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Posted: 27 Apr 2005 10:45
by Born Acorn
Ill have new sprites for the freight station soon, to get rid of the 'photocopier' effect in the doors and no lines when the small buildings are bunched together to make thicker buildings.
Posted: 27 Apr 2005 10:57
by Aegir
Born Acorn wrote:Ill have new sprites for the freight station soon, to get rid of the 'photocopier' effect in the doors and no lines when the small buildings are bunched together to make thicker buildings.
Awww, Im gonna miss that effect,,,
Good stuff Born, Im not sure what to do about the platform height issue, but then again, the edges on the platforms almost look rounded anyway, so they should line up alright still.
(I was the one who originally came up with the whole 'photocopier' thing, when I told Born on IRC about the sprite error, I said it looked as if he left the photocopier in the freight-stations offices on all day, running full-ball

)
Posted: 27 Apr 2005 11:14
by Born Acorn
btw Aegir whats going to happen top the other stations on the set not mentioned yet, namely Purno and my 'Glass Tubes Station' which is a great inner city station.
Posted: 27 Apr 2005 11:28
by Aegir
Born Acorn wrote:btw Aegir whats going to happen top the other stations on the set not mentioned yet, namely Purno and my 'Glass Tubes Station' which is a great inner city station.
Dont know, Im trying to stay away from coding loose stations without any real accessories, thats why I bugged Jezulkim to add the overpasses, benches and stuff when he made the last station. < 1.2 has mostly been loose, one of stations coded up in a fairly generic, un-imaginative way. I want to stay away from that as much as possible.
Ill have to have another look at the glass tube stations later, Im pretty sure I had a few suggestions for them,but Im not sure.
Posted: 27 Apr 2005 11:34
by Born Acorn
Aegir wrote:Born Acorn wrote:btw Aegir whats going to happen top the other stations on the set not mentioned yet, namely Purno and my 'Glass Tubes Station' which is a great inner city station.
Dont know, Im trying to stay away from coding loose stations without any real accessories, thats why I bugged Jezulkim to add the overpasses, benches and stuff when he made the last station. < 1.2 has mostly been loose, one of stations coded up in a fairly generic, un-imaginative way. I want to stay away from that as much as possible.
Ill have to have another look at the glass tube stations later, Im pretty sure I had a few suggestions for them,but Im not sure.
I should add some benches to them then, because the white buildings also work as underpasses

Posted: 27 Apr 2005 11:43
by lobster
aegir: allright, i can see now that it won't be too much of a problem, i just have to cut off 1 or 2 pixels from the platforms. i'll look up how high J's is first.
edit: just thought of something, my extremely cool ramps will be decimated as well. ah well, i'll just keep the original as a backup, to look now and then and silently cry.
edit edit: allright, lowering is the least of my worries, it's done already.

it seemed that J's stations were 3 high, and mine were 4. that meant cutting off one pixel line on all platforms, done in a sec.
afterwards i did the tanker roofs, adding some more glance to it, so it got more depth. 'ere, i'll show it:
Posted: 27 Apr 2005 11:55
by Aegir
Born Acorn wrote:Aegir wrote:Born Acorn wrote:btw Aegir whats going to happen top the other stations on the set not mentioned yet, namely Purno and my 'Glass Tubes Station' which is a great inner city station.
Dont know, Im trying to stay away from coding loose stations without any real accessories, thats why I bugged Jezulkim to add the overpasses, benches and stuff when he made the last station. < 1.2 has mostly been loose, one of stations coded up in a fairly generic, un-imaginative way. I want to stay away from that as much as possible.
Ill have to have another look at the glass tube stations later, Im pretty sure I had a few suggestions for them,but Im not sure.
I should add some benches to them then, because the white buildings also work as underpasses

Pretty much, thats starting to be a requirement for stations in my oppinion, Need somthing more than just a flat platform and station building, I dont want to go as far as Michael with his variational doo-whats-its and the auto-expanding roofs. Actually, I dont like the later, its annoying as hell when I go to build stuff next to it, keeps thinking its another roof and changes the sprite layout ><.
Also, Im starting to consider wether keeping the Island, Side, Dual option is best. If forced to compromise, what would people like to see scrapped? Ideally, in my perfect little TTDPatch world, the Island, Side, Double would be in another drop-down box altogether, and in the Lomo-gui rotating the station with the orientation button would rotate the whole way around, not just the / \ views. This may not happen though, I might just keep all the options, but I see in a lot of other sets, its usually either dual platforms per track, either side. With the exceptions being the custom layouts of Oracle's Country stations, and the occasional island platform setup.
Infact, Im the only person using all three options, Oracle uses at most just the Dual and Island in the basic platforms class.
Should I follow suite? This would free up an awful lot of space in each station class for other stuff. And also make the set fit alongside Oracles US Stations a lot better.
Also, how did people like the other .grf that adds the new options to the 'default' class? I had the idea for a while, but it wasnt after seeing the bare track addition on the Newstations 0.4 todo/change list that I decided to put it into action.
Posted: 27 Apr 2005 12:28
by lobster
i agree with using those three options, it leaves more choice to the user. we should keep it like that. meanwhile, i've started first preparations for the country passenger station. but i'll make it in separate parts, right Aegir?
Posted: 27 Apr 2005 12:36
by Aegir
astath wrote:i agree with using those three options, it leaves more choice to the user. we should keep it like that. meanwhile, i've started first preparations for the country passenger station. but i'll make it in separate parts, right Aegir?
You dont have to make it seperate parts really, it was just a suggestion they may end up usefull later on down the track.
Oh, and I'm actually liking the idea of ditching the 'side' option, Ill do a test build later and see if people like it/hate it. Just remember, getting rid of the 'side' option frees up a third of the class for other graphics. Im all for flexibility, I kinda introduced the concept to station coding, but it can only go so far before hindering other areas.
Posted: 27 Apr 2005 12:42
by lobster
that's true, good point. anyway, i personally only use the double platform option, since i like that best. but it depends, and whilst it may tighten the station building freedom, it also creates some space indeed.
oh yeah, are you gonna do a Pre3 now the country's have a first version or will you wait for Jezulkim's new stuff?

