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Author Topic: Industrial stations & extensions  (Read 52520 times)

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Offline Roads

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Re: Industrial stations & extensions
« Reply #105 on: October 10, 2012, 07:03:31 PM »
As far as I'm concerned, I don't care how you do it.  Everything you've done looks far better than the little blue or whatever color box we have now.

Offline Sarlock

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Re: Industrial stations & extensions
« Reply #106 on: October 10, 2012, 08:14:50 PM »
I'll chime in with some thoughts:
The conflict with soil/dirt roads isn't really an issue as I don't think anyone will be building a modern road freight terminal on a dirt road.  It's possible, I guess, and anyone can do it if they want, but if the player is in the least bit concerned about aesthetics, they won't do it.  (and if they don't care how it looks, they can do what they want!).
What I think would be the best solution to the issue with the paint on the ground is to select a fairly "neutral" shade of pavement and put it inside the paint marks on the road.  Pick a colour that works well with more player color selections.  Certain road types might clash a little bit with the colour, but if you pick a neutral shade of medium grey, I don't think it will be too bad.  Maybe develop a couple of different shades and we can test them and see what the best selection is.

Offline sdog

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Re: Industrial stations & extensions
« Reply #107 on: October 10, 2012, 11:01:09 PM »
The conflict with soil/dirt roads isn't really an issue as I don't think anyone will be building a modern road freight terminal on a dirt road.  It's possible, I guess, and anyone can do it if they want, but if the player is in the least bit concerned about aesthetics, they won't do it.  (and if they don't care how it looks, they can do what they want!).
+1
just keep the ground transparent as it is now.

Offline VS

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Re: Industrial stations & extensions
« Reply #108 on: October 13, 2012, 01:35:56 PM »
I have collected the arguments for "no asphalt":
  • Dirt road is always present, but unsuitable for most vehicles
  • Gravel ends in 1930 and is replaced by first asphalt, which is more expensive to build but otherwise superior.
  • Bus stops don't have asphalt under them either.
  • "Age 2" bus stops add stripes on road in 1950, and these fail with gravel and dirt too.
  • While not said here (yet?), this version is definitely for 20th century, not all-time.
To top that list, I'll just steal the stripes from bus stops :P

Offline VS

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Re: Industrial stations & extensions
« Reply #109 on: October 14, 2012, 03:39:55 PM »
So! Where do I put something player coloured on this, so that it still tiles well?

Preview with asphalt which will not be present in final rendering:


Stripes © Fabio :)
« Last Edit: October 14, 2012, 03:53:37 PM by VS »

Offline mEGa

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Re: Industrial stations & extensions
« Reply #110 on: October 14, 2012, 04:09:38 PM »
Why not in place of yellow lines on road ?

Offline VS

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Re: Industrial stations & extensions
« Reply #111 on: October 14, 2012, 05:07:11 PM »
I thought about this, but... same reason as for warning marks on edge. Have you ever seen them green or violet? They are always white or yellow...

Offline Lmallet

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Re: Industrial stations & extensions
« Reply #112 on: October 14, 2012, 05:08:08 PM »
How about coloured bands on the crates?  Or maybe player colour bollards?

Offline Fabio

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Re: Industrial stations & extensions
« Reply #113 on: October 14, 2012, 06:29:47 PM »
Color stickers on the crates? In real life logistics companies would put their own stickers on the crates they haul.
Also a sign for the loading zone, like one of these: www.google.com/search?q=loading+zone+sign&btnG=&tbm=isch

Offline Zeno

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Re: Industrial stations & extensions
« Reply #114 on: October 14, 2012, 08:23:44 PM »
As fabio suggests I also think that a sign would be nice. Probably the PC should be drawn in the extension building next to the stop (there will be one, won't it?), although a sign would also be nice.

Offline VS

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Re: Industrial stations & extensions
« Reply #115 on: October 14, 2012, 09:14:50 PM »
A sign at start of stop sounds like what it needs... back to GIMP! :)

Offline VS

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Re: Industrial stations & extensions
« Reply #116 on: October 17, 2012, 02:31:19 PM »
This seems rather inobtrusive, but maybe not strong/large enough to be seen? Normal road signs are twice as big.

https://dl.dropbox.com/u/63534647/road-platform-stop-2pcsigns.png
« Last Edit: October 17, 2012, 02:42:30 PM by VS »

Offline Fabio

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Re: Industrial stations & extensions
« Reply #117 on: October 17, 2012, 02:40:02 PM »
I like it!

Offline mEGa

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Re: Industrial stations & extensions
« Reply #118 on: October 17, 2012, 02:42:17 PM »
This seems rather inobtrusive, but maybe not strong enough to be seen?

https://dl.dropbox.com/u/63534647/road-platform-stop-2pcsigns.png
For me it's enough.

Offline Sarlock

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Re: Industrial stations & extensions
« Reply #119 on: October 17, 2012, 04:31:44 PM »
I think it's great... can't wait to add it to my games!

