Is Simutrans ready for pak200?

Discuss the free TT-like game Simutrans.
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Raven
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Is Simutrans ready for pak200?

Post by Raven »

Check this out, it's highly unfinished. But i'll still need quite a lot of new game features for this project to be possible.
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eis_os
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Post by eis_os »

I hope you don't mind, but somehow the slopes look like bubbles... otherwise really nice.
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SHADOW-XIII
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Post by SHADOW-XIII »

- clifs and slopes needs some more work
- trains are hoovering above rails ?
- rails could be less straight, more curvy

anyway ... looking great ... keep them coming
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Post by Alek »

rails could be somehow wider, if a standard gauge track is around 1.5m wide (or whatever) than there's about 7,5m space between the tracks, very unrealistic :/ I'm avare that it poses some major problems however... :(
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Post by d00mh4mm3r »

hay that looks neat, it looks more like a cartoonish version.
Trains could stay a bit more on the tracks, and tracks connect a bit better :lol:
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Post by _VS »

It looks extremely nice. However, I wonder if this image quality isn't too good for current 2D engine.
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Post by Raven »

thanks for the feedback

Those tracks are narrow gauge, same as the diesels.
I have two sets of slopes, these are more bubbly as you say, but there aren't many options with the actual engine... i'll try softer ones, thanks
Also, i made a mistake when rendering the tracks, so they're a total mess, i.e, they don't fit each other and obviously, trains do not fit the tracks. Sharp curves are a must, imagine they were curves, train will be runnning out of track, which looks horrible. Again, engine :-/
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Post by Alek »

The only real solution is locomotion-like curves, and yes, it will require more sprites, but at least they will look more real.
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Post by charlieg »

Alek wrote:The only real solution is locomotion-like curves, and yes, it will require more sprites, but at least they will look more real.
I think if you want smooth curving vehicles you need to start looking at using basic 3d to mimick sprites rather than having 100s of sprites for each vehicle. The graphical requirements will end up being similar either way and one is much smart and more flexible than the other (plus paves the way for more potential simple 3d improvements in the future). I'm not saying make the entire thing 3d - but a lovely 2d terrain with 3d vehicles superimposed could work really well and be a lot less effort than using endless numbers of sprites as well as look better.
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Post by Raven »

i hope it'll be so someday. The 3d models await anyway, for whatever path simutrans is going to follow
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