i'm getting pretty curious about the upcoming "alpha".
Posted: 27 Apr 2005 13:43
by krtaylor
I'd say, ditch the side.
Posted: 27 Apr 2005 16:16
by Born Acorn
I have myself some new sprites.
Posted: 27 Apr 2005 16:24
by krtaylor
I actually thought the photocopier-door was kind of cool, myself.
Posted: 27 Apr 2005 18:17
by Geo Ghost
i thought a UFO was inside
It would b better a bit slower. then it would look like the sun relecting on it a bit more

Posted: 27 Apr 2005 19:30
by lobster
i'm quite glad it's fixed.
Posted: 27 Apr 2005 19:50
by Aegir
astath wrote:oh yeah, are you gonna do a Pre3 now the country's have a first version or will you wait for Jezulkim's new stuff?

i'm getting pretty curious about the upcoming "alpha".
I need those split into individual sprites first.
Posted: 27 Apr 2005 20:58
by cornelius
Yep I will do an underpass as well.
krtaylor, the bridge is at the end of the sprite so it could sit up next to a road overbridge - that's a common configuration in the UK. I will try putting it in the middle too though.
I usually do my platforms 3px off the ground tile since that's what the original TT platforms are like. I'm happy to change though if we want to establish a standard.
Oh yeah, and finally I was going to suggest we call this thing the "Universal Stations" since "Generic" sounds a bit, well, generic.
Posted: 27 Apr 2005 21:35
by lobster
Aegir wrote:I need those split into individual sprites first.
mine or his? or both?
Cornelius: well, i used 4 pixels on the country, just because i liked that, but i think it's better to keep 3 as a universal standard. so i lowered them. and well, i think Generic Stations sounds good enough, at least it does for me.
Posted: 27 Apr 2005 21:38
by krtaylor
cornelius wrote:
krtaylor, the bridge is at the end of the sprite so it could sit up next to a road overbridge - that's a common configuration in the UK.
Oh, good point. But then you'd want doors up there, for people to enter the overpass from the road bridge, right? Actually, that's probably impossible because you don't know what the structure of the bridge itself will be anyway. I've seen that configuration myself, you are quite right.
cornelius wrote:I usually do my platforms 3px off the ground tile since that's what the original TT platforms are like. I'm happy to change though if we want to establish a standard.
It seems to me that the 3px raised-platform standard fits the trains very well. Of course, you can always have 0px for ground-level platforms, and 1px for low-level platforms, both of which are not uncommon in the US. But I think 4px is too high, and certainly anything higher would also be.
Posted: 30 Apr 2005 00:12
by Aegir
I AM VICTORIOUS!
*Aegir stands triumphantly over the bloody corpse of his Wine+GRFMaker problem*
And here is the fix:
Code: Select all
#!/bin/sh
# CD to the GRFMaker directory and run it
cd /home/richard/.wine/drive_c/MPS/TTWin95/Programs/
wine GRF.exe
# Test to see if the GRFMaker process is running, if so, sleep.
while test ps aux | grep GRFMaker | grep -v grep; do sleep 1; done
# When GRFMaker has closed, restore backups. These have to be added manually for each .lst to be restored.
cd "/home/richard/.wine/drive_c/MPS/TTWin95/Programs/projects/backup"
cp `ls pgs-stat* -t | head -1` "/home/richard/.wine/drive_c/MPS/TTWin95/Programs/projects/pgs-stat.lst"
cp `ls pgs-bare* -t | head -1` "/home/richard/.wine/drive_c/MPS/TTWin95/Programs/projects/pgs-bare.lst"
cp `ls pgs-plat* -t | head -1` "/home/richard/.wine/drive_c/MPS/TTWin95/Programs/projects/pgs-plat.lst"
This now means I can develop P:GS under Linux without VMWare.
\o/