#Rolling stock meta
row.rs_meta.handcar=
row.rs_meta.loco_cherepanov=Type Nr. 1, Vyisky Metallwerke
row.rs_meta.loco_yer_62=Type Nr. 62, Kolomna Zugwerke
row.rs_meta.loco_yer_62_oil=Type Nr. 62 mit, groesseren Tanks, Kolomna Zugwerke
row.rs_meta.loco_ov=Type V, ausgeruestet mit Heusinger-Steuerung
row.rs_meta.loco_ssw=
row.rs_meta.tender_cherepanov=Einfacher Tender um Kohle zu transportieren
row.rs_meta.tender_ov=Dreiachsig
row.rs_meta.cart_cherepanov_tub=Ein Frachtwaggon, um Deine Erze zu transportieren
row.rs_meta.cart_ntv=Frachtwaggon
row.rs_meta.cart_ntv_beds=Modifiziert um Personen zu transportieren
row.rs_meta.cart_flatbed=Flachbett
row.rs_meta.cart_flatbed_long=Leangerer Rahmen
row.rs_meta.cart_iii2l12=Zweiachsig
row.rs_meta.cart_tank=
row.rs_meta.cart_tank_brake=Bremswagen
row.rs_meta.cart_bobber=Begleitwagen
Oh no no. I did not mean it like that. I am aware that it is not a fee in that sence, and I supose I should have used another word. I donate the amount out of free will, becouse I think you deserve them.
I did try to make a new texture once, to retexture the passenger coach into a red, norwegian NSB coach (even tho they never had that kind of coach, but anyway...). I ended up screwing everything up somehow, and just reinstalled the mod. What is the procedure in one wants to try something like that again?
I'm not fond of people doing something behind my back. And the fact that I've put 'You may NOT decompile/recompile or make any changes to the Modification with any intent' into the license together with the fact that some people violate this line and even tell me about that (this goes to you too, Nougatschnittie), these facts would possibly infuriate me year or two ago. However, that's my fault of putting little effort to work out a license which will both cover my interests and give users some freedoms like retexturing or localizing. I think I'll try to find time and create a proper license as well as guide to making texture packs (and a guide to mod itself), releasing them together with 1.10.2 version.
Until that moment I give you, people, this reference pack containing some of the original RoW textures (armour and mostly stock liveries). Take care to read the README-original.txt thoughtfully. And I warn, I double warn one of decompiling RoW.
#Rolling stock meta
row.rs_meta.handcar=
row.rs_meta.loco_cherepanov=Type Nr. 1, Vyisky Metallwerke
row.rs_meta.loco_yer_62=Type Nr. 62, Kolomna Zugwerke
row.rs_meta.loco_yer_62_oil=Type Nr. 62 mit, groesseren Tanks, Kolomna Zugwerke
row.rs_meta.loco_ov=Type V, ausgeruestet mit Heusinger-Steuerung
row.rs_meta.loco_ssw=
row.rs_meta.tender_cherepanov=Einfacher Tender um Kohle zu transportieren
row.rs_meta.tender_ov=Dreiachsig
row.rs_meta.cart_cherepanov_tub=Ein Frachtwaggon um Deine Erze zu transportieren
row.rs_meta.cart_ntv=Frachtwaggon
row.rs_meta.cart_ntv_beds=Modifiziert um Personen zu transportieren
row.rs_meta.cart_flatbed=Flachbett
row.rs_meta.cart_flatbed_long=Leangerer Rahmen
row.rs_meta.cart_iii2l12=Zweiachsig
row.rs_meta.cart_tank=
row.rs_meta.cart_tank_brake=Bremswagen
row.rs_meta.cart_bobber=Begleitwagen
#Countries
row.countries.WORLD=Weltweit
row.countries.RUSSIAN_EMPIRE=Russisches Kaiserreich
row.countries.SOVIET_UNION=Soviet Union
I have to change some words, because there is no Ä (changed to ae), Ö (changed to oe), Ü (changed to ue) and ß (changed to ss) in Minecraft.
