Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.
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Patchman
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by Patchman » 20 Dec 2005 10:20
I don't know, maybe Csaba has an idea. And yes, this does need a better error message.
goalie
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by goalie » 23 Dec 2005 13:40
the brewery spirites are not diesplayed right i think
another bug no building accepts food
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George
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by George » 23 Dec 2005 17:27
goalie wrote: the brewery spirites are not diesplayed right i think
try to rebuild it
goalie wrote: another bug no building accepts food
I'vу fixed it already, I'll upload fixed version soon, I hope
goalie
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by goalie » 23 Dec 2005 17:34
goalie
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by goalie » 23 Dec 2005 17:38
would it be possible to change the produced good by the brwery to wine (german Wein) and beer(german Bier)
George
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by George » 23 Dec 2005 18:07
goalie wrote: would it be possible to change the produced good by the brwery to wine (german Wein) and beer(german Bier)
No. All cargo slots are used. Food is the only possible sollution unless we drop out some other cargo
goalie
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by goalie » 23 Dec 2005 18:28
George wrote: goalie wrote: would it be possible to change the produced good by the brwery to wine (german Wein) and beer(german Bier)
No. All cargo slots are used. Food is the only possible sollution unless we drop out some other cargo
ok i understand
goalie
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by goalie » 23 Dec 2005 21:06
could you change the petrol stations behaviour of appeare and dissapear to a behaviour like the hotels have
George
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by George » 24 Dec 2005 08:28
goalie wrote: could you change the petrol stations behaviour of appear and disappear to a behaviour like the hotels have
Then there would be no reason for high prices for petrol transportation. But when required call-back for house demolition event will appear, I'll add the check, that will guarantee, that a petrol station will work at least 2 years
goalie
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by goalie » 24 Dec 2005 10:32
ok
when do you upload the fixed versions or are they not finished yet
goalie
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by goalie » 24 Dec 2005 16:48
thanks for this great christmas present
goalie
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by goalie » 24 Dec 2005 17:12
are there buildings which accept food in this version or not
George
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by George » 24 Dec 2005 18:38
goalie wrote: are there buildings which accept food in this version or not
Default buildings in tropic and arctic should accept food
goalie
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by goalie » 24 Dec 2005 18:40
George wrote: goalie wrote: are there buildings which accept food in this version or not
Default buildings in tropic and arctic should accept food
and in temperate climate
George
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by George » 24 Dec 2005 19:38
goalie wrote: George wrote: goalie wrote: are there buildings which accept food in this version or not
Default buildings in tropic and arctic should accept food
and in temperate climate
They shoud not. In temperate only special shops would accept food, but they are nod drawn yet
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by goalie » 24 Dec 2005 19:57
George wrote: goalie wrote: George wrote: Default buildings in tropic and arctic should accept food
and in temperate climate
They shoud not. In temperate only special shops would accept food, but they are nod drawn yet
thanks for your replieis it possible to let one of your hotels accept food until the shops are ready because i want to use every cargo and the tourists need food
George
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by George » 24 Dec 2005 22:36
goalie wrote: thanks for your replieis it possible to let one of your hotels accept food until the shops are ready because i want to use every cargo and the tourists need food
Ok.
2 Patchman and Csaboka:
could houses code be changed to define acceted and produced cargos as RVs with translation tables? So, I do need to know, what ID does the food use, I can simply specify the translation. Also, if the cargo is not available, it would be simply skiped (as with default cargo for RVs and the refit mask)
goalie
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by goalie » 25 Dec 2005 19:27
which line and bit i have to change that one hotel accepts food
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