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PostPosted: Mon Dec 05, 2005 8:05 pm 
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Tycoon
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Location: Christchurch, New Zealand
Hi guys i am trying to compile a series of requests for commonly requested suggestions, which will help facilitate organisation of OTTD and communication of the status of things to the community.

its not a list of things that will necisarily get in or not, but mearly a list of suggestions.


suggestions


    Economics
    • More disasters
    • War disaster
    • Less random economy
    • Total expences column
    • Safety at level crossings
    • Different trainsets for different players

    Environment
    • Underwater levels (visable or not)
    • Night
    • Seasons
    • Snow on things (roads, tracks, buildings)
    • Two height levels

    Track-types
    • Subways
    • Trams
    • Rack rail
    • Aging of tracks and derailment
    • Tracks over bridge's entrance
    • Auto complete signals
    • Track maintanence
    • Signals on bridges and in tunnels
    • Diagonal roads, tunnels, bridges

    Vehicles
    • Variable length
    • Articulated
    • Faster planes
    • Wagon replace with cargo refit (advanced refit options)
    • More monorails/maglevs
    • Ships that don't drive through each other
    • More future vehicles

    Stations
    • Segmented staitions (graphically)
    • Storage areas for stations (warehouses....)
    • Large docks (combine with above perhaps)
    • Placeable airports
    • Whole city catchment for airports
    • City owned airports

    Buildings
    • More customisable HQ's

    GUI
    • Face window fix/ implimentation
    • Image avatars (from existing file)

....

please post (in this thread) the ideas you see suggested lots, and i will do my research on them then compile them into a list.

hopefully it will help things.

suggestions that are not going to be added for various reasons such as war are still requested to be added here.

Alltaken

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Last edited by Alltaken on Mon May 29, 2006 11:37 am, edited 12 times in total.

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PostPosted: Mon Dec 05, 2005 8:12 pm 
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TTDPatch Developer
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Alltaken wrote:
variable length rail vehicles

It doesn't strike me as particularly useful to list things that are already in the TODO.
(In this case, as "Full NewGRF support".)

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PostPosted: Mon Dec 05, 2005 9:28 pm 
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Tycoon
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i hope to list everything, then i will research its status. whether its in todo or not.....

Alltaken

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PostPosted: Mon Dec 05, 2005 9:53 pm 
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Engineer
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Signals on bridges and in tunnels have been suggested several times...


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PostPosted: Mon Dec 05, 2005 11:21 pm 
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Cymedrolwr
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Diagonal everything (roads, tunnels, bridges), large docks, faster planes.

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PostPosted: Mon Dec 05, 2005 11:50 pm 
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Chief Executive
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- Total expences column - http://www.tt-forums.net/viewtopic.php?t=22157 (suggested only by me but a nice feature for statistic purposes. And probably easy to do :) )
- Auto complete signals on a straight track with a single small dragging (It was in the nightly that I used to play a LOO0NG time ago). Really useful - if you want to make a highly loaded network with a lot of signals.
- Tracks over bridge's entrance (maybe for the new map array).
- Wagon replace with cargo refit - I was told that it's being worked on.
- Make the economy (raw material production) less random i.e. make it SURE that it will increase if the cargo is being transported "perfectly".

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PostPosted: Wed Jan 11, 2006 11:03 pm 
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A little while ago I started this thread regarding snow on roads and rail. :)

I haven't done anything towards it, but I have attempted to learn blender. Slow going :P


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PostPosted: Sat Jan 21, 2006 9:25 am 
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Engineer
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viewtopic.php?t=23008

Multiplayer logging support, to make a dedicated server more descriptive about what happens in the game. I'm told that the 'console' is separate from the 'game' and thus it is unable to get much information - so possibly a major change in the way multiplayer is implemented may be necessary to full facilitate logging...


