Let me play with it a bitsupermop wrote:Thanks!
Any suggestions for naming or things that need fixing?
Modular Locomotive sheds [MLSS 0.5.2]
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Re: Modular Locomotive sheds [MLSS 0.5.1]
TT-Screenshot Of The Month - 2012 July, winner!
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TT-Screenshot Of The Month - 2013 May, winner tie with Purno!
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TT-Screenshot Of The Month - 2014 June, winner tie with alluke!
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Re: Modular Locomotive sheds [MLSS 0.5.1]
Noticed a slight mistake on the 'extra' roofs of the early modern tall special shed today, I will fix it and upload a new version tonight. Anything else jumping out at people?
Thanks,
Thanks,
Re: Modular Locomotive sheds [MLSS 0.5.2]
Here is a new version that fixes the graphical mistake in 0.5.1.
- Attachments
-
- mlss052.grf
- (221.41 KiB) Downloaded 415 times
Re: Modular Locomotive sheds [MLSS 0.5.2]
So far so good.
TT-Screenshot Of The Month - 2012 July, winner!
TT-Screenshot Of The Month - 2013 May, winner tie with Purno!
TT-Screenshot Of The Month - 2014 February, winner!
TT-Screenshot Of The Month - 2014 June, winner tie with alluke!
TT-Screenshot Of The Month - 2014 April, winner!
My screen shot thread ---> Have a look
TT-Screenshot Of The Month - 2013 May, winner tie with Purno!
TT-Screenshot Of The Month - 2014 February, winner!
TT-Screenshot Of The Month - 2014 June, winner tie with alluke!
TT-Screenshot Of The Month - 2014 April, winner!
My screen shot thread ---> Have a look
Re: Modular Locomotive sheds [MLSS 0.5.2]
I have posted a NewGRF for a depot that matches the Masonry/Pre-Modern sheds.
http://www.tt-forums.net/viewtopic.php?f=67&t=59269
http://www.tt-forums.net/viewtopic.php?f=67&t=59269
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Re: Modular Locomotive sheds [MLSS 0.5.2]
Hi Supermop,
Just wanted to thak you for your work with those "fake" depots.
While I am not skilled at building anything beautiful in OTTD I have to say that your NewGRF makes it a lot easier to get pleasing "realistic" looking results (at least for those not knowing much about real depots.
To engage others at using this please see below my main depot servicing 11 different lines currently. And I have more ideas already how I want to use your depots.
PS: I know that the sheds are too modern for those trains and the year played but I am building everything now for some hopefully nice network in the 60s/70s.
Just wanted to thak you for your work with those "fake" depots.
While I am not skilled at building anything beautiful in OTTD I have to say that your NewGRF makes it a lot easier to get pleasing "realistic" looking results (at least for those not knowing much about real depots.
To engage others at using this please see below my main depot servicing 11 different lines currently. And I have more ideas already how I want to use your depots.
PS: I know that the sheds are too modern for those trains and the year played but I am building everything now for some hopefully nice network in the 60s/70s.
Everybody can contribute to OTTD! It does not require you to be an IT specialist or designer. And it does not take days or weeks of your time either.
There are many simple yet important tasks like translations, investigating facts and details and many other that need work and if you help a bit then the experienced developers can focus more on making OTTD even more awesome!
OTTD = Awesomeness created by a whole lot of volunteers, be one of them if you like the game!
There are many simple yet important tasks like translations, investigating facts and details and many other that need work and if you help a bit then the experienced developers can focus more on making OTTD even more awesome!
OTTD = Awesomeness created by a whole lot of volunteers, be one of them if you like the game!
Re: Modular Locomotive sheds [MLSS 0.5.2]
Great!
Thanks so much for sharing the picture! This gets me in the mood to start working again....
Thanks so much for sharing the picture! This gets me in the mood to start working again....
Re: Modular Locomotive sheds [MLSS 0.5.2]
i have had a thought/suggestion regarding this pack (and ones with sidings in) would it be possible to have the tile pieces available as objects which can be laid over the track rather than as a station??
