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Posted: 09 Jul 2003 19:11
by SHADOW-XIII
eis_os wrote:hmm, but it wouldn't scroll the lists ....
let's say if ListIsOpen and ScrollDown true then mouse press 1 (or more) at scroll down arrow ... it won't be scrolling but it will look like it

Posted: 09 Jul 2003 19:36
by eis_os
it's not no easy as you think :)

Posted: 09 Jul 2003 19:53
by SHADOW-XIII
eis_os wrote:it's not no easy as you think :)
I know ... it was only idea how to bypass scrolling :wink:

Posted: 09 Jul 2003 19:57
by Petae
maybe simulating a click/drag... Anyway I don't understand any thing in asm :( maybe you could transfer it all to c++ :mrgreen:

Posted: 15 Jul 2003 06:26
by JC
At the risk of repeating something already suggested (I haven't read through all 42 pages I'm sorry) I was thinking that if you design a scenario and include a history or base it on real life you could also add settings such as this region is an agricultural region and have the farms in the area or the whole map producing above average. Or for example, have a setting saying that the higher up a coalmine is the more it produces or a modern economy where people/mail/valuables are the main trade. Possibly have these settings before you select a random map.

Posted: 15 Jul 2003 07:08
by Stylesjl
JC wrote:At the risk of repeating something already suggested (I haven't read through all 42 pages I'm sorry) I was thinking that if you design a scenario and include a history or base it on real life you could also add settings such as this region is an agricultural region and have the farms in the area or the whole map producing above average. Or for example, have a setting saying that the higher up a coalmine is the more it produces or a modern economy where people/mail/valuables are the main trade. Possibly have these settings before you select a random map.
Half of it too difficult or impossible :wink:

Posted: 15 Jul 2003 14:31
by JC
Heh, fair enough then.

What about a winamp plugin for ttd. :D

I'm kidding by the way.

Posted: 15 Jul 2003 14:39
by SHADOW-XIII
if you kidding then don't post here ... anyway how to put anything from TTD to Winamp ? there is no point in doing this

Posted: 16 Jul 2003 02:25
by DDR EXTREME
I think I should post my suggestion here

I wonder if it is possible to increase the total number of SIGN available
and also, as I rename every of my vehicles, After renaming certain number of vehicles and station, it prompts a message that
"Too many name"...
I cannot further name new stations or new vehicles anymore because of this

Thanks for your kind consideration

Posted: 16 Jul 2003 03:19
by Stylesjl
DDR EXTREME wrote:I think I should post my suggestion here

I wonder if it is possible to increase the total number of SIGN available
and also, as I rename every of my vehicles, After renaming certain number of vehicles and station, it prompts a message that
"Too many name"...
I cannot further name new stations or new vehicles anymore because of this

Thanks for your kind consideration
I suggested the increase sign limit :wink:

Posted: 16 Jul 2003 08:04
by SHADOW-XIII
In My Opinion this topic should be locked during BETA, because no new things will be added there

Posted: 16 Jul 2003 08:05
by Stylesjl
keep it open even if new things won't be added :roll:

Posted: 16 Jul 2003 10:27
by mp3Pro
as usual Im a little slow..
but heres a suggestion... custom town names
make it possible to store/use custom town names in a external file

Posted: 16 Jul 2003 10:35
by SHADOW-XIII
not bad idea ... who knows ... maybe there is way ...

Posted: 16 Jul 2003 19:22
by Irishman
What about if you could "buy" stocks of track and then lay them down, but only the balast appears, and you could buy trains to lay the track down, as a more realistic method of building tracks?

Posted: 16 Jul 2003 19:46
by way_2_fun
How about with a cheat sign you can automatically update all bridges with the lastest, fastest one.

Posted: 16 Jul 2003 20:15
by Hyronymus
way_2_fun wrote:How about with a cheat sign you can automatically update all bridges with the lastest, fastest one.
That's only useful for when the tubular bridges come out: all the other bridges are available right from the start.

Posted: 16 Jul 2003 20:17
by Lilman424
not in 1920....

Posted: 17 Jul 2003 11:09
by mp3Pro
we were discussing bugs in #tycoon ....
#tycoon wrote:<broodje> ah and I can send coal to a city :)
<broodje> while there is no powerstation
<mp3pro> coal to a city?
<broodje> I mean I get a verrypoor (15%) coal rating at a city?
<eis_os> lol
<mp3pro> actually coal to a city makes sense
<broodje> hmm, thats the same city I get al thos messages from
<eis_os> add it to the description, that the city wants coal...
<broodje> ok I'm making a post now
<mp3pro> hmmm that would make a good addition to the patch... after a city gets to a cetrtain size it demands coal

Posted: 17 Jul 2003 16:38
by way_2_fun
Well here's another idea.

In the train depot, if your manually upgrading all your trains to the depot, it takes awhile to click and drag the whole train, so why not have a button of some sort, where you click it, and click the engine or wagon you want destroyed.