Thanks, I'll think what to do with this and with all the stuff later, kinda busy right now.
I have multiple hitboxes for stock in mind, though there are different ways to implement them. If they would be included into the nearest release — the answer is usual, depends on the time and on if will be able to implement them.
Not sure what do you mean by multiple hitboxes for tracks. Tracks already have multi-block structures attached to the parent block, and this was made to provide 'multiple hitboxes'.
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“Being intelligent and literate provides more chances to be received favourably”
I don't recall posting in this thread, so, here's kudos for a great mod, and all the great work to come. Thanks for making this. I was bummed about Traincraft being unavailable for 1.7.10, so I searched for another train mod to fill my needs, and man, am I glad I did that. Otherwise, I never would have found this one.
Anyway, this was just supposed to be a "posting to follow", just in case I hadn't already. Thanks again for all your work Naiten, we're all so very grateful for the amazing job you've done, and I can't wait for 1.10.2!
Hey Naiten got a question, that I know hasn't been asked. So I'm sure by now you know that Don added in a crossing, and a customizable crossing (were you can also change the texture, by right clicking after you place a block underneath), using a texture DDC made quite some time ago. My question is will both the crossing be added in, either the second one still be able to a different texture and if there is a possibility that a diagonal crossing in the same two varieties be added as well?
I'm not fond of people doing something behind my back. And the fact that I've put 'You may NOT decompile/recompile or make any changes to the Modification with any intent' into the license together with the fact that some people violate this line and even tell me about that (this goes to you too, Nougatschnittie), these facts would possibly infuriate me year or two ago. However, that's my fault of putting little effort to work out a license which will both cover my interests and give users some freedoms like retexturing or localizing. I think I'll try to find time and create a proper license as well as guide to making texture packs (and a guide to mod itself), releasing them together with 1.10.2 version.
Perhaps I'm being picky here, but can't texture packs be created for Minecraft and it's mods without decompiling or deobfuscating the source code? What's to stop someone like Doffen from creating a texture pack that contains new textures for the rolling stock? Yes, decompiling RoW is a no-no, but you can open jar files without decompiling the class files and view the resources inside them. Then again, changing the textures would technically qualify as making changes to the modification, even though you aren't changing anything in the RoW jar itself. I'm not advocating such behavior, mind you. I'm just curious as to how restrictive the RoW licence is.
Anyway, this was just supposed to be a "posting to follow", just in case I hadn't already. Thanks again for all your work Naiten, we're all so very grateful for the amazing job you've done, and I can't wait for 1.10.2!
Thanks, fellow train-lover! Can't wait for 1.10.2 as well, as I've spent almost zero time actually playing the mod, I only play around with it while testing and debugging features.
Hey Naiten got a question, that I know hasn't been asked. So I'm sure by now you know that Don added in a crossing, and a customizable crossing (were you can also change the texture, by right clicking after you place a block underneath), using a texture DDC made quite some time ago. My question is will both the crossing be added in, either the second one still be able to a different texture and if there is a possibility that a diagonal crossing in the same two varieties be added as well?
Please, name things by their names. 'Crossing' means 'two intersecting railway tracks' (at least in RoW, and at least until it's renamed to have proper name like 'flat crossing' or 'level junction'), while what you referred is 'grade crossing' or 'level crossing', depending on which coast of Atlantic you are. And please, be more specific. Like what version are you even talking about? I guess it's on the topic of my 1.10.2 development, but 'if there is a possibility that a diagonal crossing in the same two varieties be added as well' makes me think you want diagonal grading crossings to be put into 1.7.10 too...
Whatever. Base answer — first 1.10.2 update will cover most basic aspects and features. Level/grade crossing is not one of them, thus it will be introduced in later updates.
Secondary answer — I may do some improvements to 1.7.10, but 1.10.2 is in priority, as for now.