Re: Modular Locomotive sheds [MLSS 0.5.2]
Problem is that you can't build objects directly over a track. So the main object would always have to be next to the track, with an overlapping piece that goes over the actual track. This firstly causes a lot of glitches and secondly, you wouldn't be able to build 2-track or more track wide sheds without either having a row of tiles with no tracks on them inbetween or having massive glitching.
Coding them as waypoints might be a way to go however....
Coding them as waypoints might be a way to go however....
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Re: Modular Locomotive sheds [MLSS 0.5.2]
Make a separate station for these tiles and use goto non-stop orders for your trains. Then it won't affect them (much)Hitperson wrote:i have had a thought/suggestion regarding this pack (and ones with sidings in) would it be possible to have the tile pieces available as objects which can be laid over the track rather than as a station??
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Re: Modular Locomotive sheds [MLSS 0.5.2]
Hi All,
A few days ago I posted a newer depot grf in the release thread. However it does not behave ass I would like it to. I would like to be able to use different sprites for different railtypes, but currently this grf doees not work with tracksets. Could someone please look over the code and tell me why it does not work?
Currently it:
Has an alignment problem with the / depots. A -38 in the code simply needs to be changed to a -41, no big deal
Disables itself when loading Nutracks, doesn't work with metro track set, works fine with .se rails.
Changes depot sprites in four eras depending on build date.
I would like it to:
Have a parameter to select between the above behavior and fixed sprites for each rail type
Support track sets, at the least support nutracks, with certain styles assigned to each track type.
Maybe add two more styles, 1X and 1Y, also should be easy.
Best,
A few days ago I posted a newer depot grf in the release thread. However it does not behave ass I would like it to. I would like to be able to use different sprites for different railtypes, but currently this grf doees not work with tracksets. Could someone please look over the code and tell me why it does not work?
Currently it:
Has an alignment problem with the / depots. A -38 in the code simply needs to be changed to a -41, no big deal
Disables itself when loading Nutracks, doesn't work with metro track set, works fine with .se rails.
Changes depot sprites in four eras depending on build date.
I would like it to:
Have a parameter to select between the above behavior and fixed sprites for each rail type
Support track sets, at the least support nutracks, with certain styles assigned to each track type.
Maybe add two more styles, 1X and 1Y, also should be easy.
Best,
- Attachments
-
- MLSD.zip
- Sprites by me, Code by Oberhumer,
- (127.35 KiB) Downloaded 263 times
Re: Modular Locomotive sheds [MLSS 0.5.2]
How did you (bremerjoe and all other users of this fantastic set) get the train visible during his exit of the sheds? Regardless what tile I used, my trains always get invisible once they enter the sheds (being not covered by the roof - they should be visible via the open gates of the sheds).
Is there anything I missed?! I am using NARS and Swedish rails and that's what I get...
Is there anything I missed?! I am using NARS and Swedish rails and that's what I get...
The pessimist sees the darkness in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
Re: Modular Locomotive sheds [MLSS 0.5.2]
Stupid idea
- Attachments
-
- Monorail foundation idea.png (1.85 KiB) Viewed 4373 times
Re: Modular Locomotive sheds [MLSS 0.5.2]
Hi All,
In response to some questions I have received, I have decide to clarify that I intend the graphics (and code, though it's not much use) of MLSS to be released under terms of GPL v2. Go ahead and use any bit that you like accordingly! I need to make a new release at some time soon to fix some issues and state this license explicitly (not sure what it says on Bananas at the moment). As always, if anyone want to give me a hand with code, it would be very much appreciated.
Thanks!
In response to some questions I have received, I have decide to clarify that I intend the graphics (and code, though it's not much use) of MLSS to be released under terms of GPL v2. Go ahead and use any bit that you like accordingly! I need to make a new release at some time soon to fix some issues and state this license explicitly (not sure what it says on Bananas at the moment). As always, if anyone want to give me a hand with code, it would be very much appreciated.
Thanks!
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