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Friday Facts #163 - New rails & New problems

Posted: Fri Nov 04, 2016 3:54 pm
by Klonan

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

Posted: Fri Nov 04, 2016 4:06 pm
by patvdleer
Awesome news!

P.s.
Automation is magic?
That's what we call automagically!

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

Posted: Fri Nov 04, 2016 4:09 pm
by Mooncat
Congrats for 0.14 being stable!

Automation is magic -> Factorio is a magic game. :lol:

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

Posted: Fri Nov 04, 2016 4:21 pm
by Tami
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.

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

Posted: Fri Nov 04, 2016 4:22 pm
by bobingabout
Did you get rid of the need for those strange curve diagonals straight bits yet?

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

Posted: Fri Nov 04, 2016 4:32 pm
by MeduSalem
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:
Image
Another reason why the projection is nasty.

But apart from that the new rail sprites look great.

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

Posted: Fri Nov 04, 2016 4:33 pm
by Xterminator
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?

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

Posted: Fri Nov 04, 2016 4:39 pm
by FredHp
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.

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

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

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

Posted: Fri Nov 04, 2016 5:07 pm
by Darkhogg
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...

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

Posted: Fri Nov 04, 2016 5:20 pm
by steinio
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.

Greetings steinio

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

Posted: Fri Nov 04, 2016 5:28 pm
by Ghoulish
Be proud of your work, the rails aree looking sweet, 0.15 cant come soon enough. Enjoyable read too, nice write-up!

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

Posted: Fri Nov 04, 2016 5:30 pm
by kinnom
maybe now is a good time for the extra rail shapes

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

Posted: Fri Nov 04, 2016 5:36 pm
by Zeblote
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?

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

Posted: Fri Nov 04, 2016 5:57 pm
by Jonathan88
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 16802 times
it would be nice to have some guard and wing rails like this:
Image

Great work keep it up! :D

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

Posted: Fri Nov 04, 2016 6:01 pm
by ssilk
This looks sooooo beautiful...

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

Posted: Fri Nov 04, 2016 6:03 pm
by Bart
my brain would probably derail
Image

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

Posted: Fri Nov 04, 2016 6:35 pm
by ap6601
The new sprites are very pretty. Good job

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

Posted: Fri Nov 04, 2016 6:50 pm
by BHakluyt
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

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

Posted: Fri Nov 04, 2016 7:47 pm
by Andrzejef
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