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 Post subject: PBS Signals...
PostPosted: Tue Sep 05, 2006 5:55 pm 
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Engineer
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I've installed some new bridge graphics easy enough, but i cant seem to be able to get the PBS graphics to show up using the same process? I'm using the TTDBASEW.grf pack, not sure if there is a conflict that doesnt work?

I have TTDBASEW.grf added to openttd.cfg, and also put in the data folder. It is also visible ingame in the grf viewer, but as a red square, the same as the bridges.

Why dont the PBS signals show up?


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 Post subject: Re: PBS Signals...
PostPosted: Tue Sep 05, 2006 7:00 pm 
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Cheg wrote:
I've installed some new bridge graphics easy enough, but i cant seem to be able to get the PBS graphics to show up using the same process? I'm using the TTDBASEW.grf pack, not sure if there is a conflict that doesnt work?

I have TTDBASEW.grf added to openttd.cfg, and also put in the data folder. It is also visible ingame in the grf viewer, but as a red square, the same as the bridges.

Why dont the PBS signals show up?


TTDBASEW.GRF is for TTDPatch only. PBS is currently a TTDPatch only feature. Thats why TTDBASEW.GRF was on the TTDPatch website. The PBS signals won't show up because the feature doesn't exist in OpenTTD, only TTDPatch.

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 Post subject:
PostPosted: Tue Sep 05, 2006 9:29 pm 
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PBS is available in the MiniIN for OpenTTD. See my sig for links and wiki.

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 Post subject:
PostPosted: Wed Sep 06, 2006 2:11 am 
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I installed your nightly patch or whatever it was... The PBS signals now show up... But dont actually work. It's too late for me to make a screeshot right now, so ill explain.

===x===

Thats my track. Double laned with a crossover. Two way pbs signals on each side of the cross... Yet if a train is on the cross, the one on the other side waits at the red light, and doesnt go through. Why is the light red? :roll:


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 Post subject:
PostPosted: Wed Sep 06, 2006 3:18 am 
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Cheg wrote:
It's too late for me to make a screeshot right now

If it's too late for you to post a screenshot and a savegame, then it's too late for you to post, period.

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 Post subject:
PostPosted: Wed Sep 06, 2006 6:41 am 
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richk67 wrote:
PBS is available in the MiniIN for OpenTTD. See my sig for links and wiki.


The moment I read that I thought that the next post of Cheg will be that the PBS doesn't work :D.
Cheg, try switching OFF the YAPF and use NPF (if you don't know what those are, go to the wiki and READ).

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Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.


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 Post subject:
PostPosted: Wed Sep 06, 2006 12:46 pm 
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Worked. Thanks.


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 Post subject:
PostPosted: Wed Sep 06, 2006 6:00 pm 
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Ploes wrote:
So the signaling systems works, but the train is passing a signal at Red.

Is that the correct behavior? (that being a graphic question!)
I would say that the sprite should show something like two yellow lights (conditional proceed). Green is always clear to go and red is always stop (ok, I know an exception to this rule, but let's forget about malfunctions in the signal system in our own world of virtual railroading). Yellow is either slow down or conditional proceed, so only yellow seems like the logical sprite to use here.

EDIT: oops, hit edit instead of reply and didn't notice until I had sent in the change :oops::oops::oops: (Bjarni)

Ploes: I'm sorry, but I can't get your post back :(

For the record, it talked about trains being able to enter a PBS signal block when the signal is red (since it already got a train in it) and questioning if the sprite was correct in showing red or not.


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 Post subject:
PostPosted: Wed Sep 06, 2006 6:52 pm 
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It isn't correct, no - no train driver would voluntarily pass a danger signal without very clear authorisation.

That said, the PBS which we will eventually see in the trunk won't have this failing, if discussions I have witnessed bear fruit.

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 Post subject:
PostPosted: Wed Sep 06, 2006 7:10 pm 
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Brianetta wrote:
It isn't correct, no - no train driver would voluntarily pass a danger signal without very clear authorisation.


he he I'm sure of that.

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But one of them could help!
unless you pass at the required 5MPH ;)

Brianetta wrote:
That said, the PBS which we will eventually see in the trunk won't have this failing, if discussions I have witnessed bear fruit.


Sorry I've done a search, but can you send me over to that thread?


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 Post subject:
PostPosted: Wed Sep 06, 2006 9:54 pm 
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It wont be in a thread, it will have been discussions in the chat rooms - a lot of planning and design work gets thrashed out there.

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 Post subject:
PostPosted: Wed Sep 06, 2006 10:04 pm 
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Tycoon
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richk67 wrote:
It wont be in a thread, it will have been discussions in the chat rooms - a lot of planning and design work gets thrashed out there.


Currently its in #newsignals on irc.oftc.net... we are just waiting for some coders (and hopefully KUDr ;) )

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 Post subject:
PostPosted: Wed Sep 06, 2006 10:30 pm 
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Ploes wrote:
So the signaling systems works, but the train is passing a signal at Red.

Is that the correct behavior? (that being a graphic question!)
I would say that the sprite should show something like two yellow lights (conditional proceed). Green is always clear to go and red is always stop (ok, I know an exception to this rule, but let's forget about malfunctions in the signal system in our own world of virtual railroading). Yellow is either slow down or conditional proceed, so only yellow seems like the logical sprite to use here.


Last edited by Bjarni on Thu Sep 07, 2006 8:06 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Sep 07, 2006 6:27 am 
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Bjarni, wrong quotes ;)

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I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.


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 Post subject:
PostPosted: Thu Sep 07, 2006 8:06 am 
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gkirilov wrote:
Bjarni, wrong quotes ;)

fixed. It appears that everything I did in this thread yesterday went wrong :(


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 Post subject:
PostPosted: Thu Sep 07, 2006 7:33 pm 
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Bjarni wrote:
EDIT: oops, hit edit instead of reply and didn't notice until I had sent in the change :oops::oops::oops: (Bjarni)


That's OK, It happens I'm trying to re-post the original question...!

Ploes wrote:
Please see the attached image!

The train with the PINK arrow is in the signalling sections.
The signal with the AQUA arrow is set to red.
The train with the Yellow arrow passes the signal marked with the AQUA arrow while it as red.

So the signaling systems works, but the train is passing a signal at Red.
Is that the correct behavior? (that being a graphic question!)


Hope that helps as to what the question was!


Attachments:
pbs.JPG
pbs.JPG [ 22.05 KiB | Viewed 6823 times ]
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 Post subject:
PostPosted: Fri Sep 08, 2006 9:30 am 
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Tycoon
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if you look at this ttdpatch screen shot you will notice that because the train has a route it gets a green and yellow signal while signals withought a train stay red.Image

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 Post subject:
PostPosted: Fri Sep 08, 2006 9:36 am 
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robotboy wrote:
if you look at this ttdpatch screen shot you will notice that because the train has a route it gets a green and yellow signal while signals withought a train stay red.

we are not trying to copy the patch. We want to make our own game and decide what to do in each case. I would say that it's a step in the right direction, but the signal should still turn red when the train passed it. That would be an ideal solution.


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 Post subject:
PostPosted: Fri Sep 08, 2006 9:41 am 
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im not saying you have to coppy it, i was just pointing out how they do it. The gfx are also there for that method.

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 Post subject:
PostPosted: Fri Sep 08, 2006 11:01 am 
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robotboy wrote:
im not saying you have to coppy it, i was just pointing out how they do it. The gfx are also there for that method.
I didn't mean to say that you did, just that I would be against that idea :wink:


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