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Re: [OTTD]Pyo's screens
Posted: 30 Jun 2013 14:39
by Pyoro
Back to the "old" save; missed something while patching the source for the other game so level-crossings and PBS don't really work together, which clearly is reason enough to stop playing a save

- Renew.png (147.39 KiB) Viewed 8063 times
I really should set up something to autoreplace old vehicles. For now I simply send all road vehicles to a depot - made a bit of a dent in my income but otherwise didn't do anything bad

Shareholders might be rather disappointed with the practically non-existed growth in income the last 5 years; not too surprising since I spent much of my time fixing small issues. At least I've now managed for the first time in ages to get all vehicles to be profitable for two consecutive years =)
Also - Schönsee seems like a nice place to live

- Furtwangen.png (141.27 KiB) Viewed 8063 times
On the
expanding side I'm currently trying to fill the map towards the Southeast; on picture a small cargo distributing station near Furtwangen.

- Weilheim.png (108.99 KiB) Viewed 8063 times
Weilheim station and it's nearby crossing are still a bottle-neck, so I finally completely removed the old one and went for a smaller design, with better tracks. I don't think it's much better in performance but easier to handle in future when I've finally decided how to really solve the problem ^^
Re: [OTTD]Pyo's screens
Posted: 01 Jul 2013 10:14
by STD
Nice screenshots

Re: [OTTD]Pyo's screens
Posted: 25 Oct 2013 12:49
by Pyoro
No screenshots in a while which is largely down to the fact that I've got that I'm stuck on the idea on playing a map like this -

- valley.png (23.29 KiB) Viewed 7803 times
But so far I've been far too lazy to create one. At least now I've been playing around a bit more to see how it'd actually work out, and I'm a bit disappointed about the lack of options between 512 and 1024 - currently it's a 1024x512 map which actually quite decently gives the feel I want, but it seems a bit narrow to get as many height levels on the map as I'd like to. However, 1024x1024 a) is far too much space to map for me ^^ and b) isn't really a nice, long valley anymore.
dunno what to do about this
huge dilemma so far. Probably think a few more months about it before playing ending up playing a random map like always ^^
Re: [OTTD]Pyo's screens
Posted: 09 Nov 2013 19:12
by Pyoro
Got over myself and started working on a 1024x1024 map. Currently I'm at the stage of being massively impressed with anyone who ever finished handcrafting a map in that OpenTTD scenario editor ^^;
South will be a valley, North-East I think I'll go for some islands (might need a bit more sea. And, let's be honest, sea is very convenient to map

) and overall West mountainous terrain with the East rather
flat. If I ever manage to finish this ... and then getting around to playing the map. See you in 2020

Re: [OTTD]Pyo's screens
Posted: 10 Nov 2013 10:06
by STD
A good scenario. It will be interesting to see the finished version and a few screenshots

.
Re: [OTTD]Pyo's screens
Posted: 10 Nov 2013 21:39
by Pyoro
Just don't hold your breath
dunno how interesting this kind of landscaping screens are but, whatever, something different once in a while doesn't hurt anybody and it keeps me motivated.

- mountains.png (37.33 KiB) Viewed 7606 times
Pretty decent progress on the Southern part of the map; I'd say overall something like (very roughly) 3% done ^^ Shame of course that height levels are a bit limiting - originally I wanted a more or less constantly increasing height level all the way from East to West (well, originally I didn't plan on doing this in trunk), but that'd result in something very flat the way it is now, so instead I'm doing some ups and downs and more valleys in between. Not too bad either, just different.

Re: [OTTD]Pyo's screens
Posted: 14 Apr 2014 11:56
by Pyoro
Don't we all know this problem?

- Dornstetten.png (164.14 KiB) Viewed 7343 times
Limiting town growth with awesome GRFs, like for example glorious EmptyGRF - but since OTTD's concept of town zones really is rather ... boring ... we get a visually somewhat unpleasing result lacking suburbian buildings surrounding the town center.
Not anymore though!

