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Re: [WIP] Container Mod For Locomotion

Posted: 29 May 2010 14:50
by rdrdrdrd
I check back on the forum for the first time in at least 7 days and see this...

But anyways, the crane can't be a vehicle as it is two tiles wide, you could have a wide vehicle running on one tile but it would be one hell of a mess to code

Re: [WIP] Container Mod For Locomotion

Posted: 29 May 2010 21:11
by Wibble199
It was just an idea :cry:.

But anyway, I never got to try out the beta (I missed it :cry:) soI didn't know that.

Re: [WIP] Container Mod For Locomotion

Posted: 30 May 2010 00:42
by Grudz
would it be possible to have a static crane with a train-activated animation just like a level crossing

Re: [WIP] Container Mod For Locomotion

Posted: 10 Jun 2010 08:32
by Marten
Hello People,

I haven't been on the forum for years, but i just reinstalled locomotion on my new computer and started up tt-forums for some nice add-ons
Holy holy, what a nice work in progress by Plasticman, haven't seen such a nice idea and work in a long time.

I don't have any constructive comments, just wanted to let you know, i appriciate your work.

Greetings

Re: [WIP] Container Mod For Locomotion

Posted: 11 Jun 2010 08:01
by C3805.
Found a problem with the scenery, there is a chance you might have thought of this, but anyway. The warehouses are set to non-destructible in game, which is in theory a great idea since it stops the bloody council from muscling their way into the intermodal yard. However, the council also thinks that the warehouses do not look out of place in the city, so they go about building them. Since they are coded as non-destructible, this can be a real hassle if you are building elevated tracks or the warehouse is in a stupid position, which is normally the case with the AI. I just wanted to share this.

Re: [WIP] Container Mod For Locomotion

Posted: 09 Jul 2010 17:11
by luizpaganin
Hello, everyone, is a great pleasure to be part of this forum, I searched the whole forum behind this spectacular mod but found nothing, is it asking too much of Messers. information if this mod is active or is in the downloadable project.

Hugs to all :bow: :bow:

Re: [WIP] Container Mod For Locomotion

Posted: 09 Jul 2010 17:39
by Badger
See the last post of page 6 of this topic. All the answers are there.

Re: [WIP] Container Mod For Locomotion

Posted: 09 Jul 2010 18:34
by bnsfnut
So what, no more of this wonderful MOD.

Re: [WIP] Container Mod For Locomotion

Posted: 09 Jul 2010 18:37
by Badger
It's in the bug testing stage probably, once any problems are ironed out it will probably see a general release. I believe Plastik is a bit busy in real life at the moment though.... you'll just have to wait.

Re: [WIP] Container Mod For Locomotion

Posted: 10 Jul 2010 02:18
by noofnoof
Badger wrote: I believe Plastik is a bit busy in real life at the moment though.... you'll just have to wait.
working ridiculous hours 6 days a week. sheesh the poor guy.

Re: [WIP] Container Mod For Locomotion

Posted: 10 Jul 2010 16:55
by bnsfnut
Oh, didn't know that. Can't wait for it to be realesed. Thanks a bunch Plastik.

Re: [WIP] Container Mod For Locomotion

Posted: 10 Jul 2010 19:27
by freepoekie
i have some suggestions about the asphalt dat. file and the ports

i added the asphalt titles to some industrial buildings,

The suggestion is in the screen don't need explanation.

Re: [WIP] Container Mod For Locomotion

Posted: 10 Jul 2010 22:06
by Tattoo
to me, they all look too much alike and kinda plain looking.

Re: [WIP] Container Mod For Locomotion

Posted: 11 Jul 2010 02:05
by bnsfnut
I like it. Think it would be good to put in the mod.

Re: [WIP] Container Mod For Locomotion

Posted: 11 Jul 2010 09:14
by Openttd2
put a site or the mod to it can download

Re: [WIP] Container Mod For Locomotion

Posted: 11 Jul 2010 18:27
by Badger
Openttd2 wrote:put a site or the mod to it can download
What?

For the millionth time, this is not available for release at the moment.

Plastik, I'm locking this till you say otherwise.