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Posted: 01 Nov 2006 10:28
by The Irish
SAC wrote:...
The current situation as far as all the planned INFRA-sets are as follows;

ยค INFRA-Structure

New roads and rails which includes new tunnels, new bridges - among other things. Some changes are still required before this set can be handed over to a coder.
Regarding these railway tunnels. would it be possible to make them supportive for the "enhanced" tunnels feature, which allows to build railway tracks on top of them.
This would require something like moving the portal forward towards the other side of the tile. Obviously that will lead to certain difficulties creating the optical illusion.

Posted: 01 Nov 2006 11:11
by SAC
Actually, there aren't any "new" railroad tunnels included in the set. Only for the road network. The tunnel I'm using in my game is from the Czech Road set, or more specifically; a separate tunnel .grf. :P

Anyway, the railroad part of the set mainly includes new bridges and a different foundation which is also adapted to all original in-game bridges and tunnels. Still, nothing prevents me from making a completely new tunnel for the raiload set - which support the "enhanced tunnel" features of the patch! But at the moment I've had the bad taste of throwing myself into way to much different projects, and I need to complete at least a few of them before taking another task! :P

Posted: 01 Nov 2006 14:15
by Psistorm
SAC wrote: Well, the only INFRA-stuff that has been released so far is the tiny little INFRA-Landscape set, and that one only contains replacements for the lighthouse and the transmission tower. And that set has been confirmed - as you state, to be compatible with OTTD.

Roads and whatever has been shown in screenies within this thread have not been released yet. The current situation as far as all the planned INFRA-sets are as follows;
ahh, I mustve misread it then, my bad. I will check these then :) - I erroneously assumed the road sprites were also included in this set. clearly, reading IS an advantage ;)

Posted: 01 Nov 2006 17:00
by SAC
Trying out a possible new replacement for the road tunnel. I already have a replacement for inclusion in the upcoming road set, but I figured some alternatives wouldn't be wrong! :P

Anyway, should I stick with the previous one, or should I replace it with the one below?

Posted: 01 Nov 2006 17:09
by Purno
I think I'd vote for the old one, tho the new one is good too.

Posted: 01 Nov 2006 17:34
by Marshy
I think it looks brilliant. Though, it would be great if we could choose what type of road tunnel to use, like we do stations. So we could use that type of road tunnel for main roads and the default ttd style tunnel for quiet roads..maybe.

Posted: 01 Nov 2006 17:59
by Dave
I like the new one... It's a lot more realistic compared to the old road tunnel.

Posted: 01 Nov 2006 18:04
by Purno
Dave Worley wrote:I like the new one... It's a lot more realistic compared to the old road tunnel.
Eh... what was unrealistic about SAC's previous tunnel?

Posted: 01 Nov 2006 19:37
by SAC
Well, it would certainly be cool if we had the option to choose between different styles of tunnels, (as we do with bridges), but as we can't it's even more difficult to pick one tunnel and one tunnel only! :cry:

I have a hard time myself to decide whether this latest one is better then the previous! :roll: Is it the stone/concrete filling the entire tile that is a problem? Should I try to add some grass at the borders?

Posted: 01 Nov 2006 19:41
by Purno
SAC wrote:Well, it would certainly be cool if we had the option to choose between different styles of tunnels, (as we do with bridges), but as we can't it's even more difficult to pick one tunnel and one tunnel only! :cry:
You could use a parameter to let the player decide what tunnel he wants to use, while he still can choose between both of them (tho, he can only use 1 type in the game at a time).
I have a hard time myself to decide whether this latest one is better then the previous! :roll: Is it the stone/concrete filling the entire tile that is a problem? Should I try to add some grass at the borders?
I don't like the stone/concrete part fitting in the landscape. It fits ok in cities tho.

Posted: 01 Nov 2006 19:54
by SAC
Purno wrote:You could use a parameter to let the player decide what tunnel he wants to use, while he still can choose between both of them (tho, he can only use 1 type in the game at a time).
Yeah, I know! It's just that it would have been a lot more fun to at least have a choice of one particular tunnel design for town roads, and another one for countryside roads!
I don't like the stone/concrete part fitting in the landscape. It fits ok in cities tho.
I can agree! I can be too much! :P

Posted: 01 Nov 2006 20:32
by AndersI
IMO your old one looks better.

Also, I think you have placed the opening too far away on the tile, you will probably see the cars disappear in thin air before they have entered the new tunnel.

Posted: 01 Nov 2006 20:41
by Dave
Sorry... I misunderstood. I meant it was better than the original TTD tunnel.

I have no preference between your new ones.

Posted: 01 Nov 2006 21:56
by RSpeed tycoonfreak
I will definetly chosee for the new one but with more grass on de eges of the concrete titles

Posted: 02 Nov 2006 00:16
by SAC
AndersI wrote:IMO your old one looks better.

Also, I think you have placed the opening too far away on the tile, you will probably see the cars disappear in thin air before they have entered the new tunnel.
Yeah, that's the downside! Still, I prefer to have the tunnels more conformed with the terrain, and I personally don't have a problem with road vehicles disappearing for a short moment! I have this problem with the previous tunnel as well!

But...as most people won't agree with me and most likely require tunnels that doesn't cause these kind of issues to appear, I assume I find myself having to re-draw the entire thing! :?

Anyway, not sure if adding grass made it look better! Image

It may work as a single tunnel, but for a highway purpose with two tunnels side by side, I'd say it doesn't look good! It doesn't look good at all!

Posted: 02 Nov 2006 03:34
by CPCNMAN007
Very nice cool your set SAC. When it will ready your set?

Posted: 02 Nov 2006 08:35
by SAC
CPCNMAN007 wrote:Very nice cool your set SAC. When it will ready your set?
That's a good question! At the moment I have lots of time on my hands and can spend equal time doing TTD stuff, but my biggest problem is that I tend to jump here and there doing a little bit here and a little bit there.

Hopefully the wait won't be that long though!

Posted: 02 Nov 2006 09:25
by Michael24
Looking good as allways SAC!

Can't wait to see your "soon to be" grf's :D

Posted: 02 Nov 2006 09:27
by SAC
Thanks! :P

Posted: 02 Nov 2006 15:14
by Jezulkim
Do I see new type of tree in that screenshot? Or are my eyes failing again?

:D