Perhaps I'm being picky here, but can't texture packs be created for Minecraft and it's mods without decompiling or deobfuscating the source code? What's to stop someone like Doffen from creating a texture pack that contains new textures for the rolling stock? Yes, decompiling RoW is a no-no, but you can open jar files without decompiling the class files and view the resources inside them. Then again, changing the textures would technically qualify as making changes to the modification, even though you aren't changing anything in the RoW jar itself. I'm not advocating such behavior, mind you. I'm just curious as to how restrictive the RoW licence is.
As it was already said, this restrictive license is a legacy of the past and should be redone. If being picky, when that old license was written, I assumed decopressing and copying files was under 'making changes'. This may be wrong, this may be right, this doesn't matter. I was not and am still not a lawyer of any kind and just didn't want people to do anything except playing with mod as it was (grumpy russian, you know). This was the wrong approach, and thus I repeat again — all legal stuff will be renewed to less-restrictive state.
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
I do apologize, yes I meant a grade crossing, Yes I was talking about 1.10.2 not 1.7.10, and to straight things out as I am sure that the last part I asked about was very confusing. I was wondering if that in a later update after the basic aspects have been fixed, that we could possibly see the grade crossing that DDC made (that Don implanted into his branch) put
into the game with a option to, I guess mirror the texture of a block we put underneath it, and possibly have one for diagonal (and possibly curve now that I think about it).
Now on the two varieties, I simply ment that Don has two versions on his grade crossing. One of them is a signal pice of track with a crossing over it. The second one are two separate pices that fit over the track (a middle and a side piece) and allow you to replace the standard wood texture with the texture of a block that you put under it, by right clicking.
I do apologize, yes I meant a grade crossing, Yes I was talking about 1.10.2 not 1.7.10, and to straight things out as I am sure that the last part I asked about was very confusing. I was wondering if that in a later update after the basic aspects have been fixed, that we could possibly see the grade crossing that DDC made (that Don implanted into his branch) put
into the game with a option to, I guess mirror the texture of a block we put underneath it, and possibly have one for diagonal (and possibly curve now that I think about it).
Now on the two varieties, I simply ment that Don has two versions on his grade crossing. One of them is a signal pice of track with a crossing over it. The second one are two separate pices that fit over the track (a middle and a side piece) and allow you to replace the standard wood texture with the texture of a block that you put under it, by right clicking.
I apologize again, have a good day.
Apologies accepted. Yes, I do plan adding grade crossing in the 1.10.2 some time. Be sure, it'll come for both gauges, for both orthogonal and diagonal tracks and in different varieties (as middle and side). I'll think on applying 'texture-pick' feature to them, but be sure I'll weight all cons and pros carefully.
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“Being intelligent and literate provides more chances to be received favourably”
I'm actually not as grumpy as one may think after few posts. Thanks.
Well I remember a couple years back when you were a lot more defensive about all this and some may have said - yes, you were probably more "grumpy" then.
You may remember that was a future possibility at lest a year ago, but if I remember correctly Naiten decided not to do it, probably because of some problems it may cause.
Alright thank you very much really can't believe I had made such a confusing post. Oh and good to hear that there be one for both gauges.
Telling the truth, I hope to write the core in a way allowing various different gauges utilize same code. If I succeed, adding another gauge will be a regular praxis. Adding the stock will still require hard work, however.
Well I remember a couple years back when you were a lot more defensive about all this and some may have said - yes, you were probably more "grumpy" then.
People tend to become wiser as they grow older, you know. If they don't — they are lost to the humanity.
Will it be maybe Possible for the Future, to add an possibilty to add "Contentpacks" where Users can add own Trains?
Like nickWtn3 said, I'm not fond of this idea.Things may change by the moment the core is ready enough to write such feature, though.
---
LegoCanMine, wrote this and opened your profile right afterwards. The Irony of Life strikes again.
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“Being intelligent and literate provides more chances to be received favourably”
LegoCanMine, why do people tend to fit general phrases on themselves? There was no meaning like you somehow found. I was speaking in general, and if meant anybody, it was most possibly me myself, not you or anybody else.
