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Messages - DirrrtyDirk

4
Randomness Lounge / Re: Fictional map of future Metro.
Yes, ring lines of this kind can be very busy. The Yamanote line in Tokyo, one of the most busiest (if not the busiest) lines in the world with over 3 million p****engers per day, also happens to be a ring line that is connected to many other train and subway lines...
5
Simutrans Gaming Discussion / Re: Simutrans needs something funny
Maybe this may be oftopic but it would be cool that there can occur earthquakes, tornado like Simcity and you then need to fix your roads ;)

Yes, completely off-topic, since the talk is about funny things, i.e. things that make you laugh or least smile or grin - and that usually does not include natural disasters - for most people anyway. And disasters and accidents will (luckily, IMO) never be part of simutrans as you can see here.
7
Pak64.German / Re: from 1.1.2011: no pak.german anymore
As for the data (Dats) I am not obliged to provide this.

Never said you were. Only said that just because you stop doing it, doesn't mean that there cannot be a new version for standard by someone else.
On the other hand, if you want all that to end up in confrontation... the artists aren't obliged to let you change to what is basically "another game" with their graphics either, while almost "sabotaging" the original game the graphics were created for in the process, are they? But such a confrontational approach would benefit nobody. It would actually only hurt the whole simutrans idea. Some mutual good will however, could easily solve all that before it ever came up. You could use graphics you did not create, and someone else could use dats he or she did not create. IMO that's just fair. It would all be way better for the the game and all the players out there - the often cited community - than the previously mentioned behaviour. But it's your decision to make.
10
Simutrans Help Center / Re: Question about nightly's
Sorry, but to me this sounds like you don't really know the difference between program and pakset... or at least you fail to make clear what you are talking about and keep mixing things up somehow...

The program (=the .exe file) contains all the (new) game functions, while a pakset is basically just a set of graphics (with all the specific buildings, vehicles, etc.) and some data on these items (like speeds, prices, etc.). So if you want to try e.g. network play - that's a new feature in the .exe file. If you look for the new train XYZ - then that would be part of the pakset.

That's why there are always two versions. One for the simutrans program itself, and one for the graphics set (=pakset). That's why statements like "only playing version Pak128-1048" can just never be true. Just a pakset doesn't run. And that's why I asked for two different versions. Because there always are two versions involved when anybody plays any game of simutrans.

But since you have customized your pakset by changing the .dat files and then rePAKing (for the lack of a better word) them, you should stay away from pakset updates, as all your changes could be overwritten.
11
Simutrans Help Center / Re: Question about nightly's
Sorry, I'm not sure if I understand what you really want...

So, what exactly do you want to update to newer nightly versions? The pakset or the program? After all there are nightly versions for both.

From the line "a very Beta version Pak128 with nightly 1048 and many addons and file changes"... I read it that you are using openpak128 nightly r1048, with many addons. Ok, but what "file changes" do you mean? OTOH since you already seem to play with a pakset nightly, that option appears to be out, so never mind then.

So much for the pakset. What program version do you currently use? The latest release (=102.2.2), I presume?

From "updating this game with new sdl's from nightly build" I think we're talking about using nightlies of the program, i.e. the .exe file. But I don't understand "do I need to recreate my base game?" ...

So... a general explanation is all I can offer: just download the .zip archive (preferably from the left column of the nightly page - the files in the right column contain more than just a new .exe file, they also include all the text and translation files, etc - but they are bigger, so to keep the traffic on the servers low, you should download one of these only once in a while) and extract the .exe file within to the same folder your current simutrans.exe is located in. It won't overwrite anything, as the nightly .exe files have different file names (i.e. sim-winsdl.exe or sim-wingdi.exe) than the normal version. Of course you need to start the new .exe file instead of the old one, everytime you want to play with the nightly version.

But be careful: nightlies are test versions, they might in worst case be severely bugged, they could corrupt savegames, etc. Also, after playing with a nightly (and saving a game you played with it), you might not be able to load the savegame with any previous version (nightly or release) any more, even without any bugs involved. But (unfortunately) it's the only way to keep up with current developments, as official versions are increasingly rare to be released.