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PostPosted: Sat Jan 21, 2006 12:05 pm 
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Tycoon
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more terraforming tools for the editor

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PostPosted: Sat Jan 21, 2006 1:30 pm 
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Tycoon
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It's amazing how, when asked to mention common suggestions, people just bring in their own.

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PostPosted: Sat Jan 21, 2006 2:50 pm 
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Tycoon
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Wolf01 wrote:
more terraforming tools for the editor

Please add what you want to the thread in Development. I will be working on this in the very near future.

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PostPosted: Sat Jan 21, 2006 5:23 pm 
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Tycoon
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richk67 wrote:
Wolf01 wrote:
more terraforming tools for the editor

Please add what you want to the thread in Development. I will be working on this in the very near future.

here is my old topic: viewtopic.php?t=22510&highlight=

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PostPosted: Sat Jan 21, 2006 5:57 pm 
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Tycoon
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Wolf01 wrote:
richk67 wrote:
Wolf01 wrote:
more terraforming tools for the editor

Please add what you want to the thread in Development. I will be working on this in the very near future.

here is my old topic: viewtopic.php?t=22510&highlight=

Here were your ideas - I will add this list to the thread in Development so I can keep it all together. Please reply there, thanks.
Wolf01 wrote:
my suggestion is:
1 - drag'n'drop remove trees, you can add them, why not remove them in the same way?
2 - drag'n'drop remove houses || roads || map structures (lighthouses and antennas, and maybe other structures which may be added in future)
3 - change snow line runtime on arctic scenarios (in the editor)

also some things that i read of and which are useful IMHO
4 - drag'n'drop rocks, desert / remove desert (i read that is on development, but when will be added?)
5 - different brushes
6 - drag'n'drop terraforming

and the most useful: internal and fully supported grayscale image to map

1 & 2 - makes sense to add a selective Delete tool, where you can click on the items you want to remove.
3 - dont know implication of this - probably just need to mark whole map dirty, and let it repaint... possibly doable
4 - done, and will be part of my new Scen Editor suite
5 - planning to have this for trees. i may experiment with this for terrain... but its more advanced than i was planning
6 - may be less needed if the original terrain generation is better.
Thanks for pointing these out again. Some are worth doing, some already in progress, some worth thinking about.

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OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
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PostPosted: Mon Jan 23, 2006 10:39 am 
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Tycoon
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sacros daylength patch... its pretty much dead now, but a lot of people liked the idea.

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PostPosted: Wed Feb 01, 2006 12:47 am 
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Engineer
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can you change the vehicle names into their corespondents in reality. like Darwin 300 == Beoing 747 ??? i'm thinking that being an open-source you are allowed to do that...

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PostPosted: Wed Feb 01, 2006 12:51 am 
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Tycoon
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Just because your open source, does not mean you can breach copyright though...

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PostPosted: Wed Feb 01, 2006 2:16 am 
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In this case, I think it's trademark, not copyright, but your point stands.

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PostPosted: Wed Feb 01, 2006 3:28 am 
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Tycoon
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i don't actually know the legality of using a real name for a vehicle?

its probably technically illegal, but unlikely to be followed up, or really cared about.

one good alternative is to use extra info field. such as

Name: Airvan A380
Inspired by: Airbus' A380

They would really have nothing to do you on.


Airvan
Being

BTW i have contacted Boeings trademark devision via email to request permission to use thier name and model numbers in conjunction with aircraft that look and perform the same as real models of theirs.

Alltaken

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PostPosted: Wed Feb 01, 2006 8:38 am 
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Cymedrolwr
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Well, CS uses real names (at least only the model names, not the companies) in Locomotion, and sticks a disclaimer saying they do not represent rea vehicles at the beginning.

With the older stam trains he uses the Engineer's names, because they didn't copyright themselves :P

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PostPosted: Tue Feb 28, 2006 11:00 am 
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Engineer
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Location: Prague, Czech Republic
Here is short thread about multitrack waypoints.

I also thing they are good, because I use them to specify which platforms in
the station the train should take.[/url]


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