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“Being intelligent and literate provides more chances to be received favourably”
Hey I thought of one more thing that I'd like to see added, Don's gravel wand from his branch of the RoW. I don't really know how it works but it sure makes placing gravel a ton easier, and I believe it would be a great "creative tab" addition to the rewrite.
Oh and a quick question I assume that in future releases you re-add in all the decorations back in?
Hey I thought of one more thing that I'd like to see added, Don's gravel wand from his branch of the RoW. I don't really know how it works but it sure makes placing gravel a ton easier, and I believe it would be a great "creative tab" addition to the rewrite.
Oh and a quick question I assume that in future releases you re-add in all the decorations back in?
Before adding Don's 'wand', Don's track pieces handler should be added. I'll start working with it after tweaking some things in existing code (there're 2032 lines of code in 37 classes already, if anybody wonders).
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“Being intelligent and literate provides more chances to be received favourably”
Well, I have been building on this map for a while, (much on and off), and I thought I could post some pictures. The map still have a long way to go, and it might, like many of my earlier projects, end up abandonned. I tried to make the railways from two larger cities, and not just small towns. But it is questionable to how it turns out. But anyway, if someone wants to take a look, be my guest.
From inside the main station. Still quite some work to do in terms of detailing, but it is a start. Sadly, I forgot to take a picture from the outside, but maybee another time. It is based on the railwaystation in my home town, with the correct lengths. The map I found didn't leave much spase to make large railyards, so it is a bit cramped.
A sidetrack to a small industrial area, with warehouses and packing-/shippingfacilities for the larger industries arround the town.
Leaving town, the railway climbs along the coastal mountainside, in a harsh and unfriendly climate. Apart from rustproblems from the saltwater, the train makes the journey without problems. It was a harder task for those poor men who had to build it, though, fighting the clock and strong, autumn storms.
Some places, they had to scale up a wall for the railway to keep it from collapsing out in the ocean. After a few landslides, they finaly secured it with concrete and heavy pillars.
When the railway was first buildt, it was balanced close up to the mountain, but after several mudslides, it was moved farther out, and walled up. The space between vas quicly taken to farmland by local farmers, as there is not much cultivable fields around here.
It is not possible to have the railway run allong the mountain everywhere, and they had to make a few tunnels, even tho they where expensive. Some places, like here, the tunnel brakes out in daylight for a few metres.
There are some more parts of the railway along the unfriendly costal cliffs, along with a few bridges, but when it finaly gets to this curved bridge, the locomotive engeneer breathes of relief, as the worst part is now over. From here it is just to enjoy the scienery, and relax as it passes the next towns.
The railway follows this river up to the terminus city, but ofcoure with a detour, as the waterfall is just a bit to steep for the rails...
This station has been closed down for passanger traffic, as it is so close to the city after the modern roads was made. But there is still a few goodstrain stopping here to pick up the goods from the farmingcommunity that is here (Yes, it is not there yet... But anyway), even tho it is increasingly taken over by trucks who brings them to the larger goodsyard.
Approaching the last station. A smal city, where the railway, combined with large power potential from the nerby waterfalls made this town grow from a small farmingtown, to a large industrial center.
The railwaystation, combined with the goodstation. An increase in railtraffic has made this area to quicly become to small, and is therefore causing alot of problem for the industrial community.
The cities on the map is made from mostley "false" buildings, and facades. This makes the city look bigger then it is, and looks ok, as long as people only stays along the tracks. It is one of the things I don't like about the map, but I am not sure if I will change it later or not. Who knows what time brings.
