General discussion about TrainMaster
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
WPandP wrote:NedF-
Thanks for packaging all this up like this! However, I do need to report that my last name is incorrectly spelled, in the PDF; there is no "D" in my name. I get that all the time, sometimes I don't even bother to correct it, but as I'm kind of proud of my contributions to this effort I'd prefer accuracy.
Ideally you should just change the way you spell your name, but since you did so much of the initial work, I'll fix the pdf tonight so that people don't think there are two of you. :)
Sorry about that.
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
Here's the new pdf file.
I'm also uploading a new zip file as soon as it is zipped. This fixes some problems with the C era cars, it also includes tga files for the A, B, C, and D eras so that people can make their own skins.
Edit....made a couple more changes to the pdf file. I meant to zip of everything last night but it got late, so I am preparing everything to upload now. I decided to include the utilities for making and unpacking PK4 files.
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Attachments
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Trainmaster_Passenger_Carriages.pdf
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
Over the weekend I worked on mail cars and troop cars, and decided that I am going to package everything as country specific now rather than a mixed bag. I've decided to split the mail cars and troop cars into 8 eras, and their dates overlap each other and the passenger carriages by a few years.
I also managed to create the 1960s black and white CN passenger carriages and mail car. Some day I'll make a matching locomotive skin for it. These are the trains I longed to ride on when I was a kid.
Oh, and the full weights on the current passenger carriages has a few errors so some of the cars don't gain weight when full. I'll upload the fix when I finish things and upload them. Hopefully by next weekend, but let's see what this week visits upon me from the dark side of the universe.
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
Still working on the express car modules by country...Hopefully I'll be done by next weekend. Here's some pics of the F era and G era skins for the Canadian coaches.
"The Canadian" from CP Rail in 1951. I'm still working on a way to make the dome car as the diner. For now the same carriage is for both.
The 1961 CN black and white coach that was used until Via Rail came about in 1980 and they all got painted blue.
I am going to try to make corresponding skins for some locomotives to go with these.
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Grandma Ruth
- CEO
- Posts: 1237
- Joined: Mon Nov 13, 2006 7:17 am
- Location: West Yorkshire, England
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
The municipal buildings have both 1.05 and 1.06 files. Make sure you've put to 1.05 bca and bty files in for 1.05.
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Grandma Ruth
- CEO
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- Location: West Yorkshire, England
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I was very careful about that. Do they both have the same PK4 file?
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
Yes, the buildings are the same but the bca and bty files are different. Do you have an other station buildings installed" You should probably remove them.
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Grandma Ruth
- CEO
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No, I have absolutely nothing installed. I got so frustrated with it all that I uninstalled RT3 completely and started again. I've now got 4 folders, each with a different version. The 1.05 just has the Coast to Coast and the 1.05 patch. I haven't even re-installed the Gwizz port, one of the very earliest mods.
![dunno **!!!**](./images/smilies/smilie142.gif)
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
I've been racking my brain trying to figure it out when it finally came to me this morning....1.06 allows users to build municipal buildings. I consider this a flaw in the patch, however, in 1.05 the buildings will spawn as the city grows, so you should only see them listed while in editor mode, not in game play.
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Wolverine@MSU
- CEO
- Posts: 1166
- Joined: Fri Nov 10, 2006 2:14 pm
- Location: East Lansing, MI
nedfumpkin wrote:I've been racking my brain trying to figure it out when it finally came to me this morning....1.06 allows users to build municipal buildings. I consider this a flaw in the patch, however, in 1.05 the buildings will spawn as the city grows, so you should only see them listed while in editor mode, not in game play.
1.06 only allows players to build these if they're checked in the Editor, so I would consider it more of a "feature" than a "flaw".
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nedfumpkin
- CEO
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- Location: Hamilton - Canada
I see...I don't play 1.06 so I wrote out of ignorance. These building aren't buildable, so they can be spawned only.
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Wolverine@MSU
- CEO
- Posts: 1166
- Joined: Fri Nov 10, 2006 2:14 pm
- Location: East Lansing, MI
Not quite Ned. They all now appear on the "buildable indistries" list in the Editor, and if they are checked, then the player can build them when playing a scenario. If they are left unchecked, then they spawn at startup, and throughout the game based on the 10-year interval sliders.
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
Okay, good to know....I have a new computer on the horizon so I am hoping that I will be able to run 1.06 at some point. I'm still focused on Trainmaster, and eventually I'll have it finished....it's just that there is sooo much I want to do in this.
But in any case, the municipal buildings won't be listed as industry in 1.05, but they will spawn, and they seem to relate very well to the local industry, and the map overall. At least from what I have seen.
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BikerTim
- Brakeman
- Posts: 107
- Joined: Thu Mar 27, 2008 6:11 pm
- Location: Meridian, Idaho
I did not realize something so big was in the works here. I am going to have to monitor this board. As soon as I can get RT3 and the internet back up working at my home computer, I will want to try this.
![thumbs_up !*th_up*!](./images/smilies/ok.gif)
Life is not fair, but it is still good.
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canis39
- Brakeman
- Posts: 153
- Joined: Sat Nov 11, 2006 5:02 pm
- Location: Reston, VA
There's almost always something big going on here. :)
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
And the good news is that I transferred all the Trainmaster files over to Windows Vista and everything works fine!
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nedfumpkin
- CEO
- Posts: 2163
- Joined: Sat Feb 16, 2008 9:16 pm
- Location: Hamilton - Canada
teaser shot....
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Attachments
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![teaser.jpg (141.86 KiB) Viewed 6635 times teaser.jpg](./download/file.php?id=632&t=1&sid=7b9e1a75663ac1b612a006f7aa5bce10)
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Gandar
- Brakeman
- Posts: 150
- Joined: Wed Mar 26, 2008 11:18 pm
- Location: Oakville,On
Your marketing strategies are working, I am itching to play Trainmaster, any idea on when it will be ready for release with all your pretty eye candy.
Can't wait to try it out.
I got up and the world was still here, isn't that wonderful ?
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arop
- Dispatcher
- Posts: 473
- Joined: Thu Dec 21, 2006 3:33 am
- Location: Aarhus -DENMARK
![Confused :-?](./images/smilies/icon_confused.gif)
Now, that Rail Mogul seams dead and gone, I looking forward too. I hope that time, I can use RRT3 version 1.06.
![salute :salute:](./images/smilies/salute.gif)