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Re: Auz Conveyor Belts

Posted: 16 Mar 2024 02:04
by GarryG
kamnet wrote: 15 Mar 2024 13:24 I'm guessing that the Internet service itself is deregulated and separate from the company that provides the infrastructure/wire into the home?
Yes a different company provides the cables from the street to the house. You would think they would coordinate to work together when connecting places.

The main company that provides the model and internet service told the owned Thursday after noon some one will contact him on Friday (yesterday) but never did.

so we are up in limbo waiting.

Cheers all

Re: Auz Conveyor Belts

Posted: 16 Mar 2024 02:08
by GarryG
JohnFranklin523 wrote: 15 Mar 2024 03:50 Never been to Australia, let alone Newcastle. My words are for reference only
what ever library I go to I still have the problem with the bus from Glendale to Killingworth. I have 11.22, 1.22 pm, 3.17, 4:20, 5:08 and 6:35 to get home.
Departing tom home they are 7:12, 8:16, 9;53, 11:53, and the last one is at 1.54pm (Mondays to Fridays) weekends is worst as only have 2 services each way.

One good thing coming from this it making me get exercise as from home to the bus stop is all up hill. Must be loosing some weight as need to hitch up the pants every so often as I walk. :D

Re: Auz Conveyor Belts

Posted: 16 Mar 2024 02:14
by GarryG
AuzFarmObjectsV36.


To stop my mind going insane with no internet at home, I went for a train ride out into the country yesterday and got some photos of farm buildings and added a few more objects.

Made some of the more modern water tanks and a few sheds.
Water Tanks.png
Water Tanks.png (35.24 KiB) Viewed 3054 times
The tanks by clicking continues will cycle through 8 versions of that that particular colour of single and double tanks that can be placed near previous buildings.

There are 3 buildings for the 2 directions. (Room for 5 more when get chance to make them).

Enjoy


EDIT:

WOOPS put these in wrong forum. will put them in the object section shortly

Re: Auz Conveyor Belts

Posted: 18 Mar 2024 02:01
by GarryG
AuzConveyorBelts

Guess I can let you all test where I up to with these Conveyor belts.
Conveyor Belts
==========

There are 3 conveyor belts and depending what industry set your using how many of the 29 cargo items be available to use on the belts.

There are also a few object pieces in the set fund under the Object Selection Menu "AuzBelts: Belt Objects".
These objects (except the conveyor belt) are a credit to ISR and FIRS.
Conveyor Belt Objects.png
Conveyor Belt Objects.png (47.14 KiB) Viewed 2976 times
(Hope to make a few more for the minerals and see what I can find suitable for the other cargo items).

The covered belts I been testing still have testing to do as have not decided on the junctions. The building I used in sample in a previous post are really too big. Been looking on internet for ideas and what I found at junctions one belt enters the buildings higher then the other which I not able to do with what I making. Probably make the buildings the same as I seen on internet but all belts be same level.

In the mean time you can test what I done so far with the other 3 belts. There is a USA set for those countries who drive on the right side of the roads and a UK set for those countries that drive on the left side of the road.

Here the USA and UK versions.

Re: Auz Conveyor Belts

Posted: 18 Mar 2024 04:09
by kamnet
Maybe just rename those left-side and right-side to denote more clearly how they're to be used? Labeling them UK and US would, to me, indicate something different about the graphics.

Re: Auz Conveyor Belts

Posted: 18 Mar 2024 15:29
by Quast65
Also there seems to be an Invisible version ;-)
Can that be removed (or get a parameter)?

Re: Auz Conveyor Belts

Posted: 18 Mar 2024 22:47
by GarryG
kamnet wrote: 18 Mar 2024 04:09 Maybe just rename those left-side and right-side to denote more clearly how they're to be used? Labeling them UK and US would, to me, indicate something different about the graphics.
we can do that :D
Quast65 wrote: 18 Mar 2024 15:29 Also there seems to be an Invisible version
Can that be removed (or get a parameter)?
Hehehe .. when you first started to help me make the eye candy tram tracks you asked me to include a invisible track, so thought it might be needed with the belts as well. But if it not needed I can remove it when I rename them left and right.

Re: Auz Conveyor Belts

Posted: 19 Mar 2024 14:56
by Quast65
A parameter to disable it is fine, maybe to others it may be usefull ;-)
I already put an invisible track in my tramtrackset :tongue:

Re: Auz Conveyor Belts

Posted: 19 Mar 2024 20:56
by Lurkmore
I'm having trouble trying to actually program anything (unfortunately I just don't have the time), but I re-checked the standardized roadtype scheme and the invisible tram tracks would be best-suited to the suggested lowercase "i" for "eyecandy", in case you want vehicles that are animated decorations. That's a reasonable change, right? Thanks!