@Naiten here it is
#Deutsch (de_DE) translation
key.categories.row=Rails of War
#Creative tabs
itemGroup.tabRoW=Rails of War
itemGroup.tabRoWEquip=Rails of War
#Blocks
tile.row.blockWideRails.name=Cheater!
tile.row.blockGag.name=Cheater!
tile.row.blockRailGag.name=Cheater!
tile.row.blockPointer.name=Weichensteller
tile.row.blockPointerMod.name=Weichensteller
tile.row.blockClockPole.name=Bahnhofsuhr
tile.row.blockClockTower.name=Turmuhr
tile.row.blockLampPole.name=Laternenmast
tile.row.blockLampWall_a.name=Lampe
tile.row.blockLampWall_b.name=Lampe
tile.row.blockLantern.name=Kerosin-Laterne
tile.row.blockCrate.name=Kiste
tile.row.blockBench.name=Bank
tile.row.blockPlatform.name=Bahnsteig
tile.row.blockCrossingCenter.name=Zentrums Uebergang
tile.row.blockCrossingFull.name=Ganzer Uebergang
tile.row.blockCrossingHalf.name=Halber Uebergang
#Items
item.row.rails.s1.name=Gerade Schiene (1)
item.row.rails.s16.name=Gerade Schiene (16)
item.row.rails.c.name=Kreuzung
item.row.rails.gc.name=Bahnuebergang
item.row.rails.de.name=Prellbock
item.row.rails.d1.name=Diagonale Schiene (1)
item.row.rails.d16.name=Diagonale Schiene (16)
item.row.rails.g12.name=Steigung 1/12
item.row.rails.g25.name=Steigung 1/25
item.row.rails.g50.name=Steigung 1/50
item.row.rails.r30.name=30 Meter Kurve
item.row.rails.r60.name=60 Meter Kurve
item.row.rails.r90.name=90 Meter Kurve
item.row.rails.rsw30.name=30 Meter Weiche
item.row.rails.rsw60.name=60 Meter Weiche
item.row.rails.rsw90.name=90 Meter Weiche
item.row.rails.p1.name=Kleines Parallelgleis
item.row.rails.p2.name=Mittlers Parallelgleis
item.row.rails.p3.name=Grosses Parallelgleis
item.row.rails.psw1.name=Kleine parallele Weiche
item.row.rails.psw2.name=Mittlere parallele Weiche
item.row.rails.psw3.name=Grosse parallele Weiche
item.row.battery.name=Batterie
item.row.prybar.name=Stemmeisen
item.row.suit.name=Ingenieurs Anzug
item.row.howitzer.name=Haubitze
item.row.loupe.name=Lupe
item.row.stencil.name=Schablone
item.row.gravelwand.name=Kies Zauberstab
item.row.suit.rus_eng.pants.name=Ingenieurs Hosen
item.row.suit.rus_eng.shirt.name=Ingenieurs Shirt
item.row.suit.rus_eng.coat.name=Ingenieurs Jacke
item.row.suit.rus_eng.cap.name=Ingenieurs Muetze
item.row.suit.rus_eng.boots.name=Ingenieurs Schuhe
item.row.traincabin.name=Zugkabine
item.row.enginewheel.name=Zugrad
item.row.boiler.name=Kessel
item.row.light.name=Frontlampe
item.row.funnelsmall.name=Kleiner Schornstein
item.row.funnellarge.name=Grosser Schornstein
item.row.cartwheel.name=Wagenrad
#Rolling stock
item.row.stock.handcar.name=Draisine
item.row.stock.loco_cherepanov.name=Dampflokomotive Cherepanov
item.row.stock.loco_yer_62.name=Dampfloklokomotive Yer'
item.row.stock.loco_yer_62_oil.name=Dampflokomotive Yer'
item.row.stock.loco_ov.name=O-Klasse Dampflokomotive
item.row.stock.loco_ssw.name=SSW Batterie Lokomotive
item.row.stock.tender_cherepanov.name=Cherepanovs Tender
item.row.stock.tender_ov.name=O-Klasse Schlepptender
item.row.stock.cart_cherepanov_tub.name=Cherpanovs Frachtwaggon
item.row.stock.cart_ntv.name=Normaler Frachtwaggon
item.row.stock.cart_ntv_beds.name=Umgebauter Frachtwaggon
item.row.stock.cart_flatbed.name=Flachtbettwagon (kurz)
item.row.stock.cart_flatbed_long.name=Flachbettwagon (lang)
item.row.stock.cart_iii2l12.name=III. Klasse Passagierwaggon
item.row.stock.cart_tank.name=Normaler Tankwaggon
