BK Enhanced Tunnel Set v1.2 (9-April-2011) [update]

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Ben_K
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BK Enhanced Tunnel Set v1.2 (9-April-2011) [update]

Post by Ben_K »

Good Evening Ladies and Gentlemen,

I present to you BK Tunnels v1.2.

Platforms supported: TTDP and OTTD
Climates supported: Temperate, sub-arctic, tropical
Enhanced_Tunnel functionality: Yes
Construction material selection: Yes, via parameters.
Matching foundations: Yes. Standard wood and tropic white already match. Beige concrete foundations also match when that material is selected.

Enhanced_Tunnels will only work with TTDPatch until the functionality has been developed in OpenTTD.
(Enhanced_Tunnels is the ability to build tracks on the same tile, over head the tunnel entrance)


The release is in the form of a zip file containing the Windows and Dos graphics and also a readme file. Please read the readme to find set-up directions for the parameters. Please use the link below to the BK Tunnels website. From there you will find the download link.
**Temporary Amendment: The file is attached to this post until the website is updated.**

Any feedback or suggestions, please contact me.

BK Tunnels webpage

Enjoy...


History:

v1.2 - Fixed an error with an invalid sprite if parameter was set. (Post).
v1.0 - See this post for the list of changes in v1.0.
v0.3b - Beige concrete foundations added.
v0.3a - Brick, white concrete and wood construction added.
v0.2a - Sub-arctic and tropical support.
v0.11 - clipping fix.
v0.1 - Initial release. Temperate only tunnels
v0.3b preview showing 3 supported climates and 4 supported construction types.
v0.3b preview showing 3 supported climates and 4 supported construction types.
0-3b preview.png (107.22 KiB) Viewed 60385 times
ConFound.png
ConFound.png (11.86 KiB) Viewed 58425 times
Attachments
BKTunnel v0.3b.zip
Previous version of BKTunnel
(106.58 KiB) Downloaded 4347 times
BK Tunnel v1.2 [Win].zip
Latest Version
(66.57 KiB) Downloaded 2687 times
BK Tunnel v1.2 [Dos].zip
Latest Version
(66.57 KiB) Downloaded 667 times
Last edited by Lakie on 17 Apr 2011 17:28, edited 24 times in total.
Reason: Updated the post a little to match the release, attached a copy of the new version (old version is kept on the post for continuity).
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Post by Ameecher »

Well I like them ;)

Not sure about coding them though... hmmmm.... :P
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Post by SkeedR »

BEN_K YOU BEAST! CODE 'EM!
Go Go Go!
Last edited by SkeedR on 22 May 2007 07:13, edited 1 time in total.
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Post by The Irish »

looking great.
But you also need to cater for the fact that these days, you can also have diagonal tracks on the entraces. :D

But otherwise I like it very much and I actually might consider using these when they are done.
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Post by Ben_K »

Thanks guys. Coding should occur soon, so not long to wait. I intend to get the above temperates sorted, then I'll work on the other (respectable) terrain types.
The Irish wrote:But you also need to cater for the fact that these days, you can also have diagonal tracks on the entrances. :D
Im not sure what you mean? On top, or in front? On top, they can go from the centre line away from the entrance without affecting the tunnel. If in front, they wouldnt actually be on the tile so they wont affect it. Or have I missed something? :?
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Post by Dave »

Weirdy wrote:BEK_K YOU BEAST! CODE 'EM!
Go Go Go!
His name is Ben, not Bek.

As much as he is a legend he is not as good as Bek who was in my form at college and the hottest girl in Stourbridge by far.
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Post by lifeblood »

Is there anyway that sprites 1005-1010 in trg1r.grf could be replaced by enhanced tunnels to have tracks with ballast showing?
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Post by SkeedR »

What are you on about Dave?
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Post by athanasios »

Code 'em!
Certainly I will use them. :wink:
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Post by Sir A. Boey »

I realy like them Ben_K :bow:

keep up the good work :!: :!:
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Post by Dave »

Weirdy wrote:What are you on about Dave?
His name is not Bek_K, edit your post accordingly.

By the way, Ben, I have to love this stuff. Real smooth buddy :D
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Post by Raichase »

Dave, I must agree with you once more, both about Bek and the tunnels. Granted, I have no idea about Bek, but I figured, if you're on a winner, just keep agreeing with them at all times!

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Post by Ameecher »

Looks like I'd better code them then! :)
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Post by Ben_K »

Cheers fellas! 8)
Its now just down to whether Ameecher can code them before I learn to work GRFmaker! :lol:

Oh, and there *may* be winter tiles and even matching icons... but you'll have to wait and see ;)
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Post by wallyweb »

Ben_K wrote:Cheers fellas! 8)
Its now just down to whether Ameecher can code them before I learn to work GRFmaker! :lol:

Oh, and there *may* be winter tiles and even matching icons... but you'll have to wait and see ;)
The race is on! :D
First one to the finish line gets a free screenie of how I use these tunnels. 8)
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Post by Ameecher »

Well wallyweb, I'd just like to say, I won the race! :D
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Post by SkeedR »

Dave Worley wrote:
Weirdy wrote:What are you on about Dave?
His name is not Bek_K, edit your post accordingly.

By the way, Ben, I have to love this stuff. Real smooth buddy :D
My question still stands.
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Post by Chicago Rail Authority »

Done already??? WOW!
Many thanks to those who make OTTD and TTDP possible.
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Post by Marshy »

Weirdy wrote:
Dave Worley wrote:
Weirdy wrote:What are you on about Dave?
His name is not Bek_K, edit your post accordingly.

By the way, Ben, I have to love this stuff. Real smooth buddy :D
My question still stands.
Its pretty obvious that you edited it.
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Post by Ben_K »

Indeed... Still needs testing and tweaking so it wont be released just yet. However, Id say it wont be more than a few days... :)

To show you how it looks:
Attachments
OTTD shot by Ben_K.
OTTD shot by Ben_K.
BKTunnels OTTD.png (259.63 KiB) Viewed 62986 times
TTDP shot by Ameecher. It shows the Enhanced_Tunnels in use.<br />Disclaimer: &amp;quot;I don't normally build junctions like that&amp;quot;... apparently ;)
TTDP shot by Ameecher. It shows the Enhanced_Tunnels in use.
Disclaimer: &quot;I don't normally build junctions like that&quot;... apparently ;)
BKTunnels TTDP.png (69.72 KiB) Viewed 62972 times
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