO_CONSTRUCTION;
}


But not tested yet see if this works. Got no error messages when I ran nmlc to convert the file to grf .. so I presume that is correct.

Appreciate your concern and offer to help.

Cheers

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PostPosted: 27 Jun 2016, 05:57 
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athanasios wrote:
I was referring to this issue:
https://www.tt-forums.net/viewtopic.php?f=26&t=74471&start=140#p1171901
Aka make industry sprites date aware.
Gary codes in NML which I am not at all familiar with.
The date global variable is accessible via NFO so date sensitive sprites should be possible, but I have never tried it.

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PostPosted: 27 Jun 2016, 06:20 
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Thanks fellas, just something I mentioned in TTD forum but I not worried about getting code right yet.

What examples I seen in FIRS 1.4.3 I think I on the right track. I'll give it a test later on before releasing next AuzInd160 and see if works.

Going to do a bit to the objects for a while see if can make some fake bridges for the fake roads I did before.

Cheers

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PostPosted: 27 Jun 2016, 06:58 
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GarryG wrote:
Going to do a bit to the objects for a while see if can make some fake bridges for the fake roads I did before.
Once you have your sprites done, I can code them as proper bridges if you like.

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PostPosted: 27 Jun 2016, 07:05 
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thanks for that .. that might work out good.

I left a message on the site for the Total Bridge Replacement forum see if they allow me to use some of their bridges.

But I like to make some wooden ones and slightly different steel girder type to line up with the wooden fake bridges I did before.
Attachment:
Fake Bridges.png
Fake Bridges.png [ 63.51 KiB | Viewed 6657 times ]

As can see by pic the pillars to the wooden section are higher then the steel girder bridge.

Also like to make the wooden fake bridge to also go over rivers.

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PostPosted: 27 Jun 2016, 07:49 
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GarryG wrote:
thanks for that .. that might work out good.

I left a message on the site for the Total Bridge Replacement forum see if they allow me to use some of their bridges.

But I like to make some wooden ones and slightly different steel girder type to line up with the wooden fake bridges I did before.
As can see by pic the pillars to the wooden section are higher then the steel girder bridge.

Also like to make the wooden fake bridge to also go over rivers.
Tomorrow I will send you a template for drawing bridge sprites. Which palette are you using, DOS or Windows?

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