item.row.stock.cart_tank_brake.name=Normaler Tankwagen (Bremsplattform)
item.row.stock.cart_bobber.name=Begleitwagen
#Rolling stock meta
row.rs_meta.handcar=
row.rs_meta.loco_cherepanov=Type Nr. 1, Vyisky Metallwerke
row.rs_meta.loco_yer_62=Type Nr. 62, Kolomna Zugwerke
row.rs_meta.loco_yer_62_oil=Type Nr. 62 mit, groesseren Tanks, Kolomna Zugwerke
row.rs_meta.loco_ov=Type V, ausgeruestet mit Heusinger-Steuerung
row.rs_meta.loco_ssw=
row.rs_meta.tender_cherepanov=Einfacher Tender um Kohle zu transportieren
row.rs_meta.tender_ov=Dreiachsig
row.rs_meta.cart_cherepanov_tub=Ein Frachtwaggon, um Deine Erze zu transportieren
row.rs_meta.cart_ntv=Frachtwaggon
row.rs_meta.cart_ntv_beds=Modifiziert um Personen zu transportieren
row.rs_meta.cart_flatbed=Flachbett
row.rs_meta.cart_flatbed_long=Leangerer Rahmen
row.rs_meta.cart_iii2l12=Zweiachsig
row.rs_meta.cart_tank=
row.rs_meta.cart_tank_brake=Bremswagen
row.rs_meta.cart_bobber=Begleitwagen
#Rolling stock types
row.rs_types.z=
row.rs_types.str_type=Type
row.rs_types.LOCO_STEAM=Dampflokomotive
row.rs_types.LOCO_DIESEL=Diesellokomotive
row.rs_types.LOCO_ELECTRIC=Elektrische Lokomotive
row.rs_types.cart_freight=Frachwaggon
row.rs_types.cart_passenger=Passagierwaggon
row.rs_types.tender=Tender
#Locomotives formulas
row.rs_formulas.z=
row.rs_formulas.1-1-0=2-2-0
row.rs_formulas.0-2-0=0-4-0
row.rs_formulas.0-3-0=0-6-0
row.rs_formulas.0-4-0=0-8-0
#Countries
row.countries.WORLD=Weltweit
row.countries.RUSSIAN_EMPIRE=Russisches Kaiserreich
row.countries.SOVIET_UNION=Soviet Union
I have to change some words, because there is no Ä (changed to ae), Ö (changed to oe), Ü (changed to ue) and ß (changed to ss) support for it.
No problem, just ask what you want
PS: Will the rails, trains etc. have multi-hitboxes?
LegoCanMine, well, I gave my point already.
My best gratitude for that.
I'm not fond of people doing something behind my back. And the fact that I've put 'You may NOT decompile/recompile or make any changes to the Modification with any intent' into the license together with the fact that some people violate this line and even tell me about that (this goes to you too, Nougatschnittie), these facts would possibly infuriate me year or two ago. However, that's my fault of putting little effort to work out a license which will both cover my interests and give users some freedoms like retexturing or localizing. I think I'll try to find time and create a proper license as well as guide to making texture packs (and a guide to mod itself), releasing them together with 1.10.2 version.
Until that moment I give you, people, this reference pack containing some of the original RoW textures (armour and mostly stock liveries). Take care to read the README-original.txt thoughtfully. And I warn, I double warn one of decompiling RoW.
Thanks, I'll think what to do with this and with all the stuff later, kinda busy right now.
I have multiple hitboxes for stock in mind, though there are different ways to implement them. If they would be included into the nearest release — the answer is usual, depends on the time and on if will be able to implement them.
Not sure what do you mean by multiple hitboxes for tracks. Tracks already have multi-block structures attached to the parent block, and this was made to provide 'multiple hitboxes'.
