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PostPosted: Wed Jan 28, 2015 12:15 pm 
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Make sure you check out the other climates too :P

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PostPosted: Wed Jan 28, 2015 1:55 pm 
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One graphic glitch (well, 2 really).

In normal zoom, the track breaks up. It looks fine at zoom 2x.
The top downward slope looks too bright compared to the rest of the track. Otherwise the track looks very good. I haven't yet seen monorail or maglev.

I've got 6 AI players busy with a game so I can see what they find. I like the pavements in larger towns.

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PostPosted: Wed Jan 28, 2015 2:32 pm 
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Yeah those are known :) will see what I can do about the different brightness, I dont want to let it become too flat, the extra contrast between various slopes is good to keep track of what is where in the game.

Also, question for the most knowledgeable ones!

Attachment:
RAWR_or_YETI.png
RAWR_or_YETI.png [ 194.76 KiB | Viewed 2394 times ]


Which one is wrong/are both wrong and by how much? YETI got somewhat fixed in relation to zbase/original graphics BUT RAWR apparently is 3px too low? Almost everything in RAWR is using the same offset so it is an easy fix. :)

Regardless, is there any way to identify how exactly should it look?

I have no idea but I am suspicious that wrong offsets of RAWR are also causing this thing to happen at the map bottom.

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PostPosted: Wed Jan 28, 2015 3:05 pm 
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I dont want to let it become too flat, the extra contrast between various slopes is good to keep track of what is where in the game.

I agree. It can be difficult to decide how to change it. I wasn't sure if those issues I mentioned were already known (I suspect they were) but I'm just doing my job of bug hunting.

In temperate, rough ground and rocky ground do seem fairly similar (2 large rocks vs a mass of tiny rocks). I don't know if people would appreciate a bigger variation between the two types? In game terms I don't worry too much as the track route is more important than going over more costly terrain.

An impressive newgrf. I'll try to play a game using it when I get an opportunity. For now my army of AI are busy building networks for me to have a look at.

Ha, just noticed there are giant snails on my fields!


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PostPosted: Wed Jan 28, 2015 3:07 pm 
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The varieties, differences and whatnot are often bugs at the moment. There is tons of them all over the place. Some are caused just because I did not re-render it all yet. I will set a render over the weekend as it takes about 26 hours at the moment. :)

Thank you for trying to see and report things :) Even if I am aware, talking about them will make me fix them more likely than if it remained silent :D

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PostPosted: Wed Jan 28, 2015 3:08 pm 
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Ok. I'll make notes but I won't report anything else until you release a new version. You can try to fix what you know is wrong and we'll see how it goes.


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PostPosted: Wed Jan 28, 2015 3:09 pm 
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Feel free to report anything! I most likely am not aware of everything, and I do not really have the time to play actively myself :)

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PostPosted: Thu Jan 29, 2015 3:25 am 
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am i the only person that thinks it's odd that the water is flowing uphill?

V453000 :) wrote:
Which one is wrong/are both wrong and by how much? YETI got somewhat fixed in relation to zbase/original graphics BUT RAWR apparently is 3px too low?

most likely one is using the incorrect 4x-1 offset, instead of 4x-4 (like previously discussed)

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PostPosted: Thu Jan 29, 2015 7:07 am 
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That is likely as well, but that would mean at least one of them would be somewhat aligned to the bounding box? :D both are quite a few pixels off

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PostPosted: Thu Feb 26, 2015 7:16 am 
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Over the last several weeks I have been setting up infrastructure for bridges ... here is one of the nicer renders I have so far. :)


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PostPosted: Thu Feb 26, 2015 8:40 am 
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V453000 :) wrote:
Over the last several weeks I have been setting up infrastructure for bridges ... here is one of the nicer renders I have so far. :)

Oohhhhh snap. Looks amazing. :)

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PostPosted: Fri Feb 27, 2015 8:26 pm 
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Looks extremely beautiful. Thanks, V453000 :D

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PostPosted: Fri Mar 20, 2015 2:48 pm 
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keep up the work :)

*need to find more time to test marvelous grfs*


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PostPosted: Fri Mar 27, 2015 11:52 am 
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I have something for the people who like to watch my progress :)

There are many things that will change, improve, or be added, but here you go.


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PostPosted: Fri Mar 27, 2015 3:24 pm 
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I love too see such beauty's. When is there a test release for the bridges (if indication is possible)?

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PostPosted: Fri Mar 27, 2015 3:31 pm 
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thanks ... I think in the next couple of weeks (like 2-3) ... I want to add/improve some other things as well, and I tweaked render settings etc. so I need to re-render everything as well which takes a while

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PostPosted: Fri Mar 27, 2015 6:50 pm 
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V453000 :) wrote:
I have something for the people who like to watch my progress :)


Wait, are those little guys holding the bridge up as temp pillar graphics? :o

Looking amazing though, love the designs so far.

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PostPosted: Fri Mar 27, 2015 7:22 pm 
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Yes and no. They are there as pillars, but they are not temporary :P Only for the wooden bridge though, so it is not very annoying to people who do not approve of that.

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PostPosted: Fri Mar 27, 2015 7:49 pm 
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Human pillar taken literally! :D


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PostPosted: Fri Mar 27, 2015 8:57 pm 
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I love these bridges! Great job!

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