Page 11 of 47

Posted: 11 Apr 2003 21:09
by Patchman
Don't try to add the pylons yourself, though. That will all be done by the patch, once I finish that feature. Tunnels and bridges are next on my list.

Posted: 12 Apr 2003 05:22
by spaceman-spiff
Patchman wrote:Don't try to add the pylons yourself, though. That will all be done by the patch, once I finish that feature. Tunnels and bridges are next on my list.
Great news

Would it be a big work to make banks produce more valuables in the temperate climate ?

Posted: 12 Apr 2003 07:37
by Dinges
spaceman-spiff wrote:
Patchman wrote:Don't try to add the pylons yourself, though. That will all be done by the patch, once I finish that feature. Tunnels and bridges are next on my list.
Great news

Would it be a big work to make banks produce more valuables in the temperate climate ?
Isn't that something for TTDAlter?

Posted: 12 Apr 2003 07:44
by orudge
Yes, TTDAlter can do that fine.

Posted: 12 Apr 2003 10:39
by spaceman-spiff
OK

Posted: 12 Apr 2003 14:50
by sultana
Back onto the pathc :roll:

To tie in with what shadow said in the "finished graphics" topic, do you think it'd be possible to add a switch to change all the semaphores to signals in 1975 (or maybe a "cht:" cheat), cause they are really hard to see on the electrified rail :roll:

Posted: 12 Apr 2003 16:52
by spaceman-spiff
sultana wrote:Back onto the pathc :roll:
Actually, I was making a suggestion about the banks and somebody said that I could use ttdalter for that, not OT I think

And to answer your suggestion, I agree

Posted: 13 Apr 2003 01:22
by Stylesjl
A new feature i would like (but i think its impossible but i'd better segest it anyway) is for Savegames and secnarios made in the dos version of TTD to work with the windows version of TTD And vice versa. Because most of you have the windows version and i get game load failed error when i download your savegames and scenarios i feel so left out :cry:

Posted: 13 Apr 2003 01:24
by Stylesjl
Did i mention i had the DOS version of ttd :lol:

Posted: 13 Apr 2003 05:27
by sultana
Well you can convert graphics so I don't think this'd be that hard... But it really shouldn't be incorperated with the patch just a program (like grfcodec) which you just put in your game folder type in some lines of code and boom, your done :D

Posted: 13 Apr 2003 05:56
by Patchman
Just get sv1codec. One of its many features is to write a correct checksum.

Posted: 13 Apr 2003 06:14
by spaceman-spiff
Here is sv1codec

http://kufel.immt.pwr.wroc.pl/~mgrzegor/sv1tool/

It can change savegames , didn't know that :)

Posted: 13 Apr 2003 06:34
by sultana
Well I never really had a need to change savegames so... I just used sc1codec once to find my HQ :roll:

Posted: 13 Apr 2003 06:52
by Stylesjl
I just found out i was not savegames but scenarios did not work how do i get windows secnarios working is it same utilitie

Posted: 13 Apr 2003 10:14
by orudge
Yep, just use SV1Codec. Alternatively, download the Transport Tycoon Saved Game Manager from my web site, and select your game, and choose Game, Rename, Source/Dest game (as applicable), and just click OK. This re-encodes your game.

Posted: 13 Apr 2003 19:44
by troopper5
Forgot to quote but anyway...

Someone said earlier, that electrified rr. is same thing as normal railroad, why i can't build electric locos on them then? Or do you mean only the sprites?

Posted: 13 Apr 2003 19:54
by SHADOW-XIII
them same in electric is:
- diesel and steam engines
- tracks, station, bridges (nearly the same, with pylon additions)
- depots (looks the same but not the same buy-list)
- waggons (the same as normal)

Posted: 24 Apr 2003 09:59
by Frightened Shadow
One thing that annoys me in TTD is the fact that double signals serve a dual purpose: they allow traffic in both directions, and they serve as a "choise" signal, allowing a train to choose between multiple paths. I was wondering if it is possible to create a separate "choise" signal, because there are many instances when I would like to give trains choices between tracks, but only want them to go in one direction. And sometimes I'd like to have traffic in both directions, but I don't want the trains to choose between tracks. I assume this would be quite hard to do if at all possible?


As a second point, is the trains' reliability when using multiple engines intentional? At the moment (I believe), the train's reliability is the reliability of the first engine, and additional engines don't affect it. This allows one to use a high reliability engine as the first engine, and buy an engine with a 50% reliability as the second engine, while still retaining the high reliability. While this can be quite useful, I don't feel it's entirely realistic.

I apologize if these things have already been discussed.

Posted: 24 Apr 2003 10:07
by Arathorn
I agree with your second point.
Maybe you should make it so that if a train has, for example three engines, and one engine gets a breakdown, the train continues to the next depot running on the two engines it has left.

Posted: 24 Apr 2003 14:37
by Frightened Shadow
Still another suggestion concerning signals: Would it be possible to make exit signals that are normally red, and turn green only if the other exit signals are red and the track behind the signal is free? This way it would be possible to prioritize the exit signals so that a train always chooses a certain track if it's available, and only uses the other exit(s) when needed. One idea would be to make the combo signal red on normal situations, and green only when the normal exit signals (if there are any) are red.