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Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6306 days
Last view: 6302 days
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Posted on 09-24-06 03:13 PM Link | Quote
Wait a second, that's like.. Chip's Challenge but not...

*Is Confused*

Eh, I'll find some screenshots later.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6300 days
Last view: 6299 days
Posted on 09-24-06 06:29 PM Link | Quote
OpenTTD looks fun... Dunno which version I downloaded I sho8udl install.. the latest nightly or 0.4.8?

Will post a screenshot as soon as I can make a good one. doesn't help that I have to use printscreen though :/ And <3 Chips challenge.
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6299 days
Last view: 6299 days
Posted on 09-24-06 06:33 PM Link | Quote
Originally posted by Shadic
Wait a second, that's like.. Chip's Challenge but not...

*Is Confused*

Tile world is an open-source engine that works with Chip's Challenge level data files, including the original (else, what's the point?). In other words, play Chip's Challenge on any operating system that you can port SDL to (or has already been ported to).
Ailure

Mr. Shine
I just want peace...








Since: 11-17-05
From: Sweden

Last post: 6299 days
Last view: 6299 days
Posted on 09-25-06 12:21 AM Link | Quote
Originally posted by Sukasa
OpenTTD looks fun... Dunno which version I downloaded I sho8udl install.. the latest nightly or 0.4.8?
Go with the latest stable, that is what everyone uses anyway. The nightly can be a bit unreliable at times, although I have a seperate installation of it to check out some of the coming features.

Also, I probaly prefer the orginal Chips challange. But i'm playing it with a alternate level set whoose levels seems to be a bit harder. >>

PrincessPeach:Glad to see someone getting into it. I knew that you played Locomotion and thought you would actually wind up playing it some.

Chips challange with levelset 2 (included in Tileworld!) On the level "Ranger Denmark"

Same game as below, a really large station.

My constant funding of industries causes my company value going screwy. Note that you don't own industries that you fund here.

Same station as above, just with it's mouth improved.

The ai is very stupid... notice the news where the AI built a small and old airport but let modern jet planes land there... and that increases the chanche of them crashing.

I keep building iron ore mines around my large station. Shame that Iron ore mines dosen't look as good as coal mines when you put them next to each other...

DMU's on "elevated brick-railway" which looks kinda ugly. But since I can't put signals on bridges...

The ai shows what not to do... that airport dosen't catch any passengers since it's too far from town. Kinda sad seeing the AI building airports all over the world that just works as a moneypit. :/
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6299 days
Last view: 6299 days
Posted on 09-25-06 12:29 AM Link | Quote
Originally posted by Ailure
Also, I probaly prefer the orginal Chips challange. But i'm playing it with a alternate level set whoose levels seems to be a bit harder. >>

Is it the graphics for nostalgic reasons? Tile World doesn't have those Microsoft graphics for the same reason it doesn't come with the original datafile -- copyright restrictions. Though you could easily extract the resources and replace the tworld tile.bmp with one made out of MS chips.exe graphics.
PrincessPeach

Buzzy Beetle








Since: 11-18-05
From: Rüti ZH

Last post: 6306 days
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Posted on 09-25-06 06:19 AM Link | Quote
Way! Thank you Ailure.

It has some nifty details Locomotion lacks.. (like Depots and pre-signals and stuff)

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Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6306 days
Last view: 6302 days
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Posted on 09-30-06 01:45 AM Link | Quote


Bluelander is Ashley/Yoshi Dude.. And the --- was Tommathy. He was taken out first by the Shadic Empire.

EDIT: Three minutes later:




(edited by Shadic on 09-30-06 12:49 AM)
Sonicandfails

910








Since: 11-17-05
From: Mass

Last post: 6299 days
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Posted on 09-30-06 04:04 PM Link | Quote
I will let you know. I did not do this. But I was there when it happened!
God it was funny.
(Also note, I do not have that chara anymore, I use an Undead Warlock)

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Ailure

Mr. Shine
I just want peace...








Since: 11-17-05
From: Sweden

Last post: 6299 days
Last view: 6299 days
Posted on 09-30-06 04:40 PM Link | Quote
Originally posted by PrincessPeach
Way! Thank you Ailure.

It has some nifty details Locomotion lacks.. (like Depots and pre-signals and stuff)
Some people find the depot thing a bit annoying, although persoanlly I think someone just need to make some sort of drive through depot... or rather depots that have entrance at one side, and exit on other. :/

Also, I'm a bit addicted to pre-signals. I tend to prefer compact designs though, such as This one. compact but still huge enough to not slow down the trains.

Here's how my average ro-ro station with pre-signals tend to look like. Very compact but it dosen't slow down the train much. I could improve it slightly by making that curve a bit longer. Extreme curves slows down fast trains in this game.

One of my more effecient stations, it used to be a bottleneck but after I redesigned it to this design, it works so much better.

Also I might be running multiplayer games in openTTD as soon I hear about some intrest from various people... just tell me in the openTTD thread and I start the current Acmlm multiplayer game I have running. :/


(edited by Ailure on 09-30-06 03:41 PM)
PrincessPeach

Buzzy Beetle








Since: 11-18-05
From: Rüti ZH

Last post: 6306 days
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Posted on 10-01-06 03:30 PM Link | Quote
A little Multiplayer endavour. I did the trains, and my friend made some trucks.

It's highly inneficient.. I modified it in the meantime.

