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Dinges
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Post by Dinges »

krtaylor wrote:I found one obvious problem, I didn't have the signals file listed in newgrfw. It didn't say to do this in the readme, actually there WAS no readme. Let me see what happens with that change.
eeerm... It is sopposed to be so that a GRF file must be in the list?
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Post by krtaylor »

I've not actually seen instructions that say this, but I am ASSUMING that all new, separate GRF files, in order to be used, must be listed in newgrfw.txt. Also, if appropriate, their relevant switches must be turned on in the Patch. This is the case with new vehicles, electrified rails, and apparently also signals.

There is also the kind of GRF file that is an EXE, which writes its change directly to the existing GRFs. These don't generate a separate GRF file, so they don't need to be listing in newgrfw.txt, nor is their a switch for them in the Patch. The act of installing them, turns them on. Most of the individual graphic changes like crossing gates and new buildings work this way.

Please don't take this as the definite explanation, anybody! This is my understanding of how it works. Feel free to correct this if wrong!
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Post by Dinges »

The EXEs change the existing GRF files, which are mostly original ones of TTD, so they will be loaded automaticaly, in fact not having them results in a crash.
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Post by krtaylor »

OK, let me try to explain it another way, and tell me if I'm right.

There are two (2) kinds of GRF files relevant to TTD.

1. The original sprites files that came with the game. You have to have them all or the game will crash. However, you can change specific sprites in them using EXE files created by GRFWizard. Once you have run such an EXE file, whatever change you made will stay there forever unless you overwrite it with something else.

2. Additional GRF files containing new elements, such as vehicles, signals, and electric rails. These live in their own GRF files which normally you put in a newgrfs/ directory. For them to be of any use, you have to have them listed in the newgrfw.txt file, and also you have to have the corresponding switch turned on in the Patch.
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Post by TransportJunkie »

i have a suggestion for the patch,

you should be able to choose which type of cargo to set as full-load (like if your carrying passengers, mail, valubles etc in one train you should be able to specify which cargo is loaded full)

P.S. is a new patch coming out?
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Post by krtaylor »

Well, the way it works now, as soon as ANYTHING is full-up the train leaves. I don't see why you'd want to manually pick it. Mail and passengers are very sensitive to sitting around waiting, I never use "wait until full" on those. Anything else, normally I would have two separate trains for. Occasionally I might have one train doing both livestock and grain, but normally a farm produces enough that it's more logical to have separate trains, or actually four so there's always one loading.
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Post by Hyronymus »

For those suffering from problems with the new graphics. Be certain to use the correct names in your newgrf(w).txt! If you run the windows version, only refer to files that end with a w. For DOS users the normal name will do.
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Post by SHADOW-XIII »

Hyronymus wrote:For those suffering from problems with the new graphics. Be certain to use the correct names in your newgrf(w).txt!.
use TPS :wink:
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Post by spaceman-spiff »

NO
Well, back to work, lot's of it in the near future
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Post by Frightened Shadow »

More (train) depots

Can the maximum number of depots in the game be increased? I haven't seen too much discussion of this, but I ran out of depots after 20 years of playing, in 1970. I don't if this is a problem for any others, of if anything can be done about it, but this is a certainly a very big problem for myself personally.

I apologize if this suggestion has already been discussed.
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Post by orudge »

I doubt it - it'll be another hard byte-related limit.
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Post by krtaylor »

This probably isn't possible, but is there any way to get the AI companies to use their stations efficiently? I mean, by having one big station instead of five little ones. That burns up the permitted number of stations as well as wasting space.
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Post by orudge »

Well, I suppose so, if you rewrote the AI routines...
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Post by krtaylor »

In other words, NO unless we have a bunch of time and a whole team to commit to a complete AI rebuild.

Would I be correct in thinking that the AI is programmatically the most complex part of this kind of game?
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Post by Arathorn »

I think the AI is the most difficult part of any game.
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Post by spaceman-spiff »

Yes, that's why it's so difficult to find
Well, back to work, lot's of it in the near future
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Post by Hyronymus »

Once more a suggestion that might be difficult or impossible. Can there be a distinction between the payment rates for travelling by air and other means. Flying has always been more expensive then the other means (except taking a cruise). It would enhance the game in the early years, for many pre-war (commercial) airplanes flew less then 200 mph. In the game, this will never yield a profit. If this can be implemented it should take into consideration that flying became less "exceptional" during the 20st century (and thus less expensive).
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Post by eis_os »

Hiho

Hopefully you a happy enhancegui user ;)

I will try to give some answers to your last questions:

Train Depots
Impossible.
We could extend the depot array but vehicles can only store station / depot target in a byte...

Yellow Signals
Mostly Impossible, only Josef knows how Presignals really work,
and he already said it's impossible to handle the code already now...
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
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Post by Stylesjl »

I want the amount of industries that you can have on the map increased i think the limit right now is 75
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Post by Frightened Shadow »

Stylesjl wrote:I want the amount of industries that you can have on the map increased i think the limit right now is 75
I thought it was 90?
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