Suggestions commonly asked for
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- tycoon-2007
- Engineer
- Posts: 4
- Joined: 08 Apr 2007 18:56
- Contact:
Re: Need traffic signs for trains
Looking at your screenshots it seams you have not explored the one-way-signals of OpenTTD yet.tycoon-2007 wrote:Hello...
It would be great, in addition to signals, to add some traffic signs for trains. For example I'd like to be able to place some ">" sign over the railway, that ....
Try use the signal tool and click on one of your existing signals to cycle between two-way and the two one-way variants. On the wiki there is more documents about the signaling system of OpenTTD.
EDIT: seams like wolfs are to faster than vikings.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
- tycoon-2007
- Engineer
- Posts: 4
- Joined: 08 Apr 2007 18:56
- Contact:
Thanks, this documentation is really helpful. Now I'd like to suggest to open some kind of a dialog window with a few settings for the signals when they are left-clicked without any specific tool chosen (currently this does nothing). I think, it would be better to see larger pictures of signal signs on this settings window as well.
ctrl+alt+cconnan wrote:btt.: What i would like to see is the possibility to build in paused mode.
The game runs to fast to use all the money at a point.
(or ctrl+winkey+alt+c if that doesn't work)
Uncle Dex Says: Follow the KISS Principle!
I would pretty much like to slow down the game date/years progress, is it possible? Only the date/years everything else like vehicles, economy, etc. not affected { some console command or line of C code to edit? }. I would like to make one year last for about an hour, or even more .... So I can enjoy game and seek for perfection without the rush to atleast interconnect half of the biggest map untill 2050.
PS: putting back years manualy with that cheat menu is not what I am looking for
EDIT: It's probably my post NitroX seen this afternoon { didn't know there is a suggestions subforum back then }
PS: putting back years manualy with that cheat menu is not what I am looking for
EDIT: It's probably my post NitroX seen this afternoon { didn't know there is a suggestions subforum back then }
As for my previous suggestion, I made it myself ... the only thing is to edit the date.c code file and do a recompile ...
So this is what I have done :
downloaded current stable version 5.1
edited date.c
on line 241 { or nearby } you will see something like this in "void IncreaseDate(void)" function
-- this increase date whenever it detects timing update { first part of function }
What I have done is really just a brute cycle waste
This will make one day last for 3 times as usual { 8sec on my system right now, I will make it 30sec for my own reasons } if you want more, just change the value in the "if" line ...
Anyway, I am not OpenTTD dev so I can not tell if this will have any unexpected problems ... but I will post any if they occur.
-- it violates C code ISO about declaring variables inside functions but atleast it keeps it eazy for you non coders to copy paste it ther
So this is what I have done :
downloaded current stable version 5.1
edited date.c
on line 241 { or nearby } you will see something like this in "void IncreaseDate(void)" function
Code: Select all
/* yeah, increase day counter and call various daily loops */
_date++;
What I have done is really just a brute cycle waste
Code: Select all
/* yeah, increase day counter and call various daily loops */
static int slowDown = 0;
if ( slowDown < 3 ){
slowDown++;
return;
}
slowDown = 0;
_date++;
Anyway, I am not OpenTTD dev so I can not tell if this will have any unexpected problems ... but I will post any if they occur.
-- it violates C code ISO about declaring variables inside functions but atleast it keeps it eazy for you non coders to copy paste it ther
- shampie
- Engineer
- Posts: 120
- Joined: 13 Feb 2005 01:13
- Location: Eindhoven - Netherlands Ottawa - Canada
I see it called Diagornal up in this threat, I think that is why I couldn't find it.. anyways see link..
Straight Rail
I forsee this being hard to make (the tunnel part mainly) but it would be great to see!
-Shamps
Straight Rail
I forsee this being hard to make (the tunnel part mainly) but it would be great to see!
-Shamps
How about an option to rotate the map? There have been times when a city gets so big, that it hides one of your bus or mail stops, and you can't click on it.
And also, i've read about it from other posts, being able to zoom out farther when playing the bigger maps, ie 2049 x 2049, but a farther zoom level on both the minimap and on the main playing screen.
And also, i've read about it from other posts, being able to zoom out farther when playing the bigger maps, ie 2049 x 2049, but a farther zoom level on both the minimap and on the main playing screen.
download the "integrated" version from the "developpement" section.ZerXen wrote:I would pretty much like to slow down the game date/years progress, is it possible? Only the date/years everything else like vehicles, economy, etc. not affected { some console command or line of C code to edit? }. I would like to make one year last for about an hour, or even more .... So I can enjoy game and seek for perfection without the rush to atleast interconnect half of the biggest map untill 2050.
PS: putting back years manualy with that cheat menu is not what I am looking for
EDIT: It's probably my post NitroX seen this afternoon { didn't know there is a suggestions subforum back then }
active the "day length" patch, then don't forget to active "day length affects economy"
Re: Suggestions commonly asked for
Hi !
Sorry if this has already suggested, but I have not found it.
What about cities growing faster when supplying goods ? You can imagine a ratio between supplying needs and population, and when this ratio is completed, the town is growing a little faster (and so you need to supply more goods to obtain this ratio again, as the population grows).
Sorry if this has already suggested, but I have not found it.
What about cities growing faster when supplying goods ? You can imagine a ratio between supplying needs and population, and when this ratio is completed, the town is growing a little faster (and so you need to supply more goods to obtain this ratio again, as the population grows).
Re: Suggestions commonly asked for
they dogbetous wrote:What about cities growing faster when supplying goods ?
Re: Suggestions commonly asked for
what ???
sorry
sorry
Re: Suggestions commonly asked for
No they don't.rav wrote:they dogbetous wrote:What about cities growing faster when supplying goods ?
The only things that affect town growth speed (apart from the patch setting) are the number of stations in the town that are being regularly serviced, and whether anyone has funded new buildings in the last 3 months.
They don't affect the speed, although goods are required for towns to grow at all in the arctic climate (above the snowline) and the tropical climate.
No-one's more important than the earthworm.
Re: Suggestions commonly asked for
Do you mean food there? Desert towns require water too.Maedhros wrote:goods are required for towns to grow at all in the arctic climate (above the snowline) and the tropical climate.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Suggestions commonly asked for
Food and water is required ... I am not sure about the goods
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Suggestions commonly asked for
Oh yes, sorry. Goods aren't required at all.
No-one's more important than the earthworm.
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