pak192.comic Screenshots Reply #315 – June 14, 2009, 07:53:00 am ATTENTION: This first posts are outdated. Have a look at the end of the thread for more recent screenshots! Since the development of the pak192.comic is only in the German Simutrans Forum, I'll post here some screenshot for getting some impressions of the young Pak-Set.A first experiment with horses and horse drawn vehicles:Two new buildings, which were create in the last week:Modern high speed trains:Edit 07/08/2010:Very big cathetral: Quote Selected Last Edit: February 28, 2014, 06:27:46 pm by Michael 'Cruzer'
Re: pak192.comic Screenshots Reply #316 – June 14, 2009, 09:41:15 am Looks very nice! Hopefully it wont upset you, but I'd like to give some feedback. Do with it what you prefer. + Very clear design+ Narrow gauge!+ slick design of trains and buildings- Tile size allows for higher and more minor details like different greenery, even dog turds on pavements, tile size is not really used to the max.- switches of tracks could look more real. Again, the tile size would allow more real graphics.Conclusion:The advantage of 192px² tiles is the space for little details on tiles, it gives the creator of this pak set a great opportunity for creativity and that could turn out to be the reason for people to pick this pak. Unfortunately details like detailed tracks and a little dirty pavement (because people do pollute) is something I am missing here a little. It would greatly improve this pak if it were a little more detailed, the bigger the tile, the more it could resemble reality. It would be interesting to see where this pak is going, and it could be a favorite, at least on my list if worked out well.. Quote Selected
Re: pak192.comic Screenshots Reply #317 – June 14, 2009, 10:13:53 am Looking very nice! Quote Selected
Re: pak192.comic Screenshots Reply #318 – June 14, 2009, 11:12:47 am Some more screenshots.Sorry I lost the image. Quote Selected Last Edit: July 20, 2009, 08:12:29 am by Michael 'Cruzer'
Re: pak192.comic Screenshots Reply #319 – June 17, 2009, 04:05:46 am looks really nice,bad that the comp is too lame for it.it uses the swap and needs 10 minutes for creating a 128x128 map with pak64.I'm doomed forever inthe world of lame comps! Quote Selected Last Edit: July 05, 2009, 09:08:12 am by Matthi205
Re: pak192.comic Screenshots Reply #320 – June 22, 2009, 07:08:28 pm Quote from: Matthi205 – on June 17, 2009, 04:05:46 amlooks really nice,bad that the comp is too lame for it.it uses the swap and needs 10 minutes for creating a 64x64 map with pak64.I'm doomed forever inthe world of lame comps! 64x64 should be really quick. It seems your map generation parameters are screwed. Maybe number of industries is set way too high. Quote Selected
Re: pak192.comic Screenshots Reply #321 – June 23, 2009, 01:20:07 am Yes, if you don't mind sharing the values you use, we'll see if we can see any changes to suggest... If it takes 10 minutes to generate the map, I would expect the game to essentially be unplayable - so hopefully it's just some setting out a bit... Quote Selected
Re: pak192.comic Screenshots Reply #322 – June 23, 2009, 11:37:49 am If the ratio industry/towns is high then I can't generate maps either. Quote Selected
Re: pak192.comic Screenshots Reply #323 – July 05, 2009, 09:04:35 am I just got a new computer,so the problem is no more.And yes isaac,the map generation of a 128x128 map with 20 cities,median city size 1200 and industry chains50 took really 10 minutes,but it was playable at all.BTW:900Mhz,154MB of RAM and 512 MB swap along with a Nvidia graphics card 8 years old and debian 5.0 makes the computer(the old one)run really slow... Quote Selected
Re: pak192.comic Screenshots Reply #324 – July 05, 2009, 12:06:27 pm I'm pretty sure 50 industry chains won't fit on a 128x128 map. :-) Quote Selected