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Posted: 19 Feb 2006 21:02
by peter1138
The fourth number indicates whether there will be none, a few, many, or lots of industries...

Posted: 19 Feb 2006 22:11
by gkirilov
Can i read something about those magic numbers somewhere?

Posted: 19 Feb 2006 23:20
by SirkoZ
gkirilov wrote:Can i read something about those magic numbers somewhere?
For the last time - those are not magic numbers - merely the "difficulty settings" of OTTD.

Posted: 20 Feb 2006 01:46
by richk67
gkirilov wrote:Can i read something about those magic numbers somewhere?
Go into your Difficulty panel, and change the "No. of industries" from None to something else. Unsuprisingly you will no longer have "None" industries.

(And if you check the config, the number in position four will have changed to <>0)

Posted: 20 Feb 2006 11:01
by MeusH
Meaning of the numbers, from settings_gui.c

Code: Select all

	A: competitors
	B: start time in months / 3
	C: town count (2 = high, 0 = low)
	D: industry count (3 = high, 0 = none)
	E: inital loan / 1000 (in GBP)
	F: interest rate
	G: running costs (0 = low, 2 = high)
	H: construction speed of competitors (0 = very slow, 4 = very fast)
	I: intelligence (0-2)
	J: breakdowns(0 = off, 2 = normal)
	K: subsidy multiplier (0 = 1.5, 3 = 4.0)
	L: construction cost (0-2)
	M: terrain type (0 = very flat, 3 = mountainous)
	N: amount of water (0 = very low, 3 = high)
	O: economy (0 = steady, 1 = fluctuating)
	P: Train reversing (0 = end of line + stations, 1 = end of line)
	Q: disasters
	R: area restructuring (0 = permissive, 2 = hostile)

Posted: 27 Feb 2006 17:29
by Thalass
Is the new commuter airport patch richk67's included in the IN?

Here it is, it also has a new helipad. :)

http://www.tt-forums.net/viewtopic.php?t=23425&start=72

Posted: 27 Feb 2006 18:03
by richk67
Thalass wrote:Is the new commuter airport patch richk67's included in the IN?

Here it is, it also has a new helipad. :)

http://www.tt-forums.net/viewtopic.php?t=23425&start=72
It will be when I build a new IN. There is a bit of debugging needed for the helidepot, that has highlighted a quirk with the takeoff sound for helis. (sound goes missing, even though AMED_HELIRAISE is used.)

Posted: 27 Feb 2006 18:22
by Thalass
Woo! :D


Also I seem to recall an improved map generation thing, which I just overwrote when installing the latest nightly, which is quite good (especially with the arctic climate.). That would be a good thing to include (with the author's permission)

Posted: 27 Feb 2006 19:51
by SirkoZ
Thalass wrote:Woo! :D


Also I seem to recall an improved map generation thing, which I just overwrote when installing the latest nightly, which is quite good (especially with the arctic climate.). That would be a good thing to include (with the author's permission)
Well - if you look a bit closer, you'd see that richk67 is the author of the TerraGenesis patch - terrain generating - look at his signature...

And that helipad with a hangar is so cute! :))

Posted: 01 Mar 2006 16:00
by Thalass
Wow... so that's two things I totally didn't notice he created.

I need to start paying attention to things.

This also explains why my separate IN install has still got the terran generator patch thing working. *facepalms*

Posted: 01 Mar 2006 16:35
by richk67
Thalass wrote:Wow... so that's two things I totally didn't notice he created.

I need to start paying attention to things.

This also explains why my separate IN install has still got the terran generator patch thing working. *facepalms*
LOL!! I reserve the right as IN creator to include my own patches as a priority!! ;)

Next task is to complete the 7x11 intercontinental airport (4 runways, 8 terminals, 2 helipads.) It should handle some *serious* volume of aircraft.

Posted: 01 Mar 2006 17:02
by Benbo
I don't know whether this has already been mentioned, but I didn't want to read the 35 pages. Is the patch where the 'X' (to close the window) is centred going to be included. I went to the first post, and couldn't see it. It may have not seen it. I don't know.

Posted: 01 Mar 2006 17:11
by richk67
Benbo wrote:I don't know whether this has already been mentioned, but I didn't want to read the 35 pages. Is the patch where the 'X' (to close the window) is centred going to be included. I went to the first post, and couldn't see it. It may have not seen it. I don't know.
Centred X was corrected in one of the nightlies, so its in trunk now. (or should be)

Posted: 01 Mar 2006 17:28
by Benbo
Yeh. Just found the link.

:arrow: Clicky

What's 'the trunk'? I presume it's the 'coded' box on the first post. If so, no it isn't there.

Posted: 01 Mar 2006 17:41
by Prof. Frink
The trunk is what the official openTTD releases (and the nightlies) are built from.

Posted: 01 Mar 2006 21:28
by SirkoZ
Benbo wrote: What's 'the trunk'? I presume it's the 'coded' box on the first post. If so, no it isn't there.
It's the code pack/source pack from which all the OpenTTD nightly builds are compiled.
I think the address is svn://svn.openttd.org/trunk...google it up...

Howdy

Posted: 07 Mar 2006 01:39
by nwa320
Hey does anyone have an integrated nightly build that cointains aircraft queing, subsidies and more than 8 players? If so you would make my year if you posted the windows version,
thank ya'll

Posted: 10 Mar 2006 09:56
by nwa320
bump

Posted: 10 Mar 2006 10:05
by BeSt-Com
really don't know what you men with 'more than 8 Players'

the other things are included in R3464IN

Posted: 10 Mar 2006 10:49
by bobingabout
"more than 8 players" is a patch that allows you to have a maximum of 16 companies in the game, not a max of 8. altohugh only a max of 10 people can connect to a network game at 1 time, it allows 16 players to play the same game, or just play against 15 AIs. i supose that would also probably allow more than 10 connections allowed in a multiplayer game.