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Posted: 19 Mar 2004 10:06
by Prof. Frink
I think they're supposed to be advertising posters on the station platforms.

Posted: 19 Mar 2004 12:09
by Hyronymus
Maybe they are colour-blind unfriendly time tables?

posters youre joking roight

Posted: 22 Mar 2004 17:11
by calciumcowpat
i must say they do bear some resemblence to posters but then a agian are they some new kind square signals TG breaking bondarys already



when is the release date because every body has different date all over the place ....

Posted: 22 Mar 2004 17:40
by GoneWacko
If the website has one, I would trust that one.

release date

Posted: 22 Mar 2004 23:24
by calciumcowpat
yeah it had the date for end of 2003 huuummm i think it is past that now :shock:

Posted: 23 Mar 2004 07:43
by Hyronymus
I recall them giving the release date as the end of the 1st quarter of 2004. That ain't over yet!

Posted: 23 Mar 2004 07:54
by Lilman424
They have 8 days -_-

Posted: 23 Mar 2004 09:07
by gryvix
they moved it to around 15 may

Posted: 23 Mar 2004 14:12
by calciumcowpat
so its 15th of may then maybe they should up date the web site a little then ??????????????????? and iam sure thast they are posters

Posted: 25 Mar 2004 16:05
by SHADOW-XIII
US of A

Image
(click to zoom)

What do we associate with Northern America? Well, a lot of things, probably. Among them, certainly futuristic-looking trains and – definitely – gambling casinos! Both of which can be seen in this week's screenshot.
Okay, we'll admit that this must be some kind of nostalgic excursion from reality - it seems rather unlikely that this kind of train would be seen in front of such a modern casino under any other circumstances.

Posted: 25 Mar 2004 16:14
by Louie Armstrong
Nice pic, check out the guy on the bike next to the engine of the train

Posted: 25 Mar 2004 16:17
by Born Acorn
FINALLY!!!

We see the interface!!! :D

Posted: 25 Mar 2004 17:24
by krtaylor
Not a very intuitive interface though, is it.
I figure they've GOT to have matching liveries, if they sold the Zephyr as a complete trainset they wouldn't have made it that long, because really it was much shorter I think. Also the wrong color, but that's OK.

Posted: 25 Mar 2004 18:46
by Hyronymus
And nobody noted the switch yet? Looks allright.

Posted: 25 Mar 2004 19:04
by SHADOW-XIII
remember ... everything is going to look nice .. but it doesn't mean it will be good game ... to check that we have to play ... but I am afraid that it won't be

Posted: 25 Mar 2004 19:09
by krtaylor
I guess there are two things that I need to see yet.

1. Curves that aren't complete 90 degree angles
2. Signals on crossover-switches.

If all the curves have to be 90 degress, the game will awkward and annoying, but maybe playable. If, in addition to that, the game doesn't allow you to put signals on crossover-switches, then it will be unplayable because it will be impossible to isolate two paralell tracks while still having crossover-connections between them. The gameplay will be similar to TTO, except that the tracklaying won't be as flexible as in TTO. Very bad.

However, if they didn't allow signals on to crossover-switches, I suspect that could be fixed in the code relatively easily. Changing the curve-laying ability would be much much harder, it's a critical mistake that they didn't build it in from the first but it isn't fixable now I bet.

Posted: 25 Mar 2004 20:04
by Born Acorn
Hyronymus wrote:And nobody noted the switch yet? Looks allright.
We got switches before christmas.

Posted: 25 Mar 2004 20:11
by krtaylor
The switch will be just fine, AS LONG AS you can put a signal on the in-between part of it, to separate the two paralell tracks. If so, then you could set up a double-track railroad for two-way running (i.e. that it can handle traffic in both directions on both tracks, so a fast train could pass a slow one on the other track, then dodge back in front of it to allow an oncoming train to have that track). Or, more efficiently, do the same thing with a triple-track mainline, where the outside tracks were dedicated in each direction and the center track could be used for passing in either direction.

Posted: 25 Mar 2004 23:07
by calciumcowpat
i mst say that i like the interface very out of the way just like ttd not IG2 where the building menus kept getting in the way although i would liketo see the 45 degree tarck angles if tey are useing and enigine like that .
:arrow:

Posted: 25 Mar 2004 23:21
by krtaylor
Well, I'm not the biggest fan of Jo Wood's GUIs, I recently bought Traffic Giant and found it totally unuseable - I couldn't figure out the interface at all and the manual was translated from the original Chinese (well, German I suppose, but still :x ) I do admit that I have not invested very much time in fiddling with it, I'm sure I would figure it out eventually. But it does underscore the very high hurdle any new game has to overcome in order to compete with TTD.