[OTTD] JGR's Screenshots Mark II

Screenshots of your games! All Transport Tycoon games acceptable (including TTDPatch and OpenTTD).
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 05 Feb 2012 18:01

A few random shots from my new game. It's an ECS game, with the other GRFs (finally) up to date.

Near the start of the game, I decided to give two of the AIs a go, one of which was the streetcar AI. However it just built a ludicrous number of cars in about 3 towns, and in the end I just let them both go bankrupt. ^^
Attachments
Logistics Incorporated, 2051-05-17_trimmed.png
Screen 1
Logistics Incorporated, 2051-05-17_trimmed.png (206.44 KiB) Viewed 4406 times
Logistics Incorporated, 2011-03-12_trimmed.png
Screen 3
Logistics Incorporated, 2011-03-12_trimmed.png (204.56 KiB) Viewed 4406 times
Logistics Incorporated, 2051-05-20_trimmed.png
Screen 2
Logistics Incorporated, 2051-05-20_trimmed.png (95.59 KiB) Viewed 4404 times
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 11 Feb 2012 03:20

Here's two shots of relatively major freight areas and a smallmap.
Attachments
Logistics Incorporated, 2064-11-07_trimmed.png
Screen 4
Logistics Incorporated, 2064-11-07_trimmed.png (156.73 KiB) Viewed 4317 times
Logistics Incorporated, 2064-11-03.png
Screen 5
(335.14 KiB) Downloaded 6 times
Logistics Incorporated, 2065-04-28_trimmed.png
Smallmap, so far
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 13 Feb 2012 16:49

Thanks ISA ^^

Here's a few more.

Screen 6:
In the past couple of years, Birmingham has more than doubled in population, mainly due to a new goods delivery service. To deal with that, the station and track had to be quite significantly upgraded.

Screen 7:
Brondesbury Junction is one of the more significant stations and indeed bottlenecks on the network.
Attachments
Logistics Incorporated, 2072-01-24_trimmed.png
Screen 6
Logistics Incorporated, 2072-01-24_trimmed.png (176.66 KiB) Viewed 4156 times
Logistics Incorporated, 2072-02-14.png
Screen 7
(343.52 KiB) Downloaded 6 times
LI_NetMap_v0.04.png
Obligatory Network Map
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 27 Feb 2012 20:47

Screen 8:
Part of this diesel line used to transport oil to refinery was also used for a new rural train service.

Screen 9:
North of Springburn (the oil loading terminal and part of the main passenger network), a single-track section runs to Dunlop.

Network Map:
Does what it says on the tin ^^


These will probably be the last updates from this game, unless someone particularly wants shots or whatever of a certain area.
Attachments
Logistics Incorporated, 2077-05-04_trimmed.png
Screen 8
Logistics Incorporated, 2077-05-04_trimmed.png (155.76 KiB) Viewed 3992 times
Logistics Incorporated, 2074-05-26_trimmed.png
Screen 9
Logistics Incorporated, 2074-05-26_trimmed.png (149.59 KiB) Viewed 3992 times
LI_NetMap_v0.05.png
Network Map
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 02 Mar 2012 21:20

I got a bit bored of pancake-flat maps, so decided to start again with a few hills...
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LVJZ, 1974-11-25_trimmed.png
Screen 1
LVJZ, 1974-11-25_trimmed.png (200.16 KiB) Viewed 3920 times
LVJZ, 1976-11-22_trimmed.png
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 09 Mar 2012 16:19

Few more randomish shots:
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LVJZ, 1982-01-02_trimmed.png
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LVJZ, 1982-01-02_trimmed.png (118.47 KiB) Viewed 3770 times
LVJZ, 1999-11-23_trimmed.png
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LVJZ, 1999-11-23_trimmed.png (171.57 KiB) Viewed 3770 times
LVJZ, 2004-02-15_trimmed.png
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 10 Apr 2012 01:14

20 game years have passed, so, time for an update.

Screen 6:
Illnau-Effretikon is one of several stations which have become major interchanges.

