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Posted: 10 Jul 2004 15:03
by Purno
There was something wrong with the shape of the old Sharknose. I hope mine is better.

Posted: 10 Jul 2004 15:57
by Oracle
Purno: we could do with a B-unit too :wink:.

krtaylor:
I spotted the TurboTrain mail bug myself yesterday, actually.
I'm just testing my drastic modifications that mean that all the articulated engines are always correctly orientated. It was easy to fix with that property Josef mentioned (thanks :))).
There will probably be another test version tonight with that change in it.

uzurpator:
EL13K changed.
I really don't know why the AI would use Bipolars. AI rank is lower, cost (for 2 units though) is higher and there is always another electric locomotives around for both freight and passengers. What else does it go on when choosing locos?

Posted: 10 Jul 2004 16:03
by Purno
Oracle wrote:Purno: we could do with a B-unit too :wink:.
That means this Sharknose is better than the previous one?

Posted: 10 Jul 2004 16:09
by Oracle
Purno wrote:
Oracle wrote:Purno: we could do with a B-unit too :wink:.
That means this Sharknose is better than the previous one?
I think so, yes, but I just code what I'm told to...

Posted: 10 Jul 2004 16:13
by Purno
Now B-unit added

And a small error on one of the A-unit sprites

Posted: 10 Jul 2004 18:24
by krtaylor
Purno: Thanks for the Sharknoses. If it's possible, I think you could improve the texture a bit. If you look back a page or two, you'll see a side view uzurpator did, and I think that has better texture because there's some gray raondomizing, it's not all the same flat color. So it looks more real. I do like the shape of yours, but I think if you could make one more pass at the texture, it'd be good.

I'm not sure about the Shay, but we can take it and argue over it later.

Posted: 10 Jul 2004 19:43
by Oracle
I'm afraid you'll have to get a move on if at all possible, Purno :wink:.

Another new alpha version is now available. This should definitely be the final one. (Sorry Purno, there's not long left till release so you can't have it.) Purno's Sharknose is not yet encoded but the articulated locos are now changed. I challenge you to make one the wrong way round! I will change the AEM7 also so that it cannot be reversed. Should anything else be like this?

Posted: 10 Jul 2004 20:01
by krtaylor
Oracle wrote:I will change the AEM7 also so that it cannot be reversed. Should anything else be like this?
Yes, a couple of the symmetrical non-articulated electric locos, because if you have them in the train backwards, the pantos will point the wrong way. This would include:

MP-54
GG1
M2
E60CP (NOT the E60C, it's not symmetrical)
ALP46
HHP-8

We'll release with or without final versions of graphics, but we'll include all revisions in a later release. When the release is out, I'll make another list of what still needs work.

Posted: 10 Jul 2004 20:27
by Oracle
Well, I've just made loads of changes and they're so numerous that I think it's time for ... yet another alpha version. Now, I don't think I'll say this is the last one because I've said it so many times...
It's uploading now...

Still no Sharknose but all problematic locos can't be reversed.
It's interesting that the vehicle list counts as "reversed": I've had to change my Action 3s to counter for that :|.

Posted: 10 Jul 2004 23:28
by uzurpator
ok - i continue to work on the shark

Posted: 11 Jul 2004 00:59
by krtaylor
Small bug, Oracle -

When you're running a multi-car M2 train, the alternating with/without pantos versions are out of alignment when the train is heading up and to the right. All other alignments are fine.

I take it that you aren't changing the build date on the various alphas? They all appear to say June 26 when I reload them.

Posted: 11 Jul 2004 01:14
by krtaylor
Another small bug -
The Big Blow (yes, again...) has the spacing off on the tender. Different place though, there's a huge gap between the back of the tender and the first following car. I think the tender is squashed too close to the second piece of engine. I'm 100% sure the engine parts are aimed right.

Posted: 11 Jul 2004 02:40
by DanMacK
Purno, the diagonal views of the Shark are what I was trying to achieve. The sides lack the look of the original for some reason tho, doesn't have the right profile.

ALso attached is my Open Auto rack about half filled. Doesn't look right for some reason, anyone care to comment on it? Hell, somebody can finish it if they want...lol.

As far as the Shay goes, I think you should be able to have it both with and w/o Tender. Tender should adda bit of tractive effort as it's geared too. Also, lose the erd paint, yes it stands out, but that was rare, it should be black/grey like 99% of the other shays. Aside from the colour, it looks good.

I'll tinker w/the Shark as well...seeing as how I originally drew the damned thing. Purno, I beefed up your nose a bit and tried to give the illusion of the 4 different curves and angles that make up the RF16 nose. The front view still looks a bit odd. I also added some trucks. As I siad, your angles looked A LOT better than mine, but the broadside didn't look right. This looks a bit better I hope (Hope you don't mind me modifying it)

Posted: 11 Jul 2004 03:21
by uzurpator
oracle - regarding bipolar - try to set the cost of the locomotive to at least twice the value of el-a. I think that AI consideres this loco as two locos, thus reads the cost as a half of the actual.

Posted: 11 Jul 2004 08:46
by Singaporekid
I think i know how to make a animated steam engine!!
i will need a program to read *.pcx files first!

Posted: 11 Jul 2004 10:14
by Marshy
All these pics look brilliant, am I right in saying that the set will be released today?

Posted: 11 Jul 2004 10:37
by uzurpator
rf16

danmack's >> my >> purno's

Posted: 11 Jul 2004 11:32
by Oracle
I have fixed your bugs, krtaylor - and well spotted on the 26th of June thing :wink:.

I really want to release the set today/tonight (my time). Therefore I will accept whichever version of the Sharknose I think is best at 1730 BST (1630 UTC/GMT). Of course, any better versions after then can go in v2 but that's your deadline for v1 (actually v0.80), artists.

Posted: 11 Jul 2004 11:36
by uzurpator
speaking of bugs - you ought to check on big blow positioning. It is off by one pixel in a few of diagonal views

Posted: 11 Jul 2004 12:09
by krtaylor
singaporekid_92 wrote: I think i know how to make a animated steam engine!!
Really? If true, that't major news. Let us know how it works out!
singaporekid_92 wrote: i will need a program to read *.pcx files first!
Get the old shareware version of PaintShop Pro 6. You can find it floating around the Web. That can read and write almost anything.

YES, the US set will be released sometime today or tonight. Stay tuned...