Moderator: Graphics Moderators
I might consider adding some behind the scenes options so it's possible to fork the set and create a version with realistic liveries (currently there's no facility for alternative refits), although currently my priority is to get a usable 2cc set covering 1800-2020.
* Trains exiting depots will no longer clip through the rear wall.
* Trains in a station built on a foundation will no longer become partly invisible.
* Trains driving over a foundation on straight track will no longer flicker.
* Trains will no longer show stray pixels on the "wrong" side of a tunnel entrance.
* Trains will no longer "pop into existence" when exiting tunnels.
* Bridge clipping issues have been reduced.
There is one clipping bug which I think is also fixable, which is that long locomotives/carriages entering one of the four depot orientations will clip through the rear wall briefly. For some reason the curvature info returns something unexpected when the first part of a vehicle is hidden.
Clipping bugs which for now can't/won't be fixed:
* Longer vehicles may briefly flicker mid-turn if the turn is on a transition from foundation to non-foundation.
* Longer vehicles may briefly flicker when climbing a hill if one of the tiles is on a foundation.
* Trains can clip through bridges over diagonal track by a small amount.
I think these are rare enough and unobtrusive enough to live with, the diagonal-track bridge clipping happens even with vanilla vehicles and I hadn't noticed for years until I started going over sources of potential clipping problems.
Download here, as per usual:
This is the point you can start reporting clipping bugs (other than the 3 I mentioned), also any weird situations where a train splits in 3 or displays the front/rear cabs twice in slightly different places.
Eddi also pointed out a couple of potential places where sprites could be drawn twice (or not at all) so I fixed those. It's worth pointing out the CETS project figured all these things about long vehicles, gradual turns and hill sprites out long before I got here, so that advice is welcome and useful.
The export is handled using a tool I wrote called GoRender ( https://github.com/mattkimber/gorender ) - itself an evolution of an older .net tool of mine called Transrender, which ultimately owes a large debt to Zephyris' PixelTool. Given this is something unique to me rather than something more popular like MagicaVoxel, maybe there's value in me providing tutorials of how that works.
(And possibly create some binaries, currently the only thing I distribute is the source and you need to build it using Go, not ideal when the project doesn't use modules and has a slightly non-idiomatic directory structure)
If you don't mind, this is something I might look into myself, or help you with. I had a look at your work flow from the source code, and I am really intrigued by your work flow! I also looked at how you made the models, and would certainly be up to making some more liveries for your set!
Hopefully will be able to get the last few misplaced tenders fixed and a new alpha out tomorrow evening.
This one is getting close to the point of the trains being "BaNaNaS-ready". Unless any unexpected bugs come in, it now only needs a README and I'm happy enough with the quality to put it up on the fruit store.
Tracks still does need a little more work, I'm not totally happy with either the alignments or the GUI sprites. I'll have to see whether the amount of effort required to fix either of those things makes me default to the path of "just get something out", but in the meantime a few days for everyone to test the public alpha is probably a good idea anyway.
Otherwise, been enjoying this set quite a lot, been playing it on the Steeltown FIRS setting with your road set and it's been excellent. Hope that you'll be able to put some horn/whistle and running sounds in a future version to just add the icing to the cake.
The Eurostar seems to be having some... difficulties. Also not sure if this is a bug or just something not fixable, but all passenger carriages seem to do this when travelling diagonally.
With the carriages, all vehicles don't stretch quite as much as the default OpenTTD ones for vertical tracks. It's on my "one day" list but I never found it quite distracting enough in game to worry about . Needs some playing around to figure out how to be a bit less "correct" and a bit more "Transport Tycoon".
Vertical views aside, I've now got to the point that I'm happy enough to put the updates on BaNaNaS - as far as I know the Eurostar was the last major regression and it's time I stopped putting pressure on forum bandwidth with alphas.
1.0.0 of Tracks and Trains now on BaNaNaS!
- Carriage alignments on N/S track are now much more faithful to the original OpenTTD vehicles.
- Dual-voltage locomotives (e.g. Class 92) now use the correct electric spark visual effect.
- Tracks have fewer grid border artifacts at 2x zoom.
- I've removed the NC clause from the licence for the compiled sets to make it clearer use in monetised videos is allowed.
On that last point, I'm happy to follow the Creative Commons guidance in that I don't consider use of the unmodified set in a video or screenshot to be an adaptation, you're not required to put your videos/screenshots under a CC licence or attribute me in them. A mention of the set name and where to find it is nice for people who aren't so used to searching BaNaNaS for what's new, but not mandatory
I notice I can't do full length HST formations (43 + 9Mk3 + 43), nor can I do full length 225 formations (91 + 9mk4 + DVT), is this something that could be fixed?
Host of ThroughTheTube site
(Interestingly OpenTTD doesn't apply it for multiple units if you build just one of them, probably sensible as it'd break the set otherwise. Meaning you can have much longer APT-Ps and Eurostars than all your other consists with the default settings)
Current progress on the new units:
Also found a small bug, the FLIRT is a little too keen to fire up its diesel engine, that should be fixed in the next version.
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