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Posted: 16 Mar 2007 01:08
by wallyweb
OzTransLtd wrote:The Weird Buffered Station
Needs junctions.

Posted: 04 Apr 2007 12:59
by MrMox
I've been experimenting a bit with NFO editing and tried to remove the climate limitations so that this set could also be used in the sub-tropical climate - probably sacrilege to some, but I wanted something to use with NARS that had a plug n' play feel to it like the container station set. Anyway, I think that it looks quite cool also in this climate, so just a small suggestion from me to remove this limitation in the future (perhaps controlled by a parameter).
Posted: 04 Apr 2007 13:24
by wallyweb
MrMox wrote:... so that this set could also be used in the sub-tropical climate - probably sacrilege to some ...
If what the climatologists are saying about global warming is true, this could be quite realistic in just a couple of years.

Can maple flavoured coconuts be far behind?
Posted: 04 Apr 2007 18:14
by lifeblood
Interesting. Duly noted. But there are a few tiles that would need to be adapted to the desert landscape. It's worth pursuing, though.

Posted: 05 Apr 2007 00:50
by OzTrans
... CanStn in the Sub Tropical Climate ...
v0.3 has already been modified to be usable in the sub tropical climate for those who insist on it; however there are a few issues that still need to be resolved. Waypoints for starters.
There won't be a need for a parameter; and those parameters we already have will be ignored (snowline !! and fences options).
Posted: 05 Apr 2007 09:02
by MrMox
Very cool - looking forward to it! I have no idea if the set looks realistic in a sub-tropical setting, but it works for me

Posted: 05 Apr 2007 14:52
by athanasios
I think buildings are out of scale. Tropic buildings are a bit larger.
Posted: 05 Apr 2007 15:21
by wallyweb
athanasios wrote:I think buildings are out of scale. Tropic buildings are a bit larger.
Unless they are
Zimmlock's 
(third image down)
Posted: 05 Apr 2007 15:24
by lifeblood
Yeah, I've been thinking the tropic buildings need a redo, much like the pineapple set by Pikka.

Posted: 06 Apr 2007 23:16
by athanasios
wallyweb wrote:athanasios wrote:I think buildings are out of scale. Tropic buildings are a bit larger.
Unless they are
Zimmlock's 
(third image down)
I didn't notice them well.
They are cool, but I think they need some more work (to fit with tropic = variation of a sprite). And they are for all climates. I 'd expect something tropic specific, and an adjustement of the out of scale original ones.
Posted: 10 Apr 2007 17:42
by MrMox
I could use a hint or two regarding buffer placement for this set. Most of the time I place a buffer it tend to end up facing the wrong direction. By putting down some more platforms I can sometimes manage to get the buffer to "turn" the other way round, but I haven't discovered a pattern. Is there a sure way to get them to face the right direction?
Posted: 10 Apr 2007 18:05
by wallyweb
MrMox wrote:I could use a hint or two regarding buffer placement for this set. Most of the time I place a buffer it tend to end up facing the wrong direction. By putting down some more platforms I can sometimes manage to get the buffer to "turn" the other way round, but I haven't discovered a pattern. Is there a sure way to get them to face the right direction?
Go read page 22 of this thread. The problem is known and will be fixed in the next release.
Posted: 11 Apr 2007 00:42
by OzTrans
... direction of buffers ...
in v0.2g the track of the buffer points towards the middle of the station, in v0.3 it will point towards a tile with track (in the same direction) and towards south if there is track on both sides.
Posted: 23 Apr 2007 00:42
by OzTrans
Here we have another 2 station buildings; Louisburg (1921-1927) and Long Sault (1956-1975). Just 1x1 to fit anywhere ...
Posted: 23 Apr 2007 06:44
by MrMox
Awesome! Can't wait for the release.
Posted: 23 Apr 2007 10:32
by Ben_K
Fantastic! Although Oz... teasing us too much isnt fair!
And be careful on those latest screenies... the trains could go over the end of the platform without buffers!

Posted: 19 May 2007 22:42
by OzTrans
A little bit bad and good news ...
Work on the Canadian Stations Set has ceased ... some planned and announced features of the set will not be implemented for the time being. They are static and animated passenger displays for platform tiles and a special road tile to enhance car parks. Otherwise the set is finished, ready to use, workable and contains much more content over v0.2; but it may still have some niggling issues, like sprite sorter problems.
The set will/should be compatible with :
. OpenTTD nightlies (only, v0.5 won't allow you loading the set due to its size)
. TTDPatch 2.5 beta 4+
. TTDPatch 2.6 alpha
but it will not be compatible with CanStn v0.2; v0.3 is a completely new stations set, it has a new GRFID. For compatibility issues see below.
Major new features (compared to v0.2) are :
. Waypoints, including 2 generations plus multi track waypoints for OpenTTD
. 2 generation stations; brick (1920 [or earlier if game starts prior] – 1945) and concrete (1946+)
. Many more station buildings, including the big Gare Centrale, as well as static passenger displays depending on number of passengers waiting
. More platform tiles, like new rural roofed, low level platforms and accessibility ramp as well as shadows on all roofed platforms
. Language support for English, French, German, Spanish and Dutch
. AI support; AI will build Standard Platforms for passenger services and Plain Platforms for freight services
. Snowline support, optional variable snowline or seasonally changing snowline (4 scenarios) as well as full support for above and below snowline stations.
. Climate support, compatible with all major climates, i.e. arctic, temperate and sub tropical
We are going to release the set (v0.3) at the end of June 2007. In the meantime, we are looking for some beta-testers for 3 platforms; i.e. OpenTTD nightlies, TTDPatch 2.5 beta 4+ and TTDPatch 2.6 alpha. If you would like to help out testing, starting this week, send lifeblood or me a PM, stating what platform you wish to test it on, whether you require the Windows or DOS version and whether you also require the compatibility set for older save games (see below).
Upgrading from v0.2 to v0.3 ...
As was the case with the upgrade from v0.1 to v0.2, we are going to have again a compatibility set (v0.2z) for those of you, who have used v0.2 and have saved games that you wish to continue with the new release (v0.3). Only saved games with v0.2 Canadian Stations will benefit with the compatibility set; if you start a new game you won't need it. There will be more info in the ReadMe included in CanStn2z.zip.
Posted: 16 Jun 2007 02:05
by OzTrans
The day of finally getting this set released is very close; you should be able to download it by Wednesday, 20 June 2007.
In the meantime you can make yourself familiar with the ReadMe; it does help if you consult it before asking for help.
A message for OpenTTD players : the [still] current set v0.2c will continue to be available for OpenTTD v0.5.x players, as v0.3 is just a bit too large and requires OpenTTD nightlies.
Edit: removed ReadMe due to update, see next page.
Posted: 16 Jun 2007 02:44
by wallyweb
OzTransLtd wrote:In the meantime you can make yourself familiar with the ReadMe; it does help if you consult it before asking for help.
Having tested this set, I recommend this very highly. There are many really cool features that you will only find out about by reading the readme.
That said, the read me doesn't seem to discuss upgrading a station from brick to concrete platforms, unless this has been resolved

Posted: 16 Jun 2007 02:59
by OzTrans
wallyweb wrote: ... the read me doesn't seem to discuss upgrading a station from brick to concrete platforms, unless this has been resolved.
No it hasn't been resolved; I gave it a try, but there is a significant flaw in the station animation feature, which made it impossible to proceed.
I can add 'How to upgrade a station ...' to the ReadMe though. What about building Gare Centrale ?