Friday Facts #163 - New rails & New problems

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Re: Friday Facts #163 - New rails & New problems

Post by patvdleer » Fri Nov 04, 2016 4:06 pm

Awesome news!

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Re: Friday Facts #163 - New rails & New problems

Post by Mooncat » Fri Nov 04, 2016 4:09 pm

Congrats for 0.14 being stable!

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Re: Friday Facts #163 - New rails & New problems

Post by Tami » Fri Nov 04, 2016 4:21 pm

Good stuff.

If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains.

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Re: Friday Facts #163 - New rails & New problems

Post by bobingabout » Fri Nov 04, 2016 4:22 pm

Did you get rid of the need for those strange curve diagonals straight bits yet?
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Re: Friday Facts #163 - New rails & New problems

Post by MeduSalem » Fri Nov 04, 2016 4:32 pm

bobingabout wrote:Did you get rid of the need for those strange curve diagonals straight bits yet?
Doesn't seem so.


Also I start to like how the weird projection angle makes the railroad ties look super strange, even more weird than they are already. :mrgreen:
Like hell... the track is 45° but the ties are 30° or so due to the 45° topdown projection coming into play. It's the reason why the ties just don't want to match up because the angle they are projected in defies the grid they are linked with. The projection Factorio is using really plays with my mind just like a rotating tesseract:
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Another reason why the projection is nasty.

But apart from that the new rail sprites look great.
Last edited by MeduSalem on Fri Nov 04, 2016 4:47 pm, edited 4 times in total.

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Re: Friday Facts #163 - New rails & New problems

Post by Xterminator » Fri Nov 04, 2016 4:33 pm

Really great read! :) It's amazing you managed to automate the process for multiple steps of this to make it easier.
The new rails look fantastic, and will give me even more reason to use trains (as if I needed one).

Also good to hear that 0.14 is stable at this point. Very much look forward to future FF about more of the 0.15 progress.
Out of curiosity, what type of marketing stuff are you guys thinking about doing?
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Re: Friday Facts #163 - New rails & New problems

Post by FredHp » Fri Nov 04, 2016 4:39 pm

Tami wrote:Good stuff.

If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains.
That would be very nice! With these features we can build non-blocking rail crossings when we have lots of trains.

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Re: Friday Facts #163 - New rails & New problems

Post by Deadly-Bagel » Fri Nov 04, 2016 4:44 pm

To me the 'glow' kind of makes the rails look like they're floating, especially on the concrete and desert tiles. Could just be me though, my vision does work in odd ways =P
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Re: Friday Facts #163 - New rails & New problems

Post by Darkhogg » Fri Nov 04, 2016 5:07 pm

Deadly-Bagel wrote:To me the 'glow' kind of makes the rails look like they're floating, especially on the concrete and desert tiles. Could just be me though, my vision does work in odd ways =P
It's definitely not just you, I see the very same thing...

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Re: Friday Facts #163 - New rails & New problems

Post by steinio » Fri Nov 04, 2016 5:20 pm

bobingabout wrote:Did you get rid of the need for those strange curve diagonals straight bits yet?
Yes this would be great.

I'm just courious how they manage the gap in intersections.
Currently it don't look functional.

Great work so far.

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Re: Friday Facts #163 - New rails & New problems

Post by Ghoulish » Fri Nov 04, 2016 5:28 pm

Be proud of your work, the rails aree looking sweet, 0.15 cant come soon enough. Enjoyable read too, nice write-up!
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Re: Friday Facts #163 - New rails & New problems

Post by kinnom » Fri Nov 04, 2016 5:30 pm

maybe now is a good time for the extra rail shapes
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Re: Friday Facts #163 - New rails & New problems

Post by Zeblote » Fri Nov 04, 2016 5:36 pm

Somehow the rails looks like they're floating slightly above the ground. I don't know why though, maybe it's the extreme ambient occlusion (too high radius) around the stones?

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Re: Friday Facts #163 - New rails & New problems

Post by Jonathan88 » Fri Nov 04, 2016 5:57 pm

I love the new rails! They look so much better at a slight angle!
Two possible improvements though:

1) The buffers look a little low for the trains. If they were in real life, the trains would just rise up over them and they would be pretty useless. Maybe I'm wrong, but I think raising them a little might help :-)

2) This may be impossible to implement, but where the rails cross,
tmp2.jpg
tmp2.jpg (2.14 KiB) Viewed 10463 times
it would be nice to have some guard and wing rails like this:
Image

Great work keep it up! :D
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Re: Friday Facts #163 - New rails & New problems

Post by ssilk » Fri Nov 04, 2016 6:01 pm

This looks sooooo beautiful...
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Re: Friday Facts #163 - New rails & New problems

Post by Bart » Fri Nov 04, 2016 6:03 pm

my brain would probably derail
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Re: Friday Facts #163 - New rails & New problems

Post by ap6601 » Fri Nov 04, 2016 6:35 pm

The new sprites are very pretty. Good job

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Re: Friday Facts #163 - New rails & New problems

Post by BHakluyt » Fri Nov 04, 2016 6:50 pm

by Tami » Fri Nov 04, 2016 4:21 pm

Good stuff.

If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains.
I agree with the quote above. The Factorio team has said before that Transport Tycoon was one of their inspirations for making this game, and I can see that when they work so hard to make trains more viable and improve the sprites etc. However, bridges and tunnels were a very essential and integral part of TT or OpenTTD, epecially for junctions and allowing multiplayer railways to cross each other.

For now I am looking much forward to the following guy's work:
viewtopic.php?f=15&t=34845&p=220393&hil ... ge#p220393

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Re: Friday Facts #163 - New rails & New problems

Post by Andrzejef » Fri Nov 04, 2016 7:47 pm

Tami wrote:Good stuff.

If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains.
This. So much this - Imagine railroads over the pipeworks :)
EDIT: Tho it may pose another problems - like elevated train stops and signals, for example.
Jonathan88 wrote:I love the new rails! They look so much better at a slight angle!
Two possible improvements though:

1) The buffers look a little low for the trains. If they were in real life, the trains would just rise up over them and they would be pretty useless. Maybe I'm wrong, but I think raising them a little might help :-)

2) This may be impossible to implement, but where the rails cross,
tmp2.jpg
it would be nice to have some guard and wing rails like this:
Image

Great work keep it up! :D
+1
Last edited by Andrzejef on Fri Nov 04, 2016 7:54 pm, edited 1 time in total.
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