
And as for very long titles, it's worth looking at this. I agree with you that the object should not have a large header. I somehow didn't pay much attention to this, when I used various objects in the game.
Moderator: Graphics Moderators
For those of us who have desktop and large monitors we not notice the problem with the long names. It was brought to my attention long time back and I started reducing some, but got side tracked into other projects then forgot.STD wrote: 18 Sep 2020 05:30 Now the Motel looks better on the outside.
And as for very long titles, it's worth looking at this. I agree with you that the object should not have a large header. I somehow didn't pay much attention to this, when I used various objects in the game.
That a problem with autolay .. there are 16 tiles plus 1 slope piece and it will only show No.5 of the tiles in the purchase menu no matter what direction you wish to lay the path.STD wrote: 18 Sep 2020 16:41 I found some bugs in the updated set of AuzTownObjects. grf:
In the first case, the path creation is displayed incorrectly, although this may have been intended by the author.
Very nice and they blend in well with other objects you used from other source.STD wrote: 19 Sep 2020 09:50 I just made an example of a Park using the available NewGRF's. It turned out very well. So now you can create even more different vacation spots in the game .
Will make this change .. and the path aware I think it will be better if I made it a multi-select menu .. top can be 8 or 9 different straight pieces .. 2nd row be Curved pieces, 3rd row be T-Junctions, and bottom row can be X-Junctions and other fancy pieces. Like I did for the paths with the flowers.STD wrote: 19 Sep 2020 09:50 I agree with what you decided to divide into "Auz: Parks" and "Auz: Sports". It will be more convenient to choose among the available objects that belong to the desired section .
Football fields usually fit inside a cricket ground, so I should be able to a few different types of sporting fields to go in a 3x3 or 2x3 tiles.STD wrote: 19 Sep 2020 09:50 Sports fields look very good with people . Before that, they were empty. You can also add bike paths, other types of sports fields: for volleyball, football, and more .
U used this graphic in very nice arrangement! U inspire me
I have a bit of a problem with AuzBeachObjects... The maximum speed of the beach road was 36 mph, but this means when when using MagicGS that setting the top speed of town to town roads at 30 km/h gives beach roads disproportionate usage. While I understand I can use other speeds, it would be nice if setting the difficulty actually changed the speed to a more realistic speed, such as 10 mph (16 km/h). Otherwise I have to either mess with MagicGS settings or not use your beach objects at all.GarryG wrote: 19 Sep 2020 14:11 Image of some of the white fences I did this evening.
fences2.png
I stole the fence off one of my railway stations.
These fences are 2 sets that are multi-select.
One set has normal corners, straights, straight with path and bottom row has some corner and some straight with a small gate.
Be several days or more before I have the new paths ready. Also been thinking to multi-select the other paths to make room for a new set with a different lights and different colour seats so have a variety .. but that is on a to-do-maybe list.
Past my bed time so good night all
I be working on the beach objects in a few days time, so I will reduce the speed. (That will disappoint the lead footersGadg8eer wrote: 19 Sep 2020 23:35 I have a bit of a problem with AuzBeachObjects... The maximum speed of the beach road was 36 mph,
Thanks! Yeah, aside from realism, it turns out MagicGS chooses the best road possible for a given road connection if all road types are slower than the maximum speed chosen in the script. So thanks again, because without a more reasonable speed, MagicGS always builds beach roads in the early game.GarryG wrote: 19 Sep 2020 23:55I be working on the beach objects in a few days time, so I will reduce the speed. (That will disappoint the lead footersGadg8eer wrote: 19 Sep 2020 23:35 I have a bit of a problem with AuzBeachObjects... The maximum speed of the beach road was 36 mph,). But I like a more realistic speeds too.
Cheers
You can have the update now as not take long to make those changes. (Hope it works properly now)Gadg8eer wrote: 20 Sep 2020 00:33 Thanks! Yeah, aside from realism, it turns out MagicGS chooses the best road possible for a given road connection if all road types are slower than the maximum speed chosen in the script. So thanks again, because without a more reasonable speed, MagicGS always builds beach roads in the early game.
Glad you liked the idea. I made several multi-select menu object sets for the Pathways and gardens.STD wrote: 20 Sep 2020 05:07 I agree with you completely . For me, it is quite convenient to choose from several objects.
There is some subway entrances in the path set. And I have a goat track which I made some time ago .. probably be nice to also put a copy of that with the paths in this set too.STD wrote: I had another idea while you were working on parks and paths: tunnels and pedestrian bridges, as well as crooked dirt or other paths in the forest.
Almost all my pathways are snow aware .. the only ones that are not are those I forgot to do. Hope finish those eventually. Only problem with the snow , can see the people walking through it, but it so thick it covered all the pathways.STD wrote: To be completely idealized, in the future I would like to be able to use all this on winter maps where there is a lot of snow.
Sorry .. to much new coding I need to try learn .. If I never learnt 32 bits objects and never learnt the multi-select I probably have a lot more down and not cuase players headaches repairing the damage I causeSTD wrote: 20 Sep 2020 12:25 If you talk about the design of parks, you can also do this: depending on the year in the game, lamps and benches of the current era are used. At an earlier time before 1950, for example, one type of bench and lamp, and after 1950, more modern, finally, from 1990-2000, benches and lamps that correspond to our time.
All that remains is to use the code to organize all this so that each type is available at each time period .
STD wrote: 20 Sep 2020 12:25 I tried to build several pedestrian paths in the snow. Yes, you can see people, but some pedestrian paths display a different sprite in the snow: for example, just a fence without a lamppost.
I mainly doing sets where I need more IDs for future additions.I understand that multi-selection will be for all objects that you are currently working on. In other words, you will also redo all the other sets in the future for this function?
Users browsing this forum: Amazon [Bot], Google [Bot] and 17 guests