Dorsey's Fruit Company needed a new paint job, I thot...

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thegrindre
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Post by thegrindre »

I just didn't like that...

This is better,

Image

:D
Rick
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nwhitney
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Post by nwhitney »

Yep, the other had too much banding effect.
How did you make out with AI loading? After Ken's post, I checked his and the config and .gs file were exactly the same except for the kuid table. So I stuck his in and the loco just blew right by. Put yours back after re-arranging the kuid table and again the loco wouldn't stop. Re-installed from your .cdp and the loco was stopping too soon. It was only a small loop test track and it seems the placement has something to do with Willie seeing the trigger. Moved your warehouse just a bit and things were back to original. Darnedest thing I ever saw!
Norm
thegrindre
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Post by thegrindre »

Yup, pretty much had the same problem as you did.
The posted version is the older of the two versions. I'm moving my skins over to the newer version in hopes that Curtis can find and fix the issue. Meanwhile, I'll let the techies figure it out as I skin 'em. So, the whole thing will stay in beta for now. (I may try skinnin' Ben's original asset to see what's up although his poly count is on the extreme side as I understand...)

EDIT: Curtis has apparently placed the sign on top of this building so I'm staying with this later version. I like that sign. :D

:D

P.S. Norm, you have a PM at the TPR forum, btw...
Rick
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thegrindre
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Location: Cotten fields of Mississippi, USA

Post by thegrindre »

OK, guys, I've gotten the 'all systems go' approval from Ben with any additional versions as well so, we gotta figure out why the AI won't load and unload on command at this building and fix it before I release it.

The problem I have is that I don't know what tells the AI to do these things in the config file so, anything I do, will be nothing but a hit or miss attempt. :?


I'm going to change the sign(s) of these two industries to read, 'distribution' and 'receiving' rather then 'warehouse'. That'll give us two logical industries we can use as such. Although I could skin a third version keeping the warehouse version as well.
I'll post the changed sign version on the beta page in a bit. :D

:D
Rick
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nwhitney
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Location: Tioga, PA, USA

Post by nwhitney »

Looking foward to it.
Norm
Pencil
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Post by Pencil »

That building was never designed to unload; only load. Are you having problems with loading also?
For this industry to unload, you'll need a new script (and yet a third one for an industry to do both)
thegrindre
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Joined: Wed Jun 20, 2007 12:13 pm
Location: Cotten fields of Mississippi, USA

Post by thegrindre »

That's right, neither loading or unloading works through AI commands. :( The train will just continue to drive on by when load or unload is selected.



There is a 'newer' version on my beta page, (A few minor tweaks is all.). I like this version although the load and unload is still not working yet so, I'll leave it in beta for now.
Here's the link again;
http://www.geocities.com/thegrindre/pag ... 4802432671

Enjoy!
Rick
TRS 2004 Deluxe Edition v2.4 Build 2365
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thegrindre
Posts: 734
Joined: Wed Jun 20, 2007 12:13 pm
Location: Cotten fields of Mississippi, USA

Post by thegrindre »

I think this is it... This 'receiving' version looks pretty good to me. What do you think?
I'll post it on my beta page if you like it as it is nothing more then another re-skin.

Image

Any input?

:D
Rick
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nwhitney
Posts: 175
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Location: Tioga, PA, USA

Post by nwhitney »

See my previous post. Did you get the email I sent you? Still got the handrails to do.
Norm
thegrindre
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Joined: Wed Jun 20, 2007 12:13 pm
Location: Cotten fields of Mississippi, USA

Post by thegrindre »

Norm,
No sir, didn't get your e-mail. I could have accidentally spamed you. I didn't see anything referring to Trainz.
Let's PM here untill we figure it out. I have 6+ e-mail addys. LOL (You have a PM)

OK, both are posted at my beta page. Any problems you may have please post here and I'll try to correct 'em.

:D
Rick
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Pencil
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Post by Pencil »

OK, I think I've figured out the problem. I'll post a new version of the fruit company this evening with the fix. It's a problem in the script (fruit_co.gs). Thanks for letting me know of the problem!

too bad this forum sw doesn't allow attachments - maybe time to upgrade....
nwhitney
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Post by nwhitney »

Great! Then will we be able to just cut and paste the script to Rick's betas? Sure wish I could understand scripting, must be something like ADD.
Norm
Pencil
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Post by Pencil »

Yep - in fact, here's the fixed script by itself: http://www.carsoncarshops.com/files/fruit_co.gs
thegrindre
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Post by thegrindre »

GREAT! I'll get on it pronto...

Thanks, Curtis... :D

I spent about an hour and a half reading .gs instructions and comparing some similar files but never did figure anything out. (I'm so confused...)

:lol:
Rick
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thegrindre
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Joined: Wed Jun 20, 2007 12:13 pm
Location: Cotten fields of Mississippi, USA

Post by thegrindre »

Hi guys,
After extensive testing, the train will stop at each car and load BUT it won't unload. The train will stop at each car as it should but doesn't unload. I set the building to produce 1 load with 1 load in access. This should have been plenty of 'room' for unloading, I'm guessing here. Is it me again?

:D
Rick
TRS 2004 Deluxe Edition v2.4 Build 2365
Creating in 3D Canvas Pro
Web site = http://allricksstuff.com/
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