McGuba wrote: ↑Mon Jan 06, 2025 7:44 am
But over time I just learned to live with these imperfections and used these dead-end railway line sections when I had to.

Nevertheless, it is indeed good to have the corrected versions after all these years. Problem is, I am almost sure that there are several more of these scattered over the map so I think I can only fix them one by one if noticed in order to avoid potentially making them even worse if I change all the graphics like that. So I think I will rather add these as extra tiles to some of the empty slots and just change them where needed and when noticed. More so that the next version will bring a major revise of the railways in the mod with several new lines and other changes.
Originally I also wanted to add the corrections to the end of the file. Since I also want to have compatibility with some of the unmodded campaigns, without correcting each scenario.
But after checking many scenarios, the replacement version I settled on worked much better.
I now also checked the BE 2.4 multiplayer scenario manually.
I did not find any 3rd row, last column or 4th row, last column rail tiles at all.
And no more 5th row, 6th column rail tiles except the two mentioned ones (Linz & London).
Those two resolve to the correct graphic automatically when the fixed LayerRails.png are used.
The non-multiplayer main scenario only has the Linz rail tile, since the airport north of London is shifted a bit and the rail goes a different route.
So BE 2.4 main maps would not need any changes in the editor at all.
You would only have to check the rail additions you made since BE 2.4.
Unfortunately I found a potential issue with the new marker positions, which are offset to the bottom right.
In the youtube match between HerzogSieg and Duedman, the Allied player often complained about having to recheck (and refuel/resupply) many Soviet units.
Since the transparent red fuel can tile marker from the port tile layer is in the same position as the solid red fuel can that shows up when a unit is out of fuel. So the player can only see the tile marker showing the player that refueling in this turn is pointless, when the tank on top of that tile has just been refueled by the player.
I guess the next best position for that "refueling is useless" tile marker would be the one where I shifted the general A, B, C, $ tile markers.
Not sure how to solve that, the top corners can be obstructed by aircraft or big tanks or arty.
On the left side, there can be flags in the way.