Make sure that your screenshots are not too big in size, then they will appear directly as images instead of links.
You can set up your game to non-fullscreen and then set resolution to something like 800x600 before making a screenshot.
For the makers of this Set: congratulations and many thanks, your set looks awesome
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
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And here is what I've been working on recently for the next version of ISR - Sanchimaru's new graphics for the container platforms and non-track tiles. Additionally there will be container tiles with an animated container crane.
Attachments
new containers 1.png (73.99 KiB) Viewed 3044 times
Roujin wrote:Make sure that your screenshots are not too big in size, then they will appear directly as images instead of links.
You can set up your game to non-fullscreen and then set resolution to something like 800x600 before making a screenshot.
For the makers of this Set: congratulations and many thanks, your set looks awesome
Thanks for the help
And i would also like to thank the makers for this brilliant project
Previously Known As Beardie27
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Erm.. would it be too much of a hassle if I requested for low platform tiles with copper/wood/steel/containers etc? Because at this moment, only the high platform tiles are equipped with this feature. Although the farm tiles are already on low platform tiles.
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Is a dream worth fighting for!
>Two5Kid: A few days ago, I made the suggestion to Sanchimaru, that we change to low tiles for all non-track cargo tiles. He said he liked the idea.
Sanchimaru has started drawing some low level road tiles, truck parking and road crossing tiles. So we are certainly moving towards using more low level tiles.
For the platform tiles though, I am not so sure. The existing high platform tiles can be used in conjunction with the various platform cranes, so we would have to consider making these low level as well. It would of course be possible, to have the cargo platform tiles available in both high and low level varieties, but this would use a number of additional station IDs.
The new container sprites look good but I feel there should be more variation in them and currently the containers look too smooth. In real life, containers have a corrugated finish to them.
I would suggest marking the edges of the containers in a darker, rusty colour. The edges are exposed to collisions and hits when loading, they will surely be more rusty than the rest of the container. This would give the container box more 'definition'.
also can we have a high tile to a low tile slope of some kind other than the road access one, maybe a building on it, so that i can marge low and high tiles into each other. Maybe even a station piece with sloping sides (i dont know if this is good or bad it was just a idea).
Also i think that the station pieces do go quite well with the Rural Station pieces i have
Trans-Beardwell Express, 20th Jun 1949.png (139.9 KiB) Viewed 2733 times
Previously Known As Beardie27
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Check out my Railway Photography and Deviant Account
Beardie27 wrote:also can we have a high tile to a low tile slope of some kind other than the road access one, maybe a building on it...
It's a good idea, I had also been thinking that some alternative ways of merging high and low tiles would be useful. I was thinking more of steps and railings, something like this:
steps mockup.png (4.75 KiB) Viewed 2698 times
But the addition of a small building might also work well.
Beardie27 wrote:Also i think that the station pieces do go quite well with the Rural Station pieces i have
Yes, that does look good, the brick tones match nicely.
That station piece does seem to work quiet good. Can i just ask you reminded me with that picture, can we have stations with fences down the sides so that they match the stations ramps that allready exsist with the set, like on the picture because if you look at my screenshot (my last post above) it doesn't realy match with the rest of the station.
And i hope you don't mind these ideas or changes that i have come up with, i am not critising the stations i think they are great.
Previously Known As Beardie27
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Check out my Railway Photography and Deviant Account
Actually a building or some other feature would be better, because as these are heavy freight stations, they need more ramps for vehicles, rather than accesses for pedestrians. I will work on that too!
>Beardie27: (and all the others too) don't worry it's always fine to hear about others' opinions and ideas, that always helps improving the set I think that you express yourself in a nice enough way, so keep them coming
Sanchimaru wrote:>Beardie27: (and all the others too) don't worry it's always fine to hear about others' opinions and ideas, that always helps improving the set I think that you express yourself in a nice enough way, so keep them coming
Thanks, its just i have meet people who thought i was critising them rather than freindly surggestions,
Anyway i think the ramp or something can be part of the road pieces, so that there are low and high road pieces with a connector
Previously Known As Beardie27
Check out my UPDATED! Screenshot Thread
Check out my Railway Photography and Deviant Account
Beardie27 wrote:Can i just ask you reminded me with that picture, can we have stations with fences down the sides so that they match the stations ramps that allready exsist with the set...
Well, I had the same discussion with wallyweb yesterday. I’m sure he won’t mind me quoting our (slightly edited) conversation.
mart3p wrote:What I would like to have with the raised platforms, is some fences along the edge if they do not adjoin another raised tile. But I think it could get quite complicated to code...
The problem is that all the different platform tiles would have to be able to detect any other type of raised tile. There are a lot of permutations to deal with.
Also, having another set of alternative graphics for platforms, means another doubling of the number of sprite layouts (for every raised platform tile)
wallyweb wrote:Oh well. Most freight yards don't have fences and those that do are in severe disrepair. Furthermore if Mr. Farmer is concerned that his prize bull got loose, wandered into the freight yard and was killed by a train, you can charge him slaughtering fees and demand a premium for converting the critter into hamburger.
That's why I thought a high to low transition tile with fencing might be a much easier alternative.
Beardie27 wrote:And i hope you don't mind these ideas or changes that i have come up with, i am not critising the stations i think they are great.
No I don't mind at all, I welcome any suggestions for improvements to ISR. I can't promise that they'll all be implemented, but I certainly don't mind discussing them.
You already have vehicle access ramps in the set as non-track tiles. A little graphical tweaking to remove the gate stuff and add a track should do it. It could be that there is insufficient pixel width between the track and the edge of the platform. This could be addressed by having the ramp drop halfway down the height of the platform, and then have a corresponding low level platform track whose ramp rises half of that same height. They could probably be joined and presented as one parallel 2-track unit. You could call it a hi-lo 2 track tile. or a bi-level 2 track tile.
EDIT: Lets really get carried away with this ... add road crossing lines on each level such that you could match the existing high level road crossing tile and the proposed low level road crossing tile.
My current Idea was to have the roads leveled down to ground level. Since most of the cargo tiles will pass the same process, there won't be a need for platform level roads. I'll prepare some ramp tile to have the road vehicles access the platforms.
Sanchimaru wrote:My current Idea was to have the roads leveled down to ground level. Since most of the cargo tiles will pass the same process, there won't be a need for platform level roads. I'll prepare some ramp tile to have the road vehicles access the platforms.
Ah cool! Could I also suggest a tile with a road crossing and maybe adding some lantern-posts for the sake of realism?