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Messages - mobo

1
Pak128 Solved Bug Reports / Re: Adding a Supermarket Factory = Crash
Well the most important part - the text of the error message -  is still missing

But OTOH, if you add some factory and the game crashes then most probably the industry produces or consumes a good that doesn't exist in your pak folder.

And this most probably means the add on doesn't fit to your pakset.

That's what i guess from my own experience.
2
Pak128 / Re: icon size
Well..

You need the source files, i dont know where to get them either, but it should be possible, maybe ask VS.

Then maybe start a "Project thread" and try to get some more people involved, since there's really a lot of buttons.

Decide what size you want, and design some "basic button" which will be the blueprint for all the new ones.

Then draw many buttons, change many dats probably.

3
Pak128 / Re: icon size
standard size is 32*32

it can easily be changed in ...Simutrans\pak*\config\menuconf.tab

Looks like this.
Code: [Select]
icon_width = 32
icon_height = 32

You can change it, smaller or bigger - at least up to 64*64 i think, because this is how much empty space is beween them in the source graphics. But the graphics don't change, they either get cut off if you make it smaller, or get some blank-looking space in between if you set it higher. So buttons that really are bigger would need to be drawn first.
6
Simutrans Gaming Discussion / Re: 'SMOK -industry_smoke'

I Know that:
  • the dat file you've posted in your 3rd post will result in a pak file named "smoke.Industry_Smoke.pak"
  • only the part between"smoke." and ".pak" can actually change

I dont know how you came to "SMOK..." but i guess you received an error message when you startet simutrans.
Apparently the error message doesn't display the full file name but only the middle part - the name of the pak.

So you can try to rename the smoke you have to the one that's needed and mentioned in the error message. Which means you rename "smoke.Industry_Smoke.pak" to "smoke.SMOK -industry_smoke.pak".

Or you use the addons with the pak they're made for. Japanese add ons are likely for pak128japan.

Or you just copy the whole pak128japan in your pak128britain folder.

It's ok and "legal" to mix different paksets of the same size, but pleae be aware, that the prices may not fit to each other, and that you can't expect support for problems that may occur, though you already got some. But if this still doesn't help you, then you have to play the "safe way" with paksets and add ons that fit together.

7
Simutrans Gaming Discussion / Re: 'SMOK -industry_smoke'
Hm, but i guess this industry smoke is already in the release.

Maybe you just need to copy the file and rename it. The pak file from this dat is "smoke.Industry_Smoke.pak", so if simutrans tells you you need "SMOK-industry_smoke", then you maybe just need to rename it to "smoke.SMOK-industry_smoke.pak". But also keep the original or you'll get an error message again.
8
Simutrans Gaming Discussion / Re: 'SMOK -industry_smoke'
In pak64 AFAIK. At least there were industries with smoke once.

You should state which pakset you're talking about.

It's rather unlikely someone made industry smoke as an add on, so if the release of the pakset you play doesn't contain industry smoke, then most probably there is none.


9
Extension Requests / Re: idea: rail yard (multi-tile freight building)
seems like noone reads my posts. At least noone of the younger members. Actually i wanted to bring this thread to an end with my first post already, but torture never stops it seems.

So to make it clear: It is not going to happen, noone will change the depot code for you.

10
Extension Requests / Re: idea: rail yard (multi-tile freight building)
For clarification: Yes its p32 comic, and it's a preview it will be in the next release.

I just wanted to show what's possible already, without any changes to the code. Also the hall freight station has some useful purpose in game as a high capacity goods station, and is not only an eye candy addon - so i think this is a good solution.

And it's variable, you can make it bigger or smaller, have 2 long halls and 3 short ones or something, really better than changing the code and having one railyard that always looks the same.
12
Extension Requests / Re: idea: rail yard (multi-tile freight building)
Yes some of us like the idea, but not enough to spend a few weeks coding for this unnecessary feature.

I can't code either, but i liked the idea so much that I've painted a Hall-freight_station and a depot that fits to it. And that's just how it works here. Of course you're welcome to suggest things, but if you really want it to be done - then do it.

Below is a pic of my railyard, to give you some impression. You can paint one for your favorite pakset too, and we will help you if you have problems.
13
Simutrans Gaming Discussion / Re: Loading pattern for multiple convoys to the same destinatination.
Well queue them all in front of the station - as said - and if you see there is always 2 or more waiting, then you simply have too many trains, and can sell some.

edit: Actually i dont quite get it, seems like you misunderstood something. By queuing we mean that the trains wait on the track between coalmine and steel mill, this track needs to be built anyway, so this part of real estate is already lost. Of course you need a double track, or at least some short pieces of double track in between so the trains cann p**** each other. But you already have built that too, if you successfully run 4 trains on one way/connection.
16
Simutrans Gaming Discussion / Re: Poll: screen resolutions
this is also pak set dependant: smaller pakset on high resolution ->more objects need to be displayed at the same time -> more work for the machine

OTOH each of the objects is smaller(in kb), but that doesnt outweigh the amount it seems.