Edit: Also, some graphical bugs (US version)...
  • The 2nd and 3rd conveyor have misaligned sprites for the SW and SE dead ends. The issue is worse for the 3rd than the 2nd.
    • I understand this might be intentional for foundations (dumping minerals off a ledge) but I wasn't sure and I don't personally like it.
  • The custom cursor sprites for building the conveyors are misaligned. Impossible to demonstrate without a video, sorry, but you should be able to test it by clicking a build button and then trying to click another button with the "teleported" cursor.
    • It's also making all other testing pretty much impossible. Can't build when the cursor graphic is invisibly misaligned from the clicking point of the cursor.

Re: Auz Conveyor Belts

Posted: 20 Mar 2024 22:55
by GarryG
Lurkmore wrote: 19 Mar 2024 20:56 The 2nd and 3rd conveyor have misaligned sprites for the SW and SE dead ends. The issue is worse for the 3rd than the 2nd.
Those ends are a problem. Even when test using just tram tracks the pieces over shoot the corners.
This image shows you what happens an I don't have a answer how to fix it.

Re: Auz Conveyor Belts

Posted: 20 Mar 2024 23:22
by Quast65
GarryG wrote: 20 Mar 2024 22:55 I don't have a answer how to fix it.
What happens if you simply make those two ends just a tad longer?
I know they will then poke over another tile and I hope they dont glitch, but as long that the other tile doesnt cover it up, it'l be fine.

The Cursor issue is indeed annoying.
The cursor for the invisible one seems fine, cant you use that code & graphics as a template?

Re: Auz Conveyor Belts

Posted: 20 Mar 2024 23:26
by GarryG
Quast65 wrote: 20 Mar 2024 23:22 What happens if you simply make those two ends just a tad longer?
I tried that but strange bit is it cuts off some of the overlap graphics. Maybe I could make some kind of a building with a overlap that covers the ends :roll:

Cheers

Re: Auz Conveyor Belts

Posted: 20 Mar 2024 23:32
by Quast65
Maybe it is not an issue but a feature with trams:
Example992.png
Example992.png (30.6 KiB) Viewed 2641 times
;-)

The cursor thing is an issue that indeed needs a bit of work though...

Re: Auz Conveyor Belts

Posted: 22 Mar 2024 01:52
by GarryG
Quast65 wrote: 20 Mar 2024 23:32 Maybe it is not an issue but a feature with trams:
Maybe they going around the curve to fast and over shoot. :D

Appreciate you fining that issue saves me pondering on it any more.

Still might look at idea of of a building to overlap the ends just to hide that minor problem.

Cheers.
Quast65 wrote: 20 Mar 2024 23:32 The cursor thing is an issue that indeed needs a bit of work though...
I not notice a problem with the cursor before .. will look close at t over the weekend.

Re: Auz Conveyor Belts

Posted: 31 Mar 2024 22:06
by GarryG
Sorry with the delay in finishing these but still haven't found a suitable idea for the junctions with the covered belts.

Also not fond any issue that was mentioned about the cursor.

So in mean time I working on the Reefs and Atolls.

Cheers

Re: Auz Conveyor Belts

Posted: 04 Apr 2024 07:54
by Lurkmore
GarryG wrote: 31 Mar 2024 22:06 Sorry with the delay in finishing these but still haven't found a suitable idea for the junctions with the covered belts.

Also not fond any issue that was mentioned about the cursor.

So in mean time I working on the Reefs and Atolls.

Cheers
It might have been a JGRPP issue, actually. Thanks for looking into it.

Re: Auz Conveyor Belts

Posted: 04 Apr 2024 08:51
by GarryG
Lurkmore wrote: 04 Apr 2024 07:54 It might have been a JGRPP issue, actually. Thanks for looking into it.
Did this problem also interfere with other objects from me an hat others made?

If not than might be good idea if makers of JGRPP PM me as could be something in my coding that causing this issue and we might be able to fix it.

Re: Auz Conveyor Belts

Posted: 04 Apr 2024 23:26
by Lurkmore
GarryG wrote: 04 Apr 2024 08:51
Lurkmore wrote: 04 Apr 2024 07:54 It might have been a JGRPP issue, actually. Thanks for looking into it.
Did this problem also interfere with other objects from me an hat others made?

If not than might be good idea if makers of JGRPP PM me as could be something in my coding that causing this issue and we might be able to fix it.
Not as far as I'm aware. JGR mentioned an issue of that nature was in 0.58.1 iirc. Unfortunately I don't have a github account and don't feel like getting one.

Edit: Found it. It's this that I was talking about.

Re: Auz Conveyor Belts

Posted: 05 Apr 2024 00:36
by GarryG
Thanks for the info