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PostPosted: Fri Mar 19, 2004 10:06 am 
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I think they're supposed to be advertising posters on the station platforms.

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PostPosted: Fri Mar 19, 2004 12:09 pm 
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Maybe they are colour-blind unfriendly time tables?

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PostPosted: Mon Mar 22, 2004 5:11 pm 
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i must say they do bear some resemblence to posters but then a agian are they some new kind square signals TG breaking bondarys already



when is the release date because every body has different date all over the place ....

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PostPosted: Mon Mar 22, 2004 5:40 pm 
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If the website has one, I would trust that one.

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 Post subject: release date
PostPosted: Mon Mar 22, 2004 11:24 pm 
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yeah it had the date for end of 2003 huuummm i think it is past that now :shock:

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PostPosted: Tue Mar 23, 2004 7:43 am 
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I recall them giving the release date as the end of the 1st quarter of 2004. That ain't over yet!

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PostPosted: Tue Mar 23, 2004 7:54 am 
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They have 8 days -_-

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PostPosted: Tue Mar 23, 2004 9:07 am 
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they moved it to around 15 may

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PostPosted: Tue Mar 23, 2004 2:12 pm 
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so its 15th of may then maybe they should up date the web site a little then ??????????????????? and iam sure thast they are posters

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PostPosted: Thu Mar 25, 2004 4:05 pm 
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US of A

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(click to zoom)

What do we associate with Northern America? Well, a lot of things, probably. Among them, certainly futuristic-looking trains and – definitely – gambling casinos! Both of which can be seen in this week's screenshot.
Okay, we'll admit that this must be some kind of nostalgic excursion from reality - it seems rather unlikely that this kind of train would be seen in front of such a modern casino under any other circumstances.

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PostPosted: Thu Mar 25, 2004 4:14 pm 
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Nice pic, check out the guy on the bike next to the engine of the train

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PostPosted: Thu Mar 25, 2004 4:17 pm 
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FINALLY!!!

We see the interface!!! :D

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PostPosted: Thu Mar 25, 2004 5:24 pm 
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Not a very intuitive interface though, is it.
I figure they've GOT to have matching liveries, if they sold the Zephyr as a complete trainset they wouldn't have made it that long, because really it was much shorter I think. Also the wrong color, but that's OK.

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PostPosted: Thu Mar 25, 2004 6:46 pm 
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And nobody noted the switch yet? Looks allright.

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PostPosted: Thu Mar 25, 2004 7:04 pm 
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remember ... everything is going to look nice .. but it doesn't mean it will be good game ... to check that we have to play ... but I am afraid that it won't be

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PostPosted: Thu Mar 25, 2004 7:09 pm 
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I guess there are two things that I need to see yet.

1. Curves that aren't complete 90 degree angles
2. Signals on crossover-switches.

If all the curves have to be 90 degress, the game will awkward and annoying, but maybe playable. If, in addition to that, the game doesn't allow you to put signals on crossover-switches, then it will be unplayable because it will be impossible to isolate two paralell tracks while still having crossover-connections between them. The gameplay will be similar to TTO, except that the tracklaying won't be as flexible as in TTO. Very bad.

However, if they didn't allow signals on to crossover-switches, I suspect that could be fixed in the code relatively easily. Changing the curve-laying ability would be much much harder, it's a critical mistake that they didn't build it in from the first but it isn't fixable now I bet.

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PostPosted: Thu Mar 25, 2004 8:04 pm 
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Hyronymus wrote:
And nobody noted the switch yet? Looks allright.


We got switches before christmas.

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PostPosted: Thu Mar 25, 2004 8:11 pm 
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The switch will be just fine, AS LONG AS you can put a signal on the in-between part of it, to separate the two paralell tracks. If so, then you could set up a double-track railroad for two-way running (i.e. that it can handle traffic in both directions on both tracks, so a fast train could pass a slow one on the other track, then dodge back in front of it to allow an oncoming train to have that track). Or, more efficiently, do the same thing with a triple-track mainline, where the outside tracks were dedicated in each direction and the center track could be used for passing in either direction.

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PostPosted: Thu Mar 25, 2004 11:07 pm 
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i mst say that i like the interface very out of the way just like ttd not IG2 where the building menus kept getting in the way although i would liketo see the 45 degree tarck angles if tey are useing and enigine like that .
:arrow:

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 Post subject:
PostPosted: Thu Mar 25, 2004 11:21 pm 
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Well, I'm not the biggest fan of Jo Wood's GUIs, I recently bought Traffic Giant and found it totally unuseable - I couldn't figure out the interface at all and the manual was translated from the original Chinese (well, German I suppose, but still :x ) I do admit that I have not invested very much time in fiddling with it, I'm sure I would figure it out eventually. But it does underscore the very high hurdle any new game has to overcome in order to compete with TTD.

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