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#11
Stories, Screenshots, Videos & Saves / Re: Roller Coaster Gallery
Last post by prissi - December 06, 2025, 06:49:29 AM
With the new cloning scripting tool, such attractions are now much easier transferred into new games and locations ...
#12
Incorporated Patches and Solved Bug Reports / Re: Server game info
Last post by prissi - December 06, 2025, 01:38:42 AM
Done in r11819
#13
I want to get off MR. BONE'S WILD RIDE.


https://i.imgur.com/C5MsN.jpeg
#14
Fixed in r11817
#15
Stories, Screenshots, Videos & Saves / Re: Roller Coaster Gallery
Last post by prissi - December 05, 2025, 01:27:27 PM
Good thing the multiple height vertical slopes were introduce some while back ...
#16
Stories, Screenshots, Videos & Saves / Roller Coaster Gallery
Last post by FLN - December 05, 2025, 08:44:19 AM
On a new multiplayer map passt summer, the thought evolved, to connect all 'Patrick's Rock' attractions by one single, common company, in a kind of round-trip-pattern.
Thus, a co-player, simply called 'Oldstead', came up with the idea  to set up rollercoasters at each Patrick's Rock and to have a downright "theme park" line, transporting aaall the visitors to each Patrick's-Rock-Roller-Coaster :)

Even though I'm confident, other people might have built roller coaster themed round tracks in the past, I've never seen any pictures of them and didn't find any such reference in the forum...

So ->  I'd like to start a Roller Coaster Gallery here today!  ;D


I've planed a mini series, presenting a creation every so days and would like to begin with the the originator's coaster.


Oldstead's Blue Print

Oldstead heched the idea, but couldn't stick around long enough to accompany the project as vacation ended.
Still Oldsted sketched out their vision of a Simutrans roller coaster =)
preview.png

Also see the coaster completing one round..
#17
distribution_weight was for factories, when were replaced by newer versions with different sizes. Loading such games and replacing old with different sizes could lead to crashes or broken games.

One could use retirement before introduction to hide such fctories in timeline gmes, but there was no way to hide these in normal games.

In the end, it was a small number of factories that were hidden this way. Seeing them in the editor would show their mismatched ugly glory, but then the public service should anyway know why it wants to build them.

r11816 will show them in the editor, if the show obsolete is selected.
#18
I want to introduce the factory that cannot be constructed by automatically and can only be constructed manually.
When we set `DistributionWeight=0` for factories, we cannot build them because they are ignored in factory_edit_frame_t::fill_list(). So, I want to display `DistributionWeight=0` factories in factory_edit_frame.

But why is constructing `DistributionWeight=0` factories by hand prohibited?
#19
Scenarios and Challenges / Re: New york Scenario
Last post by enemperic - November 27, 2025, 06:27:41 PM
Quote from: Yona-TYT on November 27, 2025, 06:12:44 PMRegarding that issue, compatibility problems were addressed there stemming from new parameters integrated into the simutrans api. I didn't perform many tests in the scenarios, therefore I didn't detect those bugs and nobody had reported them until now.

I'll try another game to replicate the error. When it shows i'll post here. (I'm using some vehicle paks, but think it's not a problem). Is something related with tools_wt_air I guess.
Let's see
#20
Scenarios and Challenges / Re: New york Scenario
Last post by Yona-TYT - November 27, 2025, 06:12:44 PM
QuoteI have tried (posted as fixed in the topic "Scenario compatibility for the next release" have issues with some scripts.

Regarding that issue, compatibility problems were addressed there stemming from new parameters integrated into the simutrans api. I didn't perform many tests in the scenarios, therefore I didn't detect those bugs and nobody had reported them until now.