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LAST EDITED ON Jun-14-04 AT 01:21 AM (EDT)
I do route development moreso than simming... and a with a couple decades in software analysis and design I feel qualified to comment on some project errors committed by the original development team. In the route development area there are a few steaming heaps of kujo that could be avoided with a bit of up front planning so a few suggestions with that in mind:* Put the all the texture files in the same directory... IOW don't use \terrtex and \textures. A texture is a texture is a texture.* Let the top texture directory be the default and use 12
subdirectories -- 4 seasons x 3 weather types. This way the developer has full flexibility for creating ground and/or shape textures for each season as well as each weather type -- or ignore it all and just use the defaults. Or some combination.* Get the water texture filename out of the .env file and put it into the texture directories, just like any other texture. Let's the designer alter water appearance by season and/or weather. Ditto for sky. * Let the designer specify water textures exactly the same as any terrtex. This is a simple way to offer multiple water types, like lakes vs. rivers.* Let the designer enter numerals via the keyboard if desired. Just having the roller buttons isn't enough... editing qdirection in the .w files isn't enough. RE is essentially a simple cad program so let the user have access to the numbers as a simple way to gain precision.* Keep the .w files data open. There are times when you simply need to get in there and mess with the data. It's normal for me to edit the .w files whenever I run RE. If you move them from text into a database (something that should greatly improve stability and quality once you do "Begin Transaction" and "Commit"), please use something that allows the data to remain accessible via import and export functions.* Use a visible 3d tool for the land deformation (instead of drawing a rectangle), such as a circle, oval, triangle, and/or wedge and allow the user to size and rotate them numerically in a side window -- the actual deformation logic on the tiles should remain the same.* There really shouldn't be a requirement to order development in the way it is now...first all track then... logically development should be done completely as you move along the route. The problem is, I beleive, in the poor way Kujo manages adds and deletes across the .w, .tdb, and .rdb files. Again, moving that into a database with Begin Txn and Commit functions should provide the controls that are needed to eliminate the kinds of corruptions what have ruined many routes.* Talk somebody into doing a node viewer and integrate it into RE. Allow copy and paste (with full edit capability for position and qdirection values, absolute or relative).I'm sure by now eyes are rolling. Fine. But read the list again... everything there is meant to improve quality and reduce development time. What good are new features if the route takes 3 years to create and always crashes?Dave NelsonWP mainline, Oakland-Stockton: 100% complete;
SP mainline, Oakland-Stockton: 20% complete;
Aug 1950 
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RE: Kudus to avoid, OTTODAD, Jun-14-04, 08:29 AM, (1) RE: Kudus to avoid, muskokaandtahoe, Jun-15-04, 12:21 PM, (2) RE: Kudus to avoid, Vern, Jun-16-04, 11:13 AM, (3) RE: Kudus to avoid, RailDriver, Jun-16-04, 07:30 PM, (4) RE: Kudus to avoid, 7andY, Jun-17-04, 07:40 AM, (5) RE: Kudus to avoid, landnrailroader, Jun-18-04, 10:59 AM, (6) RE: Kudus to avoid, Vern, Jun-18-04, 12:13 PM, (7) RE: Kudus to avoid, brucek, Jun-18-04, 05:22 PM, (8) RE: Kudus to avoid, muskokaandtahoe, Jun-18-04, 06:05 PM, (9) RE: Kudus to avoid, brucek, Jun-19-04, 01:21 AM, (10) RE: Kudus to avoid, muskokaandtahoe, Jun-19-04, 03:47 PM, (13) RE: Kudus to avoid, landnrailroader, Jun-19-04, 05:23 AM, (11) RE: Kudus to avoid, OTTODAD, Jun-19-04, 06:52 AM, (12)
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