Screen 7:
The map generator decided to plonk a city on a mountainside. Behold it in its glory. ^^

Small Map:
Does what it says on the tin.
Attachments
LVJZ, 2029-10-21_trimmed.png
Screen 6
LVJZ, 2029-10-21_trimmed.png (149.64 KiB) Viewed 3575 times
LVJZ, 2029-10-22_trimmed.png
Screen 7
LVJZ, 2029-10-22_trimmed.png (193.08 KiB) Viewed 3575 times
LVZG-2027-09-13-SM.png
Small Map
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Re: [OTTD] JGR's Screenshots Mark II

Post by CrossSide » 10 Apr 2012 08:17

nicely done, only why those small tunnels at screenshot 6?

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Re: [OTTD] JGR's Screenshots Mark II

Post by PaulC » 10 Apr 2012 11:50

Shouldn't those buildings in screen 7 have snow on them? :?

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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 10 Apr 2012 12:11

CrossSide wrote:nicely done, only why those small tunnels at screenshot 6?
Thanks, and the land just happened to be in that formation, and it was more convenient than flattening it.
PaulC wrote:Shouldn't those buildings in screen 7 have snow on them? :?
They probably should, but presumably the town GRF doesn't include that.
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Re: [OTTD] JGR's Screenshots Mark II

Post by PaulC » 10 Apr 2012 15:04

JGR wrote:They probably should, but presumably the town GRF doesn't include that.
What grfs are you using then, just out of interest?

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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 10 Apr 2012 18:41

PaulC wrote:
JGR wrote:They probably should, but presumably the town GRF doesn't include that.
What grfs are you using then, just out of interest?
Currently I have the following GRFs loaded (as ripped form the config file preset):
pgs-statw.GRF =
ecs_town_vector-1.1.219jun2011ecstown.grf = 0 0 0 0 0
ecs_basic_vector_ii-1.1.219jun2011ecsbas2.grf = 0
ecs_machinery_vector-1.1.219jun2011ecsmach.grf = 0
ecs_wood_vector-1.1.219jun2011ecswood.grf = 0
egrvts.1.0egrvts.grf =
fish_ship_set-0.9.2fish.grf =
generic_buffers.0.1buffers.grf =
ikarus_set-5.3ikarus2w.grf =
heqs_heavy_equipment_set-1.5.1heqs.grf = 9 9 1 1 1 1
industrial_stations_renewal-0.8.1indstatr.grf = 0 0 0
jcindstaw.grf =
japanese_stations-2.0ajpstationsw.grf =
jstatsw_195.grf =
longer_girder__steel_bridge.1longergirdersteelbridge.grf =
modernsuburbanw.GRF =
modern_set.grf =
modular_locomotive_shed_stations-0.2.6mlss026.grf =
more_british_town_names-1.0morebritishtownnames_1.grf =
new_tram_tracks.0.4.1newtramtracksw_v0.4.1.grf =
newstatsw.grf =
nutracks-1.1.2nutracks.grf = 0 2 0 0 80 125 180 230
opengfx-0.4.1ogfxe_extra.grf =
pgs-silvw.GRF =
platformsw.GRF =
smooth_snow_transition.1.2smoothsnoww.grf =
stolen_trees-1stolentreesw_162.grf =
total_bridges.grf =
usstatsw.grf =
vast_station_tiles-0.2.0vast.grf =
very_large_ships.0.1vl_shipw.grf =
uk_roads_with_signs-0.2ukroadswsigns.grf =
bats-0.4batsv0.4w.grf =
oil_rig_for_snowland_and_desert-v1oilrigsd.grf =
bk_enhanced_tunnel_set-1.0bktunw.grf =
ae_cityw.GRF =
cs_stationset_v0.1-1csstationsw.grf =
cs_platforms_set-1csplatformsw.grf =
cs_extras_set-1stat-cs_extras-win.grf =
cs_tram_set_v._0.2__0.1-1.0.5cstramsetw.grf =
dutch_catenary-1dutchcatenary.grf =
dwenewobjects-v0.1dwe_newobj.grf =
dwestationtiles__fences-v1.2fences.grf =
dwestationtiles_industrial_ter-v0.7dwe_stat_r.grf =
ecs_agricultural_vector-1.1.219jun2011ecsagri.grf = 0
ecs_chemical_vector_ii-1.1.219jun2011ecschem2.grf = 0
ecs_construction_vector-b527dec2010ecsconstw.grf =
ecs_houses-1.1.219jun2011ecshouse.grf = 0
uk_roadset.1.1ukroadsetw.grf =
jpstatsw.grf =
climate_dependant_airports-0.3.0airportsplus.grf =
dutchstatw.grf =
harbourw_456.grf =
chips_station_set-0.6.0chips.grf =
bigger_depots.0.3bigdepot.grf =
av8_aviators_aircraft_set-2.0pb_av8w.grf =
2cc_trainset-2.0.0beta52cctrainset.grf = 2 2 0
german_signals.0.4gersignw.grf =
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 11 Nov 2012 13:34

