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Posted: 21 Feb 2007 19:59
by XeryusTC
astath wrote:it's truly bizarre how you learned to code in, well, what seems like a day in the life of a asthmatic badger. brilliance.
Well, I did look in coding before, but never came further than the second tutorial or so. But the big help was other people's code and some really good, usefull help in #tycoon (thanks again Lakie and DaleStan

).
And Purno, I didn't forgot the roofs, I haven't coded them yet because I didn't know if you people wanted it to be part of Hilversum or as a different tile type, I personally prefer the latter.
And another thing Purno, I wanted to take a look at those Utrecht Roofs you made, but they are actually quite wide, if I put two of those roofs next to each other there will only be like 6 pixels spacing between them, which is a really small amount considering their size. Maybe you could scale them down a bit.
Posted: 21 Feb 2007 20:06
by Purno
XeryusTC wrote:
And Purno, I didn't forgot the roofs, I haven't coded them yet because I didn't know if you people wanted it to be part of Hilversum or as a different tile type, I personally prefer the latter.
me to.
And another thing Purno, I wanted to take a look at those Utrecht Roofs you made, but they are actually quite wide, if I put two of those roofs next to each other there will only be like 6 pixels spacing between them, which is a really small amount considering their size. Maybe you could scale them down a bit.
They're covering the whole platforms, as they are gonna do IRL, IIRC.
Posted: 21 Feb 2007 20:16
by XeryusTC
Purno wrote:And another thing Purno, I wanted to take a look at those Utrecht Roofs you made, but they are actually quite wide, if I put two of those roofs next to each other there will only be like 6 pixels spacing between them, which is a really small amount considering their size. Maybe you could scale them down a bit.
They're covering the whole platforms, as they are gonna do IRL, IIRC.
Well, they look very wide in TTD, I thought that they were overlapping the first time I looked at them. I could have screwed up somewhere though.
Posted: 22 Feb 2007 10:24
by Purno
They can't be overlapping, that'd mean they'd be 16x2 pixels wide (diagonally).
Posted: 24 Feb 2007 16:16
by XeryusTC
I've gotten permission from Born Acorn to use his buffer stops. I'm now photoshopping a bit to get them into the Dutch Station Set. I've attached my first mockup try, which took me some 10-15 minutes in Photoshop.
Posted: 24 Feb 2007 17:02
by Howling
On the overview station image: bottom right, is that Assen?

I could finally build my hometown!
Posted: 24 Feb 2007 17:07
by XeryusTC
Howling wrote:On the overview station image: bottom right, is that Assen?

I could finally build my hometown!
There are quite some station buildings drawn, so it is possible

.
Anyway, I finished coding (and photoshopping). The buffer stops don't look too great when put next to each other, so if someone with better drawing skills could improve that a bit I would be very thankfull

.
Posted: 24 Feb 2007 17:34
by Born Acorn
The backmost platform seems to overlap the buffers themselves. Try putting these sprites on the buffers again.

Posted: 24 Feb 2007 21:03
by OzTrans
XeryusTC wrote: ... buffer stops ...
It looks to me that you have included the rail tracks with the buffer stops. You should not have rail tracks anywhere in your set, they should come from the ground sprites (located in trg1r.grf), these you just reference. Otherwise, you'll get problems with 3rd party track systems, like narrow gauge.
Posted: 24 Feb 2007 21:59
by Aegir
OzTransLtd wrote:XeryusTC wrote: ... buffer stops ...
It looks to me that you have included the rail tracks with the buffer stops. You should not have rail tracks anywhere in your set, they should come from the ground sprites (located in trg1r.grf), these you just reference. Otherwise, you'll get problems with 3rd party track systems, like narrow gauge.
What he said

Posted: 24 Feb 2007 23:38
by XeryusTC
OzTransLtd wrote:XeryusTC wrote: ... buffer stops ...
It looks to me that you have included the rail tracks with the buffer stops. You should not have rail tracks anywhere in your set, they should come from the ground sprites (located in trg1r.grf), these you just reference. Otherwise, you'll get problems with 3rd party track systems, like narrow gauge.
I indeed have, I just got the buffer stops out of the newgrf coded by peter1138. I never changed anything of the ground sprites, I just added the platforms. I need an artist to fix everything for me I guess as I'm not too patient for it, nor do I have the skills for doing such stuff.
Posted: 25 Feb 2007 09:24
by Purno
The buffer stops don't look Dutch...
Posted: 25 Feb 2007 10:26
by Pug
IMO the stops do look Dutch. At least the one I know in Nijmegen is almost exactly copied. The only things that looks out of place are the platforms on both sides, but I guess that can't be helped in TT.
Posted: 25 Feb 2007 10:39
by Hyronymus
There are a multitude of buffer stops in use in The Netherlands. The ones Xeryus used seem to be Dutch to me although the ones on Den Haag CS are totally different (in the way that they are modern).
Posted: 25 Feb 2007 15:42
by Oz
'Ere ya go! Fixed:
- Platforms over buffers
- Track-type incompatibilities
- Brick pattern mismatches
Born Acorn: I had to adjust your buffers a bit to play nice with the narrow gauge. I hope that's alright.
Posted: 25 Feb 2007 16:48
by XeryusTC
Thank you Oz

.
Posted: 25 Feb 2007 17:37
by Born Acorn
Oz wrote:Born Acorn: I had to adjust your buffers a bit to play nice with the narrow gauge. I hope that's alright.
No problems with me.

Re: Dutch stations set
Posted: 23 Aug 2007 21:52
by XeryusTC
I'm a necromancer

.
I present to you an alpha release of the Dutch Stations. I've fixed some bugs that were still in it today and it should do fine now. If you still run into something that you think that shouldn't be happening then you should send me an e-mail with how to replicate and a screenshot and I'll try to fix it.
Have fun testing/playing.
PS: this grf is made possible thanks to Aegir's Makefile.
PSS: please note that the curved roofs are bugged. They are not really playable.
Re: Dutch stations set
Posted: 24 Aug 2007 00:04
by XeryusTC
I will double post, for I have fixed the curved roofs (rewriten from scratch).
PS to artists: I noted that the platforms of the curved roofs are a a bit darker than the normal platforms. Check the newgrf and you'll notice.
Re: Dutch stations set
Posted: 24 Aug 2007 00:31
by daylight
darker platforms look like they could be shadows. is the same for simple roof. looks really good to me. great work!