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Posted: 29 Mar 2005 21:43
by DanMacK
norfolksouthern37 wrote:krtaylor wrote:As that picture also illustrates, I think we need a better solution for sequential coal-mine loaders. A longer coal loading bridge would do the job, and require little if any drawing (just some editing.)
except that it would have come out that way if it were not built on three different levels at different times...
Yes, and since it was mainly to illustrate a screenshot, and the new station-building style allows us to completely customize our stations, it's fine as is

Posted: 29 Mar 2005 23:23
by lws1984
Here we are! The GP9, In all it's pixified glory. If it needs work, let me know!
Posted: 29 Mar 2005 23:53
by krtaylor
DanMacK wrote:The new station-building style allows us to completely customize our stations
Only if the stations are coded to support that, and the Industrial Stations aren't yet. Neither are the US stations. I imagine the next version will.
@lws1984 - I have one problem with the GP9s - they came out looking like carbody units instead of hood units. I mean, a GPs has a skinny body with walkways along the side, except for the cab which is wider. You can't see that in yours, they look like F40s. I think you can fix this by adding some shading around the area of the cab. Remember, light in TTD comes from the upper right. So the projecting area of the cab would cast something of a shadow on the body area immediately behind it. Similarly, you could add a vertical line of different shading at the leading edge of the cab, to let you know it's there. In the diagonals, you can do the same thing with shading and angles.
Posted: 30 Mar 2005 00:03
by uzurpator
The porches around the loco are invisible.
Shading - it is impossible to determine where is the front/back or to get the shape of the loco
Posted: 30 Mar 2005 00:36
by DanMacK
Would help if you were using my latest one lws1984...
Give me an hour, I'll have it fixed.
Posted: 30 Mar 2005 01:31
by DanMacK
Here's a prelim - Why is it that every time I repaint my graphics I find things that need redoing on the original?
Posted: 30 Mar 2005 02:02
by krtaylor
Lookin' great!
Posted: 30 Mar 2005 17:40
by norfolksouthern37
heres some parts of the new road sets, including the crossings i use to match them in the USset.
a big screenshot of the content in game is here
http://www.startrekgaming.com/moon_xl/ttdlx/SCR5.png
Posted: 30 Mar 2005 18:08
by krtaylor
Hey, those are wonderful! Let's include them!
Only one small thing I think needs changing - you need the stop lines at the intersections (T and X). They work just the same as they do at the railroad crossings you drew.
Other than that, they're American all right, and they can go into the set please Oracle. Or we could have that in a separate GRF that would also include the American buildings (when we get to them).
Posted: 30 Mar 2005 21:49
by DanMacK
NS37, those roads are awesome man!
And I noticed another bug... the cost of refitting the Gas Electric (Doodlebug) is about 10X what it should be. It costs about $15,000 to refit it, whereas it should be around $1,000-1,500. I also think the running cost should be arounf $5-6,000 as opposed to $10K
Posted: 31 Mar 2005 01:47
by RailJade
@norfolksouthern37 - I hope that there will be a stand alone version for that mod

.
Posted: 31 Mar 2005 02:27
by DanMacK
OK, a few more things...
1. Yellow tanker should be refit for food in tropic or actic, I haven't seen it yet, I only get the normal tanker.
2. White SOO Line cabeese should be in Arctic climate only and available after 1965
3. Southern Pacific brown bay window should be Tropic only and not be avaialble (or the original bay window) for that matter until 1950
Posted: 31 Mar 2005 02:52
by krtaylor
DanMacK wrote:1. Yellow tanker should be refit for food in tropic or actic, I haven't seen it yet, I only get the normal tanker.
I got it as a randomized petroleum tanker. Only once though, apparently it's rare. It's Sunoco I guess.
Posted: 31 Mar 2005 03:05
by DanMacK
The yellow and green one is supposed to be a food refit, I've seen the 2 black ones and the orange/black one, all of which are chemical/oil tankers, but never the yellow one.
Correction, it is available, I found some in Arctic in 2007. Should be the sole old-style tanker livery for food in both Arctic and Tropic climates (and an optional one for goods in Temperate)
Posted: 31 Mar 2005 03:24
by krtaylor
Oh. Yes, it was the orange one I was seeing.
Posted: 31 Mar 2005 05:09
by DanMacK
OK, seeing as how a North American bus set wouldn't be compatible with George's Long Buses, but would need to be compatible with the rest of the Long Vehicles, I'll put my status here... Let me know if you want a new thread.
Current Buses in progress are below, although I'm working on a number more.
Posted: 31 Mar 2005 07:01
by ThorRune
Thoce roads looks quite dominant, a single tile would catch the eie, but a lot of them just confuses the eies (Atleast mine), i think a road should be more pale, eventhough this looks great
Posted: 31 Mar 2005 07:48
by George
DanMacK wrote:OK, seeing as how a North American bus set wouldn't be compatible with George's Long Buses, I'll put my status here... Let me know if you want a new thread. Current Buses in progress are below, although I'm working on a number more.
Hey, what do you mean saying “American bus set wouldn't be compatible with George's Long Buses”? What would be wrong when they would be a part of the set? Just send me a copy and I shall insert them in right now. They are in the right scale and the graphics is cool, there is now problem in inserting them.
I think there are not enough road vehicles in total, made by different graphics authors, which could fill enough one set, and it is bad idea to divide it into subsets. Someday in the future, when we should remove some RVs because of sprites or ID limits, then we should think of splitting the set, but for now we should join them and our efforts.
If you would like, I can split the Longbuses file into parts, made by different graphics authors. Then you or other players could play with “American buses” just by activating only one part of long vehicles.
Resume:
There are not enough RVs now, so, the ID management can be done in general, one for all the vehicles. That means they can be separated parts of the one whole set. It will allow users to select the amount of graphics to use without any incompatibilities. So, please, do not start an independent set, just take part in the whole project.
Should I split Longbuses now?
Posted: 31 Mar 2005 08:10
by Darryl256
I don't know if this has been fixed; or even if it is a bug.
I have noticed that bilevel passenger coaches seem to have a tendency to wait at stations until they are fully loaded, even though the train is not set to full load.
Posted: 31 Mar 2005 08:46
by SHADOW-XIII
they loading speed may be so slow that before they load some passenger new already come