General remark: the better you explain what you want, the easier it will be for people to understand it. The easier people understand, the better they can help.
12
Menu, Skins and Others / Re: More Menu Skins
But be careful: the version in svn uses the same graphics for horizontal scroll bars and for not-activated buttons. But one can (of course) and should use different graphics for both.
13
Menu, Skins and Others / Re: More Menu Skins
Well, background design it's quite delicated as it may turn the text into unreadable. That's why I usually use plain colors or transparency.
True. If there is any type of graphic for the background, it needs to be with very little contrast, but IMO it makes bigger areas of background a little nicer to behold. Almost anything can be better than just a monotonous area of one color to have in front of one's eyes. ;) But, hey different people, different preferences, no problem.  :)

It was made before the sticky feature was available but I take note.. ;)
Ah ok, I thought it was new, sorry. Anyway, now since there is a sticky feature in the game (at least in the nightlies - before anybody asks), not having a button for it leaves an ugly gap. Oh and BTW scrollbars are now better customizable, too.

PS: the sources of all skins are available at graphics.simutrans.com >> users >> vilvoh >> skins
Ok, thanks, will have a look there.
14
Menu, Skins and Others / Re: More Menu Skins
Nice. Especially the little left-right arrows for the values in the new world dialog are great. May I use them for a different skin in the future - if I ever get to make it?

Just one small "problem": in bigger windows, like in depots for example, it looks a little... empty with such a simple one-color-only background.

Oh and you should also include a button graphic for the sticky-feature for the windows.
15
Simutrans Monthly Screenshot Contest Archive / Re: SMSC October Edition: Bus stations and hubs
Maybe your ISP is the problem, or it's the DNS Server you use... the links and the pages all work fine.

Oh and the German forum is under http://www.simutrans-forum.de/forum (or also http://forum.simutrans-forum.de - but this one only redirects to the first adress, so it probably won't help). Without the /forum you will only find a very simple (and not very up-to-date) static page.
16
Simutrans Help Center / Re: Road Vehicles does not drive on the Road
  ???

Just edit the mentioned file (any simple text editor like notepad will do fine), look for a line that says
Code: [Select]
drive_left = 0
and change that to
Code: [Select]
drive_left = 1

After that all road vehicles should drive on the left instead of the default right.

And in case there is no line with "drive_left" at all, just enter it yourself. Oh and remove the leading # (if there is one).
20
Incorporated Patches and Solved Bug Reports / Re: Roads for public transport only
Well currently this is simply not possible. And unless one of the developers programs such a function in the future (which I doubt somehow, based on earlier statements by prissi for example), this is not going to change, I'm afraid. It's definitely not a question of the pakset - basic or addon.
21
Extension Requests / Re: Idea: double-lane road (normal street) should be wide as doubletrack railroad
Regarding to the trains, at least the optical point with the extremely large space between the two tracks (especially in diagonal view) can be solved by modifying the pakset - move the tracks more together and make the offsets for the trains.
The space at the side could be used to make larger platforms or telegraph-lines and so on - would still need two tiles but look much more realistic, without any need of code changes...

I don't think it's really doable that way. First you'd always need two separate tracks, a left and a right one (as both have to be moved to the center, i.e. in opposite directions) and then you'd have holes in the tracks where the diagonals connect to the regular straights... At least I cannot think of how you'd solve this... unless you want a set of regular tracks, plus two versions for the diagonals only (but that's hardly worth the effort since it is too complicated IMO). And in regular curves the new offset of the trains would... no, I think all this would look even worse than what we have now.

And anyway, it's the nature of isometric grids that each tile is twice as wide as it is high - that's where this "distortion" in the view comes from.
23
Pak128 Add-ons and Graphics / Re: My inland navigation project
Well, the result of my try+error testing is that in the ship-convoy a fixed space for each unit is reserved,
does not matter what is the graphic size. My now invisible rope is reserving the same space as the boats...

As VS said: have you tried different length settings in the .dat files? That alone defines the fixed space for each unit, not the size of the drawn graphics.
Edit: VS was faster there


And freight=None should work... at least it should not behave like you describe it...
24
Pak128 Add-ons and Graphics / Re: My inland navigation project
Can't you just make the cargo boats smaller and include the "placeholder" in their graphics (by leaving some room at the front of the boat)?

Otherwise you'd have to download the source code, change some value (I have no clue which one) there from 4 to 7 and compile it - but that would only work for you, nobody else could use your boats then, as these changes will probably not be made in the official versions.
25
Pak128 Solved Bug Reports / Re: Highways - steel transport?
Which version of pak128 do you play then?

In recent pak128 versions (release as well as the nightlies), there's a truck-trailer that can carry 35 tons of steel at 100km/h - and before that one is introduced, there is one available for 28 tons which is capable of 90 km/h. So "only one for 75 km/h" is not exactly  true.

