1.9.1 alpha progress
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Lilman424 wrote: What IS a forint?
Well...
Forint is the currency in Hungary since 1946, after the hyperinflation of pengő (the fastest and largest inflation of all time, with special thanks to our Soviet friends...) couldn't be stopped, and by the returning of the gold deposits of the National Bank made it possible to create a new currency.
And just some addition: forint was a currency in Hungary many times before (like the Anjou-kings, oh, sorry, that's Angevins for you, and the 1848 revolution &c, &c).
And looking back in history, what do you think the origin of the word forint is? Well, you guessed it! It's Florence! And it's legal tender was fiorentino... By the way: what did you call the Holland tender, if not gulden or forint?
Well...
Forint is the currency in Hungary since 1946, after the hyperinflation of pengő (the fastest and largest inflation of all time, with special thanks to our Soviet friends...) couldn't be stopped, and by the returning of the gold deposits of the National Bank made it possible to create a new currency.
And just some addition: forint was a currency in Hungary many times before (like the Anjou-kings, oh, sorry, that's Angevins for you, and the 1848 revolution &c, &c).
And looking back in history, what do you think the origin of the word forint is? Well, you guessed it! It's Florence! And it's legal tender was fiorentino... By the way: what did you call the Holland tender, if not gulden or forint?
Indivisibiliter ac inseparabiliter
Andrés, it is still no good, it says runtime error 75 again and again. I can't save my new settings...
What could be the problem?

What could be the problem?


Last edited by Endre on 16 Jun 2003 21:02, edited 1 time in total.
Indivisibiliter ac inseparabiliter
If you mean it's not showing the Euro symbol then you haven't downloaded http://www.ttdpatch.net/src/euro.zip, extracted it to your TTDLX folder and run the EXE. That adds it to your GRF file(s).troopper5 wrote:I found a bug (or is it a bug?). €uro currency "logo" isn't working on me. I just thought that i should put it here...
It's not a bug
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
When adding new grfs or update them you have to use cht: resetvehicles or beginn a new game. I used the cheat and later in the game I had many deadlocks on my junctions because the trains had breakdowns. I had a close look on it and saw the the maximum reliability droped about 20%. I tried cht: resetvehicles again, and the reliability changed again. This can ruin a whole savegame. Can´t the reliability not be a fixed value?
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- Tycoon
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from Marcin Grzegorczyk:
And so here it is, after a delay. As usual, available at:
http://kufel.immt.pwr.wroc.pl/~mgrzegor/ttdpatch/
The most important (and probably most awaited) feature is the added
power of the 'buildonslopes' switch: now you can build tracks, roads and
stations on a foundation, which adds an immense amount of flexibility.
In particular, I think many people will love this:
http://kufel.immt.pwr.wroc.pl/~mgrzegor ... before.png
http://kufel.immt.pwr.wroc.pl/~mgrzegor ... n-done.png
There are restrictions, though, and if you try to violate one you'll get
"Land sloped in wrong direction" for roads and tracks, or "Flat land
required" for stations. Basically, the restrictions boil down to these
rules:
- You're not allowed to build on steep slopes. That's normal I think.
- You must not build tracks or roads (including those that are parts of
stations) in such way that would let you connect them on different levels.
- All parts of a station being built must be on the same level. (For
railway stations you can work around this rule by assembling the station
from smaller parts, exploiting the 'largestations' feature of TTDPatch,
as exemplified by the picture linked above. Keep in mind, though, that
this is still a single station, so if you remove it you remove all
platforms on all levels.)
- Internal parts of airports still require flat land; only edge tiles
can be sloped. (Perhaps I'll lift this restriction in a later version.)
You have to be particularly careful with roads; if you wish to build an
embanked bend or T-shape intersection you have to start with the piece
perpendicular to the direction of the slope, or else you'll get a
regular sloped road (which you'll have to remove then in order to do
what you intended).
The default TTD's sprite set is not particularly well suited for display
of multi-tile embanked objects, so there are additional sprites
available on my site. You can use the buildonslopes feature without
them, but it'll look ugly.
Unfortunately I had no time to make different sets for different
climates, so it'll always have the temperate climate look. This will be
fixed soon (tomorrow if I can).
That's all for now; share, enjoy, and (most important) tell me if you
spot any bugs! (apart of what's mentioned above, that is)
And so here it is, after a delay. As usual, available at:
http://kufel.immt.pwr.wroc.pl/~mgrzegor/ttdpatch/
The most important (and probably most awaited) feature is the added
power of the 'buildonslopes' switch: now you can build tracks, roads and
stations on a foundation, which adds an immense amount of flexibility.
In particular, I think many people will love this:
http://kufel.immt.pwr.wroc.pl/~mgrzegor ... before.png
http://kufel.immt.pwr.wroc.pl/~mgrzegor ... n-done.png
There are restrictions, though, and if you try to violate one you'll get
"Land sloped in wrong direction" for roads and tracks, or "Flat land
required" for stations. Basically, the restrictions boil down to these
rules:
- You're not allowed to build on steep slopes. That's normal I think.
- You must not build tracks or roads (including those that are parts of
stations) in such way that would let you connect them on different levels.
- All parts of a station being built must be on the same level. (For
railway stations you can work around this rule by assembling the station
from smaller parts, exploiting the 'largestations' feature of TTDPatch,
as exemplified by the picture linked above. Keep in mind, though, that
this is still a single station, so if you remove it you remove all
platforms on all levels.)
- Internal parts of airports still require flat land; only edge tiles
can be sloped. (Perhaps I'll lift this restriction in a later version.)
You have to be particularly careful with roads; if you wish to build an
embanked bend or T-shape intersection you have to start with the piece
perpendicular to the direction of the slope, or else you'll get a
regular sloped road (which you'll have to remove then in order to do
what you intended).
The default TTD's sprite set is not particularly well suited for display
of multi-tile embanked objects, so there are additional sprites
available on my site. You can use the buildonslopes feature without
them, but it'll look ugly.
Unfortunately I had no time to make different sets for different
climates, so it'll always have the temperate climate look. This will be
fixed soon (tomorrow if I can).
That's all for now; share, enjoy, and (most important) tell me if you
spot any bugs! (apart of what's mentioned above, that is)

what are you looking at? it's a signature!
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My comment: "Full speed bridges"
Doesn't look very nice though
Doesn't look very nice though
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Who is the other person in me?
my Blog (dutch) - my Last.fm profile
Owner of http://ttdgraphics.cjb.net/ ! Temp addr: http://ttdgraphics.owenrudge.com/
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