Simutrans : pak 96 comic

Discuss the free TT-like game Simutrans.
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prissi
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Re: Simutrans : pak 96 comic

Post by prissi » 23 Dec 2008 23:26

You can run normal trains on them instead ...
I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com

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Re: Simutrans : pak 96 comic

Post by This is my name » 28 Jan 2009 10:54

pak 96 comic ver. 0.4.5 is out! Download it here

Some new screenies, and new surprises :wink: . Enjoy!

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Want more wall-to-wall buildings? Click the question mark ;) Or visit my screenshots thread or my scenarios and saved games for OpenTTD or its older brother or The Great Dam - a scenario for Locomotion or this man's graphics

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Re: Simutrans : pak 96 comic

Post by Benny » 28 Jan 2009 11:01

Those graphics are suprisingly simple, yet very awesome! 8)
Image

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Re: Simutrans : pak 96 comic

Post by SHADOW-XIII » 28 Jan 2009 14:15

just saw this now, am amazed how good they are looking
sim-psons coming to sim-utrans
what are you looking at? it's a signature!

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Re: Simutrans : pak 96 comic

Post by This is my name » 30 Jan 2009 11:13

Thanks for your feedbacks 8) .

Pak.96 comic wouldn't exist without Sojo's dedication and A. Brose's simply amazing graphics :) .

There's a lot of people joining the project in Simutrans Forum, so if you are interested in pak.96 comic and would like to contribute, register in the forum and look for pak 96 section :wink: .
Want more wall-to-wall buildings? Click the question mark ;) Or visit my screenshots thread or my scenarios and saved games for OpenTTD or its older brother or The Great Dam - a scenario for Locomotion or this man's graphics

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Re: Simutrans : pak 96 comic

Post by Circeus » 30 Jan 2009 17:58

There's one thing that I've found rather frustrating with the pak.96 (can't remember if it was also in pak 64): you can't judge city population by their visual size. This is because in several climates the city hall seems to account for a huge portion of the population so that a 3000+ people city looks like a 400 people village. This lack of visual cues is counterintuitive not only compared to other games, but to real life too: small villages are <i>not</i> entirely made of high-rises, even in the tropics!

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Re: Simutrans : pak 96 comic

Post by prissi » 31 Jan 2009 12:10

This happens only, when a city has not place to grow. You will see similar things in TT too.
I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com

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Re: Simutrans : pak 96 comic

Post by Circeus » 31 Jan 2009 16:22

prissi wrote:This happens only, when a city has not place to grow. You will see similar things in TT too.
Certainly not. Cities reaching a certain in certain architecture style systematically acquire certain building that make them visually way, way smaller than those in other architecture style/climates of the same population.

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Re: Simutrans : pak 96 comic

Post by peter1138 » 03 Feb 2009 09:34

This looks great, and is the sort of thing I'd love to see for OpenTTD's 32bpp graphics support, instead of the rendered stuff that people seem to think it needs...
He's like, some kind of OpenTTD developer.

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Re: Simutrans : pak 96 comic

Post by belugas » 03 Feb 2009 15:40

Let me join my voice to the opinion expressed by peter1138.
This would really look good in OpenTTD.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
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Re: Simutrans : pak 96 comic

Post by CommanderZ » 03 Feb 2009 15:47

peter1138 wrote:This looks great, and is the sort of thing I'd love to see for OpenTTD's 32bpp graphics support, instead of the rendered stuff that people seem to think it needs...
Photorealistic 32bpp is good, somebody could give a shot to this too though. I would love to see how it would look in OTTD.

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Re: Simutrans : pak 96 comic

Post by belugas » 03 Feb 2009 16:36

Frankly? Boring, at least in my opinion. Look at some of the industries of ECS, namely the sand pit or something...

But THIS, this is something I would really play with.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
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Music from the Bloody Time Zones

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Re: Simutrans : pak 96 comic

Post by CommanderZ » 03 Feb 2009 17:09

belugas wrote:Frankly? Boring, at least in my opinion. Look at some of the industries of ECS, namely the sand pit or something...

But THIS, this is something I would really play with.
It is a different story. The sand pit looks ugly, because it doesn't fit into the graphical style. The ultimate aim of the photo-realistic 32bpp replacement is to replace everything, so this issue would be over.

And comic graphics would look even more ugly if combined with old good 8bpp graphics.

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Re: Simutrans : pak 96 comic

Post by belugas » 03 Feb 2009 17:40

In both cases, as I can see, we agree that incomplete sets are not really worth it, since they all provide a new view/look/feel of the game.
Now... I would prefer to use the comics (hypothetical OpenTTD but HIGHLY hoped) set, simply because it matches very well the feel of the classic game, like almost cartoonish.
For me photo realistic set does not have the same childish-almost atmosphere.
So it is really a question of personal preference, I guess.

And by the way, if you are using some grfs as add-on, no matter what the base set you are using, it will always feel odd ;)
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones

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Re: Simutrans : pak 96 comic

Post by A. Brose » 04 Feb 2009 06:44

Image
A small city, german scenario. 8)
Please click bigger image below.
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simscr04.png
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Re: Simutrans : pak 96 comic

Post by Zhall » 05 Feb 2009 00:18

Its all so, sketch-upy!

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Re: Simutrans : pak 96 comic

Post by sojo » 07 Feb 2009 12:40

Hi @all

Now I'm registered here. I'm sojo the maintainer from pak96.comic.

My english is a little bit terrible. :roll:

Thank you all. That you love pak96.comic. :D
"English is a easy language. But not for me." ;) sojo
Visit Simutrans in German: http://www.simutrans.de

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Re: Simutrans : pak 96 comic

Post by belugas » 07 Feb 2009 13:16

Hello sojo
Welcome on the forums.
I must congratulate the work you and your team did.
It's fantastic :)

As said before, that set, once adapted to OPenTTD's measures, would be wonderful.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones

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Re: Simutrans : pak 96 comic

Post by sojo » 07 Feb 2009 19:06

belugas wrote: As said before, that set, once adapted to OpenTTD's measures, would be wonderful.
Thank you.

Why play you not Simutrans? I think it is a lot of work to make OpenTTD ready for grafics like pak96.comic. Or is it not so much work?

Can anybody tell me short why a graficset for TT works? Use TT pngs? And wich tile-size will used?
"English is a easy language. But not for me." ;) sojo
Visit Simutrans in German: http://www.simutrans.de

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Re: Simutrans : pak 96 comic

Post by DaleStan » 07 Feb 2009 23:47

sojo wrote:I think it is a lot of work to make OpenTTD ready for grafics like pak96.comic. Or is it not so much work?
The big work would be resizing.
sojo wrote:Can anybody tell me short why a graficset for TT works?
Short answer? Magic.
Long answer? http://wiki.ttdpatch.net/tiki-index.php ... phicsSpecs
sojo wrote:Use TT pngs?
Well, if you write a program that can encode pngs into a GRF.
sojo wrote:And wich tile-size will used?
Decode one of TTD's data files[0] and look at the sprites in the resultant PCX. It looks to me about like pak64.

[0] Yes. Unlike paks, grfs can be decomposed into their constituent parts.
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