Offline sdog

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Re: Industrial stations & extensions
« Reply #120 on: October 17, 2012, 06:49:29 PM »
That sign is large enough. A few pixel are enough to identify a stop when one is looking for it. It doesn't have to flash with player colour.

It looks quite good now.

Offline VS

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Re: Industrial stations & extensions
« Reply #121 on: October 17, 2012, 06:59:53 PM »
Here we go... pak in attachment, screenshot linked

https://dl.dropbox.com/u/63534647/cargostop-overview-v2.png

Offline greenling

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Re: Industrial stations & extensions
« Reply #122 on: October 17, 2012, 07:11:22 PM »
The Photo are Cool. 8)

Offline Lmallet

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Re: Industrial stations & extensions
« Reply #123 on: October 17, 2012, 07:19:56 PM »
Nice! Now the Japanese road trains will have somewhere to stop!

Offline Sarlock

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Re: Industrial stations & extensions
« Reply #124 on: October 17, 2012, 07:24:02 PM »
Nice job, VS.  Already added to my game :)

Offline VS

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Re: Industrial stations & extensions
« Reply #125 on: October 17, 2012, 08:19:40 PM »
Thanks for all the positive responses and for the whole process :) In r975!

Sooo! What next? A more city-friendly variant? No boxes to steal, lower,...?

Offline tonu

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Re: Industrial stations & extensions
« Reply #126 on: November 14, 2012, 05:10:09 PM »
The cargo stop is nice, very good work!, but it isn't a "cargo-type" stop (It doesn't show the cargo symbol under the stop name in the stop information window), so it doesn't receives goods if you don't put an extension or something else. Can you change that?

Offline Fabio

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Re: Industrial stations & extensions
« Reply #127 on: November 14, 2012, 06:31:35 PM »
The cargo stop is nice, very good work!, but it isn't a "cargo-type" stop (It doesn't show the cargo symbol under the stop name in the stop information window), so it doesn't receives goods if you don't put an extension or something else. Can you change that?

Thank you for reporting, tonu.

Fixed in r1033.

Offline VS

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Re: Industrial stations & extensions
« Reply #128 on: December 30, 2012, 06:48:37 PM »
Got some free time - painted some boxes... Which do you like better? Smaller/bigger, uniform/coloured etc.

I may have some plans with these... ;)

Offline Raiser

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Re: Industrial stations & extensions
« Reply #129 on: December 30, 2012, 07:38:22 PM »
Which do you like better? Smaller/bigger, uniform/coloured etc.

Hi VS - Very nice! I like the coloured more.

Offline Sarlock

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Re: Industrial stations & extensions
« Reply #130 on: December 30, 2012, 10:25:01 PM »
Very nice, VS... I definitely like the second one more.  :)

Offline IgorEliezer

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Re: Industrial stations & extensions
« Reply #131 on: December 31, 2012, 01:50:20 AM »
*VS's boxy platforms*
This made me remember a very old extension request (or random idea?) by which we suggested that platforms could display less or more passengers according to how crowded or empty it would be. For example, if the platform has no passenger waiting, the game would display an empty platform; if full, a "packed" platform would be displayed.

Offline mEGa

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Re: Industrial stations & extensions
« Reply #132 on: December 31, 2012, 10:27:55 AM »
I prefer various style (second picture); more realistic imho.

Offline greenling

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Re: Industrial stations & extensions
« Reply #133 on: January 04, 2013, 08:10:53 PM »
VS
Both photos are good!

Offline VS

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Re: Industrial stations & extensions
« Reply #134 on: January 05, 2013, 10:37:44 PM »
Some fun with lights. If built next to each other, they will tile (for lack of better term). But it looks like a forest of lamps :(

Anyway, do you think a "bit" like this would be useful only with crates? I may add the lamps to plain tile instead, at decreased frequency...

PS: I want it to rotate well on its own and be timeless, hence rather conservative approach to what could be there.

Offline Sarlock

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Re: Industrial stations & extensions
« Reply #135 on: January 06, 2013, 12:37:05 AM »
Cool idea.  A bit too crowded with the lamps, however.  Perhaps just two lamps (bottom two (south and east one)?) per tile instead of four?

Offline greenling

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Re: Industrial stations & extensions
« Reply #136 on: January 06, 2013, 11:46:49 AM »
Yes the lamps make a little problem.

Offline mEGa

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Re: Industrial stations & extensions
« Reply #137 on: January 06, 2013, 02:57:37 PM »
To feed discussion about lamp.
I mean  it's better if they are two placed only in line on middle of platform.   

Offline IgorEliezer

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Re: Industrial stations & extensions
« Reply #138 on: January 06, 2013, 03:36:18 PM »
A bit too crowded with the lamps, however.  Perhaps just two lamps (bottom two (south and east one)?) per tile instead of four?
Agreed. :)