St Lawrence River
Posted: Tue Mar 21, 2023 6:30 am
Hello Team,
Like others, I enjoy the efforts of Slider and I'm grateful for the fresh content. Thank you Slider!
Aside from the general challenge of game I like to train table a lot. I get very fussy about curves and level platforms and the like. I thought I'd show some thanks by putting in a huge effort with St Lawrence River.
I've uploaded a saved game if anyone would like to take a look for themselves. I've also made a short 4min vid showing some of the train activity at various points around the map.
The saved game is uncompressed for anyone wishing to confirm it is in fact a saved game by looking at the contents of it in a hex editor.
You will need the St Lawrence River user map active in order to view the saved game.
http://itsalljunk.com/smr/097.SMRailroadsSavedGame
itsalljunk.com is my domain and server where I put stuff for downloading. It's not a trap.
What this also prompted me to do is something I've wanted to do since SMR first arrived. Write a utility that can edit saved demo files. The main reason for this is to fix up scars in the landscape from changing laid tracks. The map TGA is stored in the saved file, both as it's original form and the modified one from laying tracks etc. The map data is not in 24bit color depth as the source map file is, but 8bit color depth. Makes them much smaller.
So that's quite useful for me as I can fix up the scars and textures to make it bewtiful again.
Scars be gone!
Before
After
A little grass between the tracks.
Before
After
It's especially nice to fix up where bridges meet the land.
I could have just written a tool to extract the TGA data but I've decided to decipher the saved game format as much as can be discovered as useful. Like a starting balance of $10,000,000 ; ) Or changing the starting year to 1800, but you need at least one train from that era set in the respective .xml file.
Anyway, it's a work in progress and I'm a decent way through the saved game file, which is quite complex. A lot of variable length data and data structures, just to make it harder. I plan to put in it a simple graphic editor feature for the map data. At the moment I extract the maps manually and edit them in Photoshop, then put them back in. It's tedious.
The saved game above is about 80 hours of work. I stopped there because it was making the game engine groan a little. Deleting or adding track would invoke a 1 second 'halt' while it updated it's internal routes etc.
I worked strictly to the type of station used with the 3 track limitation.
You'll also see I made Montreal island just that little bit bigger as all the tracks I have running through it was pushing houses into the water.
Anyway, hope you enjoy it, if you take a look.
Edit : Just realised in Edge that the images don't load because they're on a non SSL site. Changed the link types.
Like others, I enjoy the efforts of Slider and I'm grateful for the fresh content. Thank you Slider!
Aside from the general challenge of game I like to train table a lot. I get very fussy about curves and level platforms and the like. I thought I'd show some thanks by putting in a huge effort with St Lawrence River.
I've uploaded a saved game if anyone would like to take a look for themselves. I've also made a short 4min vid showing some of the train activity at various points around the map.
The saved game is uncompressed for anyone wishing to confirm it is in fact a saved game by looking at the contents of it in a hex editor.
You will need the St Lawrence River user map active in order to view the saved game.
http://itsalljunk.com/smr/097.SMRailroadsSavedGame
itsalljunk.com is my domain and server where I put stuff for downloading. It's not a trap.
What this also prompted me to do is something I've wanted to do since SMR first arrived. Write a utility that can edit saved demo files. The main reason for this is to fix up scars in the landscape from changing laid tracks. The map TGA is stored in the saved file, both as it's original form and the modified one from laying tracks etc. The map data is not in 24bit color depth as the source map file is, but 8bit color depth. Makes them much smaller.
So that's quite useful for me as I can fix up the scars and textures to make it bewtiful again.
Scars be gone!
Before
After
A little grass between the tracks.
Before
After
It's especially nice to fix up where bridges meet the land.
I could have just written a tool to extract the TGA data but I've decided to decipher the saved game format as much as can be discovered as useful. Like a starting balance of $10,000,000 ; ) Or changing the starting year to 1800, but you need at least one train from that era set in the respective .xml file.
Anyway, it's a work in progress and I'm a decent way through the saved game file, which is quite complex. A lot of variable length data and data structures, just to make it harder. I plan to put in it a simple graphic editor feature for the map data. At the moment I extract the maps manually and edit them in Photoshop, then put them back in. It's tedious.
The saved game above is about 80 hours of work. I stopped there because it was making the game engine groan a little. Deleting or adding track would invoke a 1 second 'halt' while it updated it's internal routes etc.
I worked strictly to the type of station used with the 3 track limitation.
You'll also see I made Montreal island just that little bit bigger as all the tracks I have running through it was pushing houses into the water.
Anyway, hope you enjoy it, if you take a look.
Edit : Just realised in Edge that the images don't load because they're on a non SSL site. Changed the link types.