- Dornstetten II.png (169.41 KiB) Viewed 7343 times
Thanks to Houses as Industries GRF it's now possible to have suburbs wherever we want. Amazing!
Of course this comes with roughly half a billion new issues. On the other hand it also comes with some new
opportunities, ie. roads technically aren't necessary anymore, so they could be replaced by a NewObject - like a fake-road with some parking vehicles on it or stuff. Mmhmmmm
Hopefully done within the foreseeable future. There's a few more things I want to try/do few first though

Re: [OTTD]Pyo's screens
Posted: 15 Apr 2014 17:40
by Pyoro
I DID try a few more things, among them this:

- Japantown.png (162.96 KiB) Viewed 7254 times
So the German town of Eschenbach, serviced by German, English and Japanese trains and built with Swedish houses, now also got a Japanese quarter. Which only makes sense, I must say.
It does look rather weird, to be honest. But it's kinda funny nonetheless

Re: [OTTD]Pyo's screens
Posted: 15 Apr 2014 18:42
by Densha
Little Tokyo?
Re: [OTTD]Pyo's screens
Posted: 15 Apr 2014 21:08
by ISA
notorious china town?

Re: [OTTD]Pyo's screens
Posted: 16 Apr 2014 08:12
by Kevo00
There's this little sushi place I know, up a backstreet, run by a family, they live above the shop and don't speak much German, but the sushi is very cheap and its fantastic, its only 5 minutes walk from the station but its a totally different world...
Re: [OTTD]Pyo's screens
Posted: 16 Apr 2014 12:46
by Pyoro
It's that otherworldly-ness that I think is a bit difficult to capture in OTTD - eg.:

- munich.png (1.29 MiB) Viewed 7159 times
That kinda thing works very well in OTTD. Style is a bit different but it's basically exactly how Swedish houses-Eschenbach looks, I think

- waseda sat.png (1.3 MiB) Viewed 7159 times
And compared to that a part of Tokyo. That doesn't really work in OTTD imo, as backstreets irl are friggin' small there. You can trick around a bit which obviously the Jap buildings does, but ultimately I don't think you can really perfectly capture the feel of those little streets and alleys everywhere as normal streets are just too big in comparison / you can't have "narrow alleys" (only visually).
But that just as a side-excursion

I'm currently more bothered with CargoDest and how it generates crap loads of passengers (500 waiting passengers in a 400 inhabitant village, of course, why not ... )
Re: [OTTD]Pyo's screens
Posted: 16 Apr 2014 14:38
by Densha
I'm currently playing with CargoDist as well and the more trains I add, the more passengers there are on my stations. It's a nice challenge but quite impossible to comply with the amount of passengers at the busier stations.
Re: [OTTD]Pyo's screens
Posted: 19 Apr 2014 12:40
by Pyoro
Been some time so some
actual gameplay screens.

- Nippon Rails, 1. Jan 1960.png (123.7 KiB) Viewed 7044 times

- Nippon Rails, 19. Jan 1960.png (140.09 KiB) Viewed 7044 times
Unfortunately the save got corrupted so I can't continue. Curses ^^;
btw, isn't there a TBRS version for JapSet 3 around?
Re: [OTTD]Pyo's screens
Posted: 19 Apr 2014 21:02
by Mizari
Pyoro wrote:
btw, isn't there a TBRS version for JapSet 3 around?
There's not, but the old 1.12 for Japan Set works well enough as far as I recall.
Re: [OTTD]Pyo's screens
Posted: 19 Apr 2014 21:09
by Pyoro
Mh, maybe I'd need to set the parameters differently since they changed. Oh well. I'm using the combined roadset one now, that's barely noticeable anyways...
...not in that screen though.

- Nippon Rails, 1. Aug 1961.png (195.12 KiB) Viewed 6998 times
At least loading saves now works
Very difficult terrain to traverse here. Thanks to NewMap features it's now entirely possibly to bridge small gaps in convenient and neat-looking ways
... friggin' expensive though, building up there ^^;
Re: [OTTD]Pyo's screens
Posted: 21 Apr 2014 12:55
by STD
Very good screenshots. More screenshots to post here

Re: [OTTD]Pyo's screens
Posted: 15 Sep 2014 21:46
by Pyoro
You know what I absolutely hate? Designing motorway crossings, especially if cars
go the wrong way.

- crossing01.png (22.15 KiB) Viewed 6564 times
Clearly someone was drunk here.

- crossing02.png (22.87 KiB) Viewed 6564 times
Looks marginally better, I guess.

- crossing03.png (150.18 KiB) Viewed 6564 times
The "strictly orderly" approach ^^;
Ah, I foresee lots of lost vehicles in my future ...
Re: [OTTD]Pyo's screens
Posted: 16 Sep 2014 09:13
by Mizari
The poor citizen who had to give up their homes to make way for that junction...!
Re: [OTTD]Pyo's screens
Posted: 17 Sep 2014 05:40
by ISA
Mizari wrote:The poor citizen who had to give up their homes to make way for that junction...!
Some reason I think that city build around it