I took a short break from OTTD to do some different things (finish uni, summer holidays, play some different games, start work, etc).

So here are a few shots from my latest game.
Attachments
Seth Transport Ltd., 2037-12-28.png
Screen 1
(363.44 KiB) Downloaded 9 times
Seth Transport Ltd., 2038-01-05#1.png
Screen 2
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Seth Transport Ltd., 2038-01-05_trimmed.png
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Re: [OTTD] JGR's Screenshots Mark II

Post by FlameSing » 12 Nov 2012 10:46

Very good work! I like the airport at a distance from the town. Looks realistic .)
Sorry for my ugly English.

My modest screenies.

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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 06 Jan 2013 02:53

Here are some more belated shots from the same game.
I've now covered more than half of the 1024x1024 map, I've mainly got the largely mountainous tracts of t north left to go.
Attachments
Seth Transport Ltd., 2080-04-27_trim.png
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Seth Transport Ltd., 2080-04-27_trim.png (192.41 KiB) Viewed 2837 times
Seth Transport Ltd., 2080-05-17.png
Screen 5
(344.64 KiB) Downloaded 4 times
Seth Transport Ltd., 2080-06-09_trim.png
Screen 6
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Re: [OTTD] JGR's Screenshots Mark II

Post by STD » 06 Jan 2013 08:00

JGR wrote:Here are some more belated shots from the same game.
I've now covered more than half of the 1024x1024 map, I've mainly got the largely mountainous tracts of t north left to go.
Beautiful screenshots :) .
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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 03 Feb 2013 22:35

A few more shots from the same game.
I've got up to about 3/4 map coverage now, and am also seeing continuous growth in traffic.
The terminal in screen 8 is one of several areas freshly upgraded to cope.
Attachments
Seth Transport Ltd., 2091-12-07#2_trim.png
Screen 7
Seth Transport Ltd., 2091-12-07#2_trim.png (170.53 KiB) Viewed 2658 times
Seth Transport Ltd., 2091-12-07.png
Screen 8
(293.24 KiB) Downloaded 2 times
Seth Transport Ltd., 2091-12-22.png
Screen 9
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Re: [OTTD] JGR's Screenshots Mark II

Post by eekee » 04 Feb 2013 16:09

Nice track work. I've just started looking at the screenshots in these forums in the last couple of days. The rail networks in most of them couldn't handle half the volume of traffic mine have to deal with. It's good to see some that could.

There's something I have to ask about but I don't know if you'd remember since it concerns the first screenshots in the thread. In the very first pic I see signals on tunnel entrances. How do you do that? I've played many tiny maps with a lot to transport as a challenge. Although I accept most features of the game as part of the challenge, having a signal take up a whole tile looks absurd.

Also in this shot from the same game there are tunnels going under the sea! I'd love to know how that's done too, especially if it's a GRF.
Extreme network builder. screenshot thread

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Re: [OTTD] JGR's Screenshots Mark II

Post by JGR » 04 Feb 2013 18:58

Thanks :3

My games have been becoming steadily more scaled down, to be honest. I used to produce stuff like this.

Signals in tunnels/on bridges and undersea tunnels are patches which can be found here and here respectively.
Signals still take a whole tile, however bridges/tunnels can be (partially) signalled.
They are two of the patches included in Chill's Patchpack, which is what I use.
I'm not sure how that compares to trunk these days as I don't follow that.
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