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PostPosted: Tue May 22, 2007 5:52 pm 
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This look extremely good. :shock:
Can't wait until.......

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PostPosted: Tue May 22, 2007 6:15 pm 
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Ameecher wrote:
Well wallyweb, I'd just like to say, I won the race! :D

Ben_K wrote:
Indeed... Still needs testing and tweaking so it wont be released just yet. However, Id say it wont be more than a few days... :)
Hmm ... looks to me like the race is still on ... 8)

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PostPosted: Tue May 22, 2007 7:10 pm 
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There is now a website for this set and it can be found at:

http://users.tt-forums.net/ameecher/ben_k_tunnel.html

That should furnish you with all the information that you require.

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PostPosted: Tue May 22, 2007 7:24 pm 
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Can't wait to use those tunnels in my OpenTTD game.


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PostPosted: Tue May 22, 2007 9:17 pm 
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v0.1 released
The DOS version has NOT been tested yet, so if someone can try it and give us some feedback, that would be appreciated.
Also, any other feedback, please let me know!

8)

Edit: Ive added a great screenshot from Ameecher:


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File comment: Screenshot from TTDP by Ameecher
enh_tunnels2.PNG
enh_tunnels2.PNG [ 139.22 KiB | Viewed 3638 times ]
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PostPosted: Wed May 23, 2007 2:06 am 
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Ben_K and Ameecher, I declare the race a tie!
Here is your screenie ... signed by me too. :wink:

Edit: Thanks also goes to Oskar (eis_os) for making new tunnels and the eyes possible. :wink:


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File comment: Happy Screenie
face.png
face.png [ 37.57 KiB | Viewed 3598 times ]

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Last edited by wallyweb on Wed May 23, 2007 11:42 am, edited 1 time in total.
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PostPosted: Wed May 23, 2007 2:58 am 
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That's quite nice, Ben_K, well done :).

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PostPosted: Wed May 23, 2007 7:46 am 
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Well done everyone! Looks fantastic!

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PostPosted: Wed May 23, 2007 1:07 pm 
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Yeah it really looks terrific.


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SCR4.png
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PostPosted: Wed May 23, 2007 1:47 pm 
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Wow, they really do look good in your game Rob, now then, to code the other climates.

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PostPosted: Wed May 23, 2007 4:27 pm 
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Thanks for the comments everyone. Im glad they are useful to people. Shouldnt be long before we have v0.2 with cold bits... :D

wallyweb wrote:
Here is your screenie ... signed by me too. :wink:

Yeeeesssssssssssssssssssssssssssssss!
Will hurry to print and frame this one ;)

Oh, and great shot Rob! They do look really good there! :D


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PostPosted: Wed May 23, 2007 5:25 pm 
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now all that is needed is a gravel re-placement

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PostPosted: Wed May 23, 2007 9:02 pm 
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m3henry wrote:
now all that is needed is a gravel re-placement

Do you mean to replace the 'track only' sprites? I mean, I can do them but they will apply to all uses of that sprite (Im not sure where else it is used).


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PostPosted: Thu May 24, 2007 10:05 am 
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I think its used on the tool bar and for junctions, ie the game draws the base sprite and then these sprites over the top.

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PostPosted: Thu May 24, 2007 10:20 am 
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Yeah, I thought about that last night. I think its a better idea to leave them Henry, as I think they are used on every terrain type etc.


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 Post subject:
PostPosted: Thu May 24, 2007 8:00 pm 
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I mean on the top of the tunnel, a)have dirt ground. b) have some whacky design idea that actually works!

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PostPosted: Thu May 24, 2007 8:06 pm 
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If you made the top of the tunnel have ballast like the TT track then it would look weird when there is no track on top. I like it like this.

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PostPosted: Thu May 24, 2007 8:08 pm 
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I mean use the dirt grund sprite. (it would have anti-grass-pellets in it)

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PostPosted: Thu May 24, 2007 10:15 pm 
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Weird request, but could you make different version of that tunnel with building on top of it? I would like to use it in cities, and sometimes, in big and heavily urbanised cities it looks really weird to have just grass above a tunnel. It would be cool if you could add there a small building, maybe a kiosk, telephone, or even some car park).


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 Post subject:
PostPosted: Thu May 24, 2007 10:18 pm 
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The trouble there would be being able to differentiate between rural and urban tunnels which to my knowledge is not possible.

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