So, i'd love to play fullscreen, but with p32 and 1280*800 it's too choppy.
18
Randomness Lounge / Re: Football World Cup Final (Spain - Netherlands)
Congratulations spain.

My personal opinion: The referree should have sent that dutchman out, who did this kung-fu-attack (don't know the name), then the spanish would most probably have won within the regular time, and we might have seen some more goals and less cards. I don't want to favor any of he two, but spain simply did a better job, and at least that one foul from netherlands was simply too rude.
19
Extension Requests / Re: Depots

If you want to simulate a longer depot, perhaps you can build track in front of the depot, and use a station that hides the train - although there may not be an available depot like this for pak128.

Another solution would be to get the source depot graphics and paint a station that would look like an extended depot, and there again, place it on track in front of the real depot.

interesting idea! one could also use some extension building and build it behind the depot.
21
Community Discussion / Re: Introduce yourself to the community
Welcome to the forum raz444!

We're trying to collect all addons at http://addons.simutrans.com, but i think noone counted them.

Pak 128 has also a lot of objects in it's official release plus there are also many add ons for it. Alltogether i think there is more stuff than for p64.

But you can just try any pakset you like, you can always keep the one you had before. You can have several sets installed, there will be a choose-pakset-menu then when you start simutrans.

fixed link -- VS
23
Pak128 Add-ons and Graphics / Re: Isaac's New pak128 Road project

My main problem is going to be figuring out how to do good-looking dashes that line up - anyone who has used my roads from before knows that there are weird gaps in the stripes where tiles join. :-/


There some flaw in your stripes at the edge of the tile. my dash-suggestion would be quarter stripe - half gap -quarter stripe (see pic) , which makes stripes and gaps equally long on the final road.

us (site down, do not visit) ]/files/get/IJ3KuJ3S9l/128highway.png]http://files.[ simutrans [dot] us (site down, do not visit) ]/files/get/IJ3KuJ3S9l/128highway.png
25
Simutrans Help Center / Re: Photoshop and makeobj... Transparency problem...
231,255,255 is correct.

I remember that i also had some problems with night colors and photoshop (long ago), it seemed Photoshop slightly changed them while saving, so they didn't shine anymore in some cases - not every time. But i don't know how to fix that. I think i used that extra program (imageready?) that came with photoshop to save them, and it worked better.
26
Pak32.Comic / pak32.comic - First successfull monorail test drive
Yeah great news!

The MoboRail Development Division has successfully tested their new transportation concept which has been developed under the name of TTROOOR (TrainThatRunsOnOnlyOneRail). Independent experts - who were excluded from the test in the last minute - criticised that the rail-beam construction isn't actually connected to those pillars that are supposed to hold it in the air.
But the MR Developers did'n hesitate to run their experimental train on it. The train was consisted of two engines each one propelled by a 6000 KW diesel engine and reached 350 km/h easily.

Yeah, now seriously, 350 km/h still don't look that fast in p32, it's hard to estimate, but when i see the train p****ing the landscape i'd say it runs 120 or maybe 150 km/h. I think one could adjust the bits_per_month value to fix this.
30
Randomness Lounge / Re: FPC-1
As far as i see the train looks quite nice! congrats

Maybe next time show the train in actual size - so we can see more, and also to avoid misunderstandings like above.
31
Pak128 Incorporated Add-ons and Graphics / Re: Any high speed railway tunnel?
Besides realism and convenience there's also the gameplay issue. Maybe the pak set maintainer wants you to think of alternatives before you build a tunnel. Maybe it's part of the challenge, since the tremendous amount of money a tunnel costs isn't that hard to earn in simutrans, and the time it takes to build a tunnel also isn't implemented in simutrans.
34
Pak128 / Re: ProperMike's Parking Decks..
My Mailbox extension works fine with this code here:

Code: [Select]
----------------
Obj=building
Name=Briefkasten
NoInfo=1
copyright=mobo
intro_year = 1810
intro_month = 1
type=extension
waytype=road
enables_post=1
cursor=post.1.0
icon=> ../buttons/roadbuttons.2.3
BackImage[0][0][0][0][0][0]=post.1.0
BackImage[0][0][0][0][0][1]=post.3.0
----------------
35
Pak96.comic / Re: pak96.comic license. Why Freeware and not Open Source?
Well everybody shall be allowed to use the set (freeware), but they don't want to open the sources, i think.

Don't know which license would fit to that.

----------------

I never stated anything about licenses for p32c, but i uploaded the sources some time ago (without announcing it too much), so what license would that be?