TARS New Objects [Pistes, Lifts, Landscapes] Development
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- SwissFan91
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Re: TARS New Objects Development [Poll added]
DP.
I'm looking for 4 or 5 testers who could devote some time to testing TARS grfs as they near release. This would stop each one having to be released as an alpha - and will speed up the whole process. First 5 people to PM will get the job!
I'm looking for 4 or 5 testers who could devote some time to testing TARS grfs as they near release. This would stop each one having to be released as an alpha - and will speed up the whole process. First 5 people to PM will get the job!
- SwissFan91
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Re: TARS New Objects Development [Poll added]
This was drawn quite a while ago:
Is this something people would use? Is it worth the 'hassle' of splitting the sprite, getting it coded and people laying it out ingame? See poll.
- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
Things are really coming along with this. Yoshi is coding the mountain lifts and Wallyweb is coding some pistes.
But obviously skiers and snowboarders can't go all day without a break, so here we have the start of TARS Mountain Lodges:
I'm trying to get several options in each direction. They will have all snow transitions etc etc.
But obviously skiers and snowboarders can't go all day without a break, so here we have the start of TARS Mountain Lodges:
I'm trying to get several options in each direction. They will have all snow transitions etc etc.
Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
Every time you post something new after an extended break, it seems like your spritework has got exponentially better SwissFan. These are excellent.
Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
I second that!Pingaware wrote:Every time you post something new after an extended break, it seems like your spritework has got exponentially better SwissFan. These are excellent.
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
+3 Lovely stuff!!
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
Thanks for the kind words everyone. I am finally getting some organisation to my wilderness of TARS work and things are creeping towards release(s).
I have drawn two extra lodges and split them into Base Lodges and Mid-Mountain Lodges:
I have drawn two extra lodges and split them into Base Lodges and Mid-Mountain Lodges:
- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
OK I have edited my last post to show the newly drawn final Base Lodge. Now begins the templating and snow transitions process!
- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
TARS Mountain Lifts have been released here.
It currently contains gondola sprites in all directions with three station types. I have a lot planned, some of which can be seen here: A huge thanks to Yoshi (coding) and WallyWeb (general help and moral support) without which this would never have been released.
Enjoy!
It currently contains gondola sprites in all directions with three station types. I have a lot planned, some of which can be seen here: A huge thanks to Yoshi (coding) and WallyWeb (general help and moral support) without which this would never have been released.
Enjoy!
Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
These are great!
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- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
TARS Pistes TrailBlazer has also been released here.
A huge thanks to WallyWeb for helping with this one.
A huge thanks to WallyWeb for helping with this one.
Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
The new releases are superb! I need to start working on an alpine scenario!
Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
My only complaint is that I'd probably prefer those two GRFs to be one; they seem to cover similar enough "themes" to warrant that.
Otherwise: nice, there can never be enough NewObject variations
Otherwise: nice, there can never be enough NewObject variations
- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
That's a valid point Pyoro.
From my limited coding knowledge (Yoshi and WallyWeb should know more) I know that these both use huge amounts of code. Each gondola tile is 16 animated sprites, for example and I know TARS Pistes uses huge amounts of code (although the graphics look very simple!)
I think there is justification for having Pistes and Mountain Lifts separate as some people may just want some lifts without making a whole ski resort. Most of my games I run right on the GRF limit though so I appreciate the need to try and keep it into as little files as possible.
From my limited coding knowledge (Yoshi and WallyWeb should know more) I know that these both use huge amounts of code. Each gondola tile is 16 animated sprites, for example and I know TARS Pistes uses huge amounts of code (although the graphics look very simple!)
I think there is justification for having Pistes and Mountain Lifts separate as some people may just want some lifts without making a whole ski resort. Most of my games I run right on the GRF limit though so I appreciate the need to try and keep it into as little files as possible.
- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
Here's a quick in-game shot of v0.2 progress:
Gondola cabins have been detailed and shortened and the cables have new pylons to roll over.
Chairlifts have been added, again with three stations to chose from.
Gondola cabins have been detailed and shortened and the cables have new pylons to roll over.
Chairlifts have been added, again with three stations to chose from.
Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
I was messing around with Your new fabulous graphics and in one time I got stuck... Just asking if there's a way in the future (maybe?) to get over railroad (single or double track)? In my case I had road and double track side by side. As far as I know object have to overlay any graphics and that should mean much clipping issues...SwissFan91 wrote:Here's a quick in-game shot of v0.2 progress:
Edit: One more thing... Comments in the new object menu? Can we have English please!
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- SwissFan91
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Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
Could I have a screenshot of what you mean?ISA wrote:I was messing around with Your new fabulous graphics and in one time I got stuck... Just asking if there's a way in the future (maybe?) to get over railroad (single or double track)? In my case I had road and double track side by side. As far as I know object have to overlay any graphics and that should mean much clipping issues...SwissFan91 wrote:Here's a quick in-game shot of v0.2 progress:
I thought all menu items were in English? Have you found some that aren't?ISA wrote:Edit: One more thing... Comments in the new object menu? Can we have English please!
Re: TARS New Objects [Pistes, Lifts, Landscapes] Development
There is an "overlay" tile below the station tiles. That should overlap over the neighbour-tile.ISA wrote:I was messing around with Your new fabulous graphics and in one time I got stuck... Just asking if there's a way in the future (maybe?) to get over railroad (single or double track)? In my case I had road and double track side by side. As far as I know object have to overlay any graphics and that should mean much clipping issues...SwissFan91 wrote:Here's a quick in-game shot of v0.2 progress:
That might be caused by setting the default language to german (I'm german so I did that while coding ).ISA wrote: Edit: One more thing... Comments in the new object menu? Can we have English please!
I'll set the fallback language to english for the next release, ok?
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