Agreed, even these cannot drive on the 110km/h minimum roads created by the new signs, so maybe we should set these signs down to 100 km/h or so - that should allow all types of goods to be transported again. Actually I think these signs were orignally both made for 80 km/h, just with the modern version being lighted at night. Apparently this was later changed to a higher speed, maybe without checking the top speeds for all goods' vehicles... (VS, any idea on how to solve this?)

On the other hand, there still is a minimum 80 sign available throughout timeline (or well from 1950 onwards, to be precise), so if 110km/h is too fast for you, you could always just build these signs with a normal one-way sign instead...

But we'll look into it. Maybe it's not the trailers that are causing the problems but the trucks pulling them (there are quite a few fast enough for the job, but it seems - after a short look - that they might all be introduced later than the modern signs...) Yes, some things there certainly need to be checked...
27
Simutrans-Extended development / Re: Problem with growing Towns
Are we running the same game?
I run Exp8.2+BritExp0,6 and want LESS towngrowth and lesser industries.

Well... most people here talk about Simutrans Standard with pak128. You run Simutrans Experimental with pak128.Britain for Exp. So I'd say the answer is pretty obvious: no, you are not runnning the same game.
Please remember that the majority of people runs plain and simple Simutrans Standard - and comparing it to your own experiences with Experimental all the time, is in most cases not really helpful, as there are often vast differences between the ways both versions work.
30
Simutrans Help Center / Re: Train routing problem
Unless the system of choose-signals and end-of-choose-signals was changed in the past, the end-of-choose-signal is not the solution to your problem. It just eliminates the search for paralell platforms of the same station, but the train will nonetheless still aim for the platform selected in the schedule/line - and try to reserve the whole way.

Non-stopping trains and choose-signals should be avoided if possible, since they don't mix well (as you have just found out). You can however try and set a waypoint in the non-stopping train's schedule/line on the tracks right after the station with the choose signal.That used to be the only way you could make setups like this work. Not sure if anything was changed there though...

Oh and please edit rather than double-post (as is stated in the forum rules), thanks!  ;)
31
Simutrans Help Center / Re: increase traffic
Actually... no. Prissi just told you that the regular simutrans lacks this function. The nightlies have had it for more than just a few days. Just some randomly chosen versions (and all of them already had it working): e.g. r3825, r3822, r3808, etc. even back to r3768 - which is almost 2 weeks older than your original posting, by the way. Looking back even further... r3588 had it, too. And that's from July 30th.

So, again: that's why version numbers are the only valid thing here. "The latest" or "some version from just a few days ago" are a little too vague to figure things out. q.e.d.
33
Simutrans Help Center / Re: increase traffic
So you didn't use "the latest nightly" after all? See, that's why I asked for the exact version number instead of this "latest" stuff.
35
Incorporated Patches and Solved Bug Reports / Re: Problems with compiling makeobj with MSVS
Ok, I got it running in MSVC2008 without errors, and just a few warnings. So basically it works now just as well / bad as in MSVC2010.
(Just took VS' project file for makeobj for 2008 and only replaced the source file list with all the .h and .cc entries from the new one you made. 'Cause to be honest: I don't know / couldn't find the things you just asked.)

But the results were... you guessed it: the same as with the MSVC2010 compiled version - 69 bytes.

However, just for the fun of it (and to see wether it might be a problem with the dat/pngs) I used it to pak the whole pak128 instead of only one or two files by myself. And... from all the 1533 pak files created, exactly 32 came up with 69 bytes file size. So I guessed, that yes, there is a bug in the new makeobj somewhere, but one that probably is not easy to trigger.
So I checked some more... for example, I coud create a bunch of RES-Buildings (from my own sources, not the same as in pak128) just fine. Merging these files however, resulted in a 69 Byte file... So I tested some more...

Right now (after a quick and not yet thorough test) I'd say it works when you use
Code: [Select]
makeobj pak128 ./
and it also works when you specify a pak-file name
Code: [Select]
makeobj pak128 ./pakname.pak
but it does not work when you give specific files for both pak and dat (which I usually do).
Code: [Select]
makeobj pak128 ./pakname.pak ./datname.dat

But I attached a .png & .dat combination that happens to show the described behaviour.


PS: Oh and yes, I tried both, the "debug" and "release" configuration. But usually I let the default there (=debug). I don't want to fiddle around there too much, I just want to be able to compile both simutrans and makeobj by myself once in a while.

EDIT: removed attachment file again (it served its purpose after all)