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Posted: 08 Jul 2003 08:57
by Raichase
I'm pretty sure that is a byte related maximum (like numbers of stations etc), So I doubt that it can be done. Although, if a patch develpoer says something different... who's complaining ;)

Posted: 08 Jul 2003 09:03
by Stylesjl
Raichase wrote:I'm pretty sure that is a byte related maximum (like numbers of stations etc), So I doubt that it can be done. Although, if a patch develpoer says something different... who's complaining ;)
I fail to see why 40 could be a proggraming maximum

Posted: 08 Jul 2003 09:39
by Raichase
Well, TT's limits don't exactly work well with this "logic" that we try and use :roll: .

Why any number for a maximum? I guess they decided that nobody would have the motivation to put up more than 40 signs?

Or, perhaps the number of signs+station names+ town names = a certain limit?

Posted: 08 Jul 2003 09:44
by eis_os
Simply Chris set the size of an array to a value.
Each and every function uses this value as hard constant.
Then there are some workarounds so that things have always some space. Like oilrig stations, the array is 90, 30 will be used only for oilrig stations...

You know first TT had to be run on systems with low memory.

Posted: 08 Jul 2003 10:27
by Stylesjl
yes many limits are for performance but now our systems can handle at the blink of an eye

Posted: 08 Jul 2003 14:22
by Petae
I wrote:usage of the scroll-wheel (on your mouse) in save and load windows
possible/not possible ?

Posted: 08 Jul 2003 14:40
by SHADOW-XIII
Petae wrote:
I wrote:usage of the scroll-wheel (on your mouse) in save and load windows
possible/not possible ?
rather not, it would require to use other mouse driver in TTD ... as for Win version maybe is possible (but dunno if developers know 'where' it is) , as for Dos nearly impossible

Posted: 08 Jul 2003 21:08
by spaceman-spiff
Why do you bother shadow ? are you one of the devellopers perhaps :?:

Posted: 08 Jul 2003 21:11
by SHADOW-XIII
spaceman-spiff wrote:Why do you bother shadow ? are you one of the devellopers perhaps :?:
no but it can be predicted, of course the last word is for Developers

Posted: 08 Jul 2003 21:45
by Stylesjl
SHADOW-XIII wrote:
spaceman-spiff wrote:Why do you bother shadow ? are you one of the devellopers perhaps :?:
no but it can be predicted, of course the last word is for Developers
You don't have to be a developer to know some things are possible whilelist others are not :roll:

Posted: 09 Jul 2003 06:57
by spaceman-spiff
Stylesjl wrote:You don't have to be a developer to know some things are possible whilelist others are not :roll:
Oh, I'm a software developer too, sometimes users ask things and mention that it's probably very easy to implement
Then I say how the hell would you know, some things may seem easy but can be very hard to change while other things may seem pretty hard but in fact are very easy

Posted: 09 Jul 2003 06:58
by SHADOW-XIII
spaceman-spiff wrote:
Stylesjl wrote:You don't have to be a developer to know some things are possible whilelist others are not :roll:
Oh, I'm a software developer too, sometimes users ask things and mention that it's probably very easy to implement
Then I say how the hell would you know, some things may seem easy but can be very hard to change while other things may seem pretty hard but in fact are very easy
ok ... so what do you think ??

Posted: 09 Jul 2003 07:46
by spaceman-spiff
SHADOW-XIII wrote:...of course the last word is for Developers
This is what I think :!:

New suggestion

Posted: 09 Jul 2003 11:58
by Zoom
When you sell one vehicle (train, for example), and it has the custom name, that you defined before - new train, that you buy instead of old, has no name, so it will be better to save custom names for new trains, that you buy instead of old.

Posted: 09 Jul 2003 12:06
by Raichase
So you mean, transfer the custom name over as well as the orders? Say if I sold Train 13 (named "Liverpool Express"), then bought a new loco in the same deopt, it should get the name "Liverpool Express" as well as the orders? Sounds good, but I don't really name my trains.

If you like the model the train is (ie you are replacing a Ginzu A4 with a new Ginzu A4), then just switch "autorenew" on in your patch - it automatically sends the train to the depot and renews it. That way, you don't lose the name or the current fitting (I do this so my Iron Ore ships don't become Grain ships when I renew them). If you have "cheatscost" on, then it pays automatically ;).

Posted: 09 Jul 2003 17:04
by Oracle
Raichase wrote:If you have "cheatscost" on, then it pays automatically ;).
I thought that autorenew charged you without cheatscost on and that "cheatscost on" only makes sign cheats, not anything else, cost money to use. :?

It's not a bad idea to transfer the names over, though, but, like Raichase, I don't name my vehicles so it wouldn't make any difference to me.

Posted: 09 Jul 2003 17:35
by eis_os
Mouse Wheel:

First the mouse events have to be get into the engine, this means they have to be passed from outside into the windows wrapper. You should know TTD runs somehow in a windows sandbox. But the biggest problem is TTD's GUI hasn't any feature to scroll lists with the keyboad.

So the gui of TTD is very incompatible to all inputs expect mouse clicks on coordinates.
The windows differ in their structure, so there can't be a workaround...

:arrow: very sure it can't be done.

Posted: 09 Jul 2003 18:08
by eis_os
Shadow-XIII on AGMTT wrote: so I know there is no way to build a signal under the bridge, but it is possible to build above the tunnel because TTD is using tunnels as ENTER -> (some kind of teleport) -> EXIT , right ?

so my idea ... why don't change bridges to be use the same way as tunnels: so ENTER -> (teleport) -> EXIT so then it will be possible to add something under the bridge ... only you need is to create a graphic that will conect enter and exit, another glitch could be with vehicle at the bridge ... but pls consider this idea
Sorry but I don't want to post in the Newsgroup, so I will comment it here.
It simply can't be done because it will screw up the Engine,
I don't think Marcin knows about the bugs of crossingtunnel and the lower land problem.

This would happen then too, if there is a train in the invisible tunnel and another engine will cross the the track,
the trains will collidate.
Please look in the posting about the tunnelcrossing bug.

http://www.tt-forums.net/viewtopic.php?t=3067

Pics...
http://www.tt-forums.net/files/tunnels.png
http://www.tt-forums.net/files/tunnelfeature.jpg
http://www.tt-forums.net/files/usageoftunnelbug.gif

Posted: 09 Jul 2003 18:54
by SHADOW-XIII
well as Marcin said it is nearly impossible and would require a lot of work (as he said maybe in 3.0 version)

about mouse wheel .... on scroll down it could simulate pressing 'down arrow' in TTD

Posted: 09 Jul 2003 19:09
by eis_os
hmm, but it wouldn't scroll the lists ....