
New suggestions for the patch (no new suggestions here!)
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- Raichase
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I'm pretty sure that is a byte related maximum (like numbers of stations etc), So I doubt that it can be done. Although, if a patch develpoer says something different... who's complaining 

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- Raichase
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Well, TT's limits don't exactly work well with this "logic" that we try and use
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Why any number for a maximum? I guess they decided that nobody would have the motivation to put up more than 40 signs?
Or, perhaps the number of signs+station names+ town names = a certain limit?

Why any number for a maximum? I guess they decided that nobody would have the motivation to put up more than 40 signs?
Or, perhaps the number of signs+station names+ town names = a certain limit?
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Simply Chris set the size of an array to a value.
Each and every function uses this value as hard constant.
Then there are some workarounds so that things have always some space. Like oilrig stations, the array is 90, 30 will be used only for oilrig stations...
You know first TT had to be run on systems with low memory.
Each and every function uses this value as hard constant.
Then there are some workarounds so that things have always some space. Like oilrig stations, the array is 90, 30 will be used only for oilrig stations...
You know first TT had to be run on systems with low memory.
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- Tycoon
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rather not, it would require to use other mouse driver in TTD ... as for Win version maybe is possible (but dunno if developers know 'where' it is) , as for Dos nearly impossiblePetae wrote:possible/not possible ?I wrote:usage of the scroll-wheel (on your mouse) in save and load windows
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- spaceman-spiff
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- spaceman-spiff
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Oh, I'm a software developer too, sometimes users ask things and mention that it's probably very easy to implementStylesjl wrote:You don't have to be a developer to know some things are possible whilelist others are not
Then I say how the hell would you know, some things may seem easy but can be very hard to change while other things may seem pretty hard but in fact are very easy
Well, back to work, lot's of it in the near future
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ok ... so what do you think ??spaceman-spiff wrote:Oh, I'm a software developer too, sometimes users ask things and mention that it's probably very easy to implementStylesjl wrote:You don't have to be a developer to know some things are possible whilelist others are not
Then I say how the hell would you know, some things may seem easy but can be very hard to change while other things may seem pretty hard but in fact are very easy
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- spaceman-spiff
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New suggestion
When you sell one vehicle (train, for example), and it has the custom name, that you defined before - new train, that you buy instead of old, has no name, so it will be better to save custom names for new trains, that you buy instead of old.
- Raichase
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So you mean, transfer the custom name over as well as the orders? Say if I sold Train 13 (named "Liverpool Express"), then bought a new loco in the same deopt, it should get the name "Liverpool Express" as well as the orders? Sounds good, but I don't really name my trains.
If you like the model the train is (ie you are replacing a Ginzu A4 with a new Ginzu A4), then just switch "autorenew" on in your patch - it automatically sends the train to the depot and renews it. That way, you don't lose the name or the current fitting (I do this so my Iron Ore ships don't become Grain ships when I renew them). If you have "cheatscost" on, then it pays automatically
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If you like the model the train is (ie you are replacing a Ginzu A4 with a new Ginzu A4), then just switch "autorenew" on in your patch - it automatically sends the train to the depot and renews it. That way, you don't lose the name or the current fitting (I do this so my Iron Ore ships don't become Grain ships when I renew them). If you have "cheatscost" on, then it pays automatically

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I thought that autorenew charged you without cheatscost on and that "cheatscost on" only makes sign cheats, not anything else, cost money to use.Raichase wrote:If you have "cheatscost" on, then it pays automatically.

It's not a bad idea to transfer the names over, though, but, like Raichase, I don't name my vehicles so it wouldn't make any difference to me.
US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Mouse Wheel:
First the mouse events have to be get into the engine, this means they have to be passed from outside into the windows wrapper. You should know TTD runs somehow in a windows sandbox. But the biggest problem is TTD's GUI hasn't any feature to scroll lists with the keyboad.
So the gui of TTD is very incompatible to all inputs expect mouse clicks on coordinates.
The windows differ in their structure, so there can't be a workaround...
very sure it can't be done.
First the mouse events have to be get into the engine, this means they have to be passed from outside into the windows wrapper. You should know TTD runs somehow in a windows sandbox. But the biggest problem is TTD's GUI hasn't any feature to scroll lists with the keyboad.
So the gui of TTD is very incompatible to all inputs expect mouse clicks on coordinates.
The windows differ in their structure, so there can't be a workaround...

Sorry but I don't want to post in the Newsgroup, so I will comment it here.Shadow-XIII on AGMTT wrote: so I know there is no way to build a signal under the bridge, but it is possible to build above the tunnel because TTD is using tunnels as ENTER -> (some kind of teleport) -> EXIT , right ?
so my idea ... why don't change bridges to be use the same way as tunnels: so ENTER -> (teleport) -> EXIT so then it will be possible to add something under the bridge ... only you need is to create a graphic that will conect enter and exit, another glitch could be with vehicle at the bridge ... but pls consider this idea
It simply can't be done because it will screw up the Engine,
I don't think Marcin knows about the bugs of crossingtunnel and the lower land problem.
This would happen then too, if there is a train in the invisible tunnel and another engine will cross the the track,
the trains will collidate.
Please look in the posting about the tunnelcrossing bug.
http://www.tt-forums.net/viewtopic.php?t=3067
Pics...
http://www.tt-forums.net/files/tunnels.png
http://www.tt-forums.net/files/tunnelfeature.jpg
http://www.tt-forums.net/files/usageoftunnelbug.gif
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