I don't recall posting in this thread, so, here's kudos for a great mod, and all the great work to come. Thanks for making this. I was bummed about Traincraft being unavailable for 1.7.10, so I searched for another train mod to fill my needs, and man, am I glad I did that. Otherwise, I never would have found this one.
Anyway, this was just supposed to be a "posting to follow", just in case I hadn't already. Thanks again for all your work Naiten, we're all so very grateful for the amazing job you've done, and I can't wait for 1.10.2!
Hey Naiten got a question, that I know hasn't been asked. So I'm sure by now you know that Don added in a crossing, and a customizable crossing (were you can also change the texture, by right clicking after you place a block underneath), using a texture DDC made quite some time ago. My question is will both the crossing be added in, either the second one still be able to a different texture and if there is a possibility that a diagonal crossing in the same two varieties be added as well?
Perhaps I'm being picky here, but can't texture packs be created for Minecraft and it's mods without decompiling or deobfuscating the source code? What's to stop someone like Doffen from creating a texture pack that contains new textures for the rolling stock? Yes, decompiling RoW is a no-no, but you can open jar files without decompiling the class files and view the resources inside them. Then again, changing the textures would technically qualify as making changes to the modification, even though you aren't changing anything in the RoW jar itself. I'm not advocating such behavior, mind you. I'm just curious as to how restrictive the RoW licence is.
Thanks, fellow train-lover! Can't wait for 1.10.2 as well, as I've spent almost zero time actually playing the mod, I only play around with it while testing and debugging features.
Please, name things by their names. 'Crossing' means 'two intersecting railway tracks' (at least in RoW, and at least until it's renamed to have proper name like 'flat crossing' or 'level junction'), while what you referred is 'grade crossing' or 'level crossing', depending on which coast of Atlantic you are. And please, be more specific. Like what version are you even talking about? I guess it's on the topic of my 1.10.2 development, but 'if there is a possibility that a diagonal crossing in the same two varieties be added as well' makes me think you want diagonal grading crossings to be put into 1.7.10 too...
Whatever. Base answer — first 1.10.2 update will cover most basic aspects and features. Level/grade crossing is not one of them, thus it will be introduced in later updates.
Secondary answer — I may do some improvements to 1.7.10, but 1.10.2 is in priority, as for now.
As it was already said, this restrictive license is a legacy of the past and should be redone. If being picky, when that old license was written, I assumed decopressing and copying files was under 'making changes'. This may be wrong, this may be right, this doesn't matter. I was not and am still not a lawyer of any kind and just didn't want people to do anything except playing with mod as it was (grumpy russian, you know). This was the wrong approach, and thus I repeat again — all legal stuff will be renewed to less-restrictive state.
Very kind of you, Naiten to give them the references for them to do… whatever they're doing.
I do apologize, yes I meant a grade crossing, Yes I was talking about 1.10.2 not 1.7.10, and to straight things out as I am sure that the last part I asked about was very confusing. I was wondering if that in a later update after the basic aspects have been fixed, that we could possibly see the grade crossing that DDC made (that Don implanted into his branch) put
into the game with a option to, I guess mirror the texture of a block we put underneath it, and possibly have one for diagonal (and possibly curve now that I think about it).
Now on the two varieties, I simply ment that Don has two versions on his grade crossing. One of them is a signal pice of track with a crossing over it. The second one are two separate pices that fit over the track (a middle and a side piece) and allow you to replace the standard wood texture with the texture of a block that you put under it, by right clicking.
I apologize again, have a good day.
I'm actually not as grumpy as one may think after few posts. Thanks.
Apologies accepted. Yes, I do plan adding grade crossing in the 1.10.2 some time. Be sure, it'll come for both gauges, for both orthogonal and diagonal tracks and in different varieties (as middle and side). I'll think on applying 'texture-pick' feature to them, but be sure I'll weight all cons and pros carefully.
Alright thank you very much really can't believe I had made such a confusing post. Oh and good to hear that there be one for both gauges.