Yeah, Drive-Thru Depots would be great!

*PrincessPeach is searching the openTTD thread...

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Ailure

Mr. Shine
I just want peace...








Since: 11-17-05
From: Sweden

Last post: 6299 days
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Posted on 10-02-06 02:47 AM Link | Quote
I also wonder why your friend made all thoose... curves. If the lorries starts creating such huge waiting lines, you have too many of them too. >>

Also they're were making drive-through bus stations for realism. Though it really looks good. Some curves are a bit tight, but then the space is cramped. And there's no 90 degress curves, which slows down trains to 30 km/h or something.

Noticed that you also went over to mono-rail there, though some people skip it and just go over to maglev directly if they're been playing with railways. But then you might have started in 2000.

I really need to fix this bottleneck...

Building alot of coal mines, and exploitng lorry stations as catchment points...

From the multiplayer game I played recently... went a bit crazy with oil there. D:

One of the biggest stations in the same game. I like my streamlined layout...

The other huge station... who tends to clog up at times.


(edited by Ailure on 10-02-06 01:47 AM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6300 days
Last view: 6299 days
Posted on 10-02-06 03:31 PM Link | Quote
Main entrace to the biggest station I built. That station, though, services about 5 cities and a factory a distance away. I'll try to get a better shot of the station.


(edited by Sukasa on 10-02-06 02:32 PM)
Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6301 days
Last view: 6300 days
Posted on 10-03-06 11:23 AM Link | Quote


Hehe
Ailure

Mr. Shine
I just want peace...








Since: 11-17-05
From: Sweden

Last post: 6299 days
Last view: 6299 days
Posted on 10-03-06 01:29 PM Link | Quote
Originally posted by Sukasa
Main entrace to the biggest station I built. That station, though, services about 5 cities and a factory a distance away. I'll try to get a better shot of the station.
Way too steep turns and that station wouldn't handle 60 trains, like one of my stations does. And it slows down trains too so a simpler layout would actually be better. Also with exit-signals it's usually better to put them closest to the junction as possible instead of putting them next to the station.

Just wanted to give some constructive critism, even if it means that I'm hijacking this thread. x3 Maybe we should offset thoose screenshots and discisson to the openTTD thread. >> XD

Also, Ice Cirvante what version of Defcon is that? Never seen that message, but US seems to be in deep shit. Then all players are CPU
PrincessPeach

Buzzy Beetle








Since: 11-18-05
From: Rüti ZH

Last post: 6306 days
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Posted on 10-03-06 05:31 PM Link | Quote
I did those curves, and also deactivated queueing for road vehicles, it's the wait-loop.

Screen 1:
One of my main junctions in my passenger train network. Shows off my lovely DPZ.

Screen 2:
Not Possible with other products. I just like this shot.

Screen 3:
My wonderfull junction in Rüti. It allows three trains at the same time. And is flexible.
It also shows the pre-signals in Locomotion.

Screen 4:
One of the feederjunctions for screen 3, wich is also served by screen 3. All of it, except the coal trains.

Screen 5:
A cargo-junction, directs coal and iron ore trains to the correct destination, for refill.

Screen 6:
How everything comes together. This are three seperate Networks intervoven with each other.

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Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6301 days
Last view: 6300 days
Posted on 10-03-06 10:19 PM Link | Quote
In case you hadn't noticed, Ailure, the "YOU PHAIL" was added by me.

Defcon makes such good image macros

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Ailure

Mr. Shine
I just want peace...








Since: 11-17-05
From: Sweden

Last post: 6299 days
Last view: 6299 days
Posted on 10-04-06 03:25 PM Link | Quote
Heh, while Locomotion lacks some features... openTTD can't do elevated and underground stuff well. That T junction would been a bit more tricky to do on openTTD and it's limited due how the array in openTTD works, but they're working on it. I kinda wish I could pull off stuff like in the second screenshot. Some turns looks a little bit sharp but then I dunno if the acceleration simulator is harsh as the openTTD realistic acceleration one.

Infact openTTD might wind looking similar as Locomotion in a few years, since they're going to add full 32-bit support.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6301 days
Last view: 6299 days
Posted on 10-05-06 12:35 AM Link | Quote

Yay for games from my childhood that I never actually finished. Funny too - as I never realized how stupid the AI in this game was at times. In particular, the car that just exploded was caught in a loop - it kept on spawning near the cone, turning around, turning around again after driving forth a bit, and crashing into the cone again and again and again. The other, offscreen car was equally helpless.
PrincessPeach

Buzzy Beetle








Since: 11-18-05
From: Rüti ZH

Last post: 6306 days
Last view: 6306 days
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Posted on 10-05-06 06:14 AM Link | Quote
These are the widest turns in Loco, a speed-limit of 120 or something (200 for tilting trains).

Here is my 5-way junction, it's capable of handling up to 20 trains simultanously.

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cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6300 days
Last view: 6299 days
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Posted on 10-05-06 10:56 PM Link | Quote
Originally posted by asdf

Yay for games from my childhood that I never actually finished. Funny too - as I never realized how stupid the AI in this game was at times. In particular, the car that just exploded was caught in a loop - it kept on spawning near the cone, turning around, turning around again after driving forth a bit, and crashing into the cone again and again and again. The other, offscreen car was equally helpless.

What game is that? I remember that game from a loooonnnggg time ago, even playing it on my Super GameBoy, yet the name escapes me...
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