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Posted: 10 Sep 2006 15:18
by AndersI
eis_os wrote:Hmm, I guess my concept didn't quite worked then, ups. The tunnel should be yellow illuminated and the thing in the middle is a column


Now that you mention it, I can see it this way too. But I think the border between outside and lighted inside should be much softer. Something like this, perhaps (only half the opening redone)?
And I still think the gray slope should be one step lighter, like in my previous picture, it's more turned to the sun than flat ground.
Posted: 10 Sep 2006 15:27
by Dave
Yes, that's interesting. I like that softer texture as well.
Posted: 10 Sep 2006 15:37
by PikkaBird
During the day, the inside of a tunnel is always going to be darker than it is outside. I don't see any great big orange beams of light pouring out of the tunnels around here.
Posted: 10 Sep 2006 15:44
by eis_os
Thats why oastat_underpass_new.png isn't lighted anymore...
Posted: 11 Sep 2006 07:06
by Wile E. Coyote
I really hope those waypoints will be compatible with narrow gauge tracks...
Posted: 11 Sep 2006 14:49
by eis_os
Hmm, currently there is nothing that should prevent it. However I don't like the current way in my grf how the signaling house will be build.
1x1 = Fernsprecher
2x1 = Fernsprecher + House
So I need to seperate them ... Then I could do some beta release if people want...
Posted: 11 Sep 2006 19:14
by eis_os
Sorry for topic digging however I think it's worth:
Station GRF will allow to have roads, currently I think about if I should allow more routeing bits, still we have some problems with the 8ids, as one tile id can only have one routeing combination. (Callbacks can't be used because the information need to be stored in savegame, which can be done thanks Josef.)
So how are as example the big USSet Stations coded ID wise?
Posted: 11 Sep 2006 19:15
by m4rek
intresting stuff, keep up the good work
Posted: 11 Sep 2006 19:21
by Geo Ghost
Is it possible to have a ramp for a road that heads up onto the platform?
I've been keen to see something like that for a while

Posted: 11 Sep 2006 19:25
by eis_os
No Comment

You will see improvements when they are done...
Posted: 11 Sep 2006 20:10
by lobster
so, if i understand correctly, roads through stations are possible. eis, you're sheer bloody brilliance.
Posted: 11 Sep 2006 20:21
by The Irish
Hmm. Very interesting indeed.
Seems like there is a lot of new things happening in recent days. Very nice. Keep up the good work.

Posted: 12 Sep 2006 07:30
by Wile E. Coyote

Oskar, it's amazing!

Even without option for several vehicles stopping at same station, it'd be great for Long vehicles!
Posted: 12 Sep 2006 07:52
by eis_os
It is not a bus station only a road piece... (adding slave busstops will need some more code adjustments then I want to do currently, like changeing the pathfinder... ) Still I need an answer for my question about tile ids. (see my prev. post here)
Posted: 12 Sep 2006 08:49
by Raichase
Somebody get that man a beer, that looks fantastic! Drive through station tiles, where it would be a small matter of putting a bus stop down at one end, so that it appeared that all the buses were waiting at the actual station itself.
Thats fantastic (and, short of Michael telling me not to wave that word around, it will stay that way

).
Posted: 15 Sep 2006 17:18
by eis_os
For the z correction I need to alter code, this result in breakage in the
higherbridges code (because a ramp goes only from 0.. 7 and so the last step is missing), the code of enhancetunnels may break aswell. So I need to rewrite quite a bunch of code. Don't worry, it will be done. But I need to find a good way so all works happily together without makeing to much headaches and this needs more time