Well I remember a couple years back when you were a lot more defensive about all this and some may have said - yes, you were probably more "grumpy" then.
You may remember that was a future possibility at lest a year ago, but if I remember correctly Naiten decided not to do it, probably because of some problems it may cause.
Telling the truth, I hope to write the core in a way allowing various different gauges utilize same code. If I succeed, adding another gauge will be a regular praxis. Adding the stock will still require hard work, however.
People tend to become wiser as they grow older, you know. If they don't — they are lost to the humanity.
Like nickWtn3 said, I'm not fond of this idea.Things may change by the moment the core is ready enough to write such feature, though.
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LegoCanMine, wrote this and opened your profile right afterwards. The Irony of Life strikes again.
what, you mean the fact that I've failed to get any wiser?
LegoCanMine, why do people tend to fit general phrases on themselves? There was no meaning like you somehow found. I was speaking in general, and if meant anybody, it was most possibly me myself, not you or anybody else.
Hey I thought of one more thing that I'd like to see added, Don's gravel wand from his branch of the RoW. I don't really know how it works but it sure makes placing gravel a ton easier, and I believe it would be a great "creative tab" addition to the rewrite.
Oh and a quick question I assume that in future releases you re-add in all the decorations back in?
I really should update all the info pages, write guides, film showcases and tutorials before releasing and/or getting RoW more popular...
Before adding Don's 'wand', Don's track pieces handler should be added. I'll start working with it after tweaking some things in existing code (there're 2032 lines of code in 37 classes already, if anybody wonders).
So what exactly is the ip? And what can a user expected from joining this server?
From inside the main station. Still quite some work to do in terms of detailing, but it is a start. Sadly, I forgot to take a picture from the outside, but maybee another time. It is based on the railwaystation in my home town, with the correct lengths. The map I found didn't leave much spase to make large railyards, so it is a bit cramped.
A sidetrack to a small industrial area, with warehouses and packing-/shippingfacilities for the larger industries arround the town.
Leaving town, the railway climbs along the coastal mountainside, in a harsh and unfriendly climate. Apart from rustproblems from the saltwater, the train makes the journey without problems. It was a harder task for those poor men who had to build it, though, fighting the clock and strong, autumn storms.
Some places, they had to scale up a wall for the railway to keep it from collapsing out in the ocean. After a few landslides, they finaly secured it with concrete and heavy pillars.
When the railway was first buildt, it was balanced close up to the mountain, but after several mudslides, it was moved farther out, and walled up. The space between vas quicly taken to farmland by local farmers, as there is not much cultivable fields around here.
It is not possible to have the railway run allong the mountain everywhere, and they had to make a few tunnels, even tho they where expensive. Some places, like here, the tunnel brakes out in daylight for a few metres.
There are some more parts of the railway along the unfriendly costal cliffs, along with a few bridges, but when it finaly gets to this curved bridge, the locomotive engeneer breathes of relief, as the worst part is now over. From here it is just to enjoy the scienery, and relax as it passes the next towns.
The railway follows this river up to the terminus city, but ofcoure with a detour, as the waterfall is just a bit to steep for the rails...
This station has been closed down for passanger traffic, as it is so close to the city after the modern roads was made. But there is still a few goodstrain stopping here to pick up the goods from the farmingcommunity that is here (Yes, it is not there yet... But anyway), even tho it is increasingly taken over by trucks who brings them to the larger goodsyard.
Approaching the last station. A smal city, where the railway, combined with large power potential from the nerby waterfalls made this town grow from a small farmingtown, to a large industrial center.
The railwaystation, combined with the goodstation. An increase in railtraffic has made this area to quicly become to small, and is therefore causing alot of problem for the industrial community.
The cities on the map is made from mostley "false" buildings, and facades. This makes the city look bigger then it is, and looks ok, as long as people only stays along the tracks. It is one of the things I don't like about the map, but I am not sure if I will change it later or not. Who knows what time brings.
@Naiten support for transparent textures would be awesome.