1.9.1 alpha progress

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G-Klav
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Post by G-Klav »

SHADOW-XIII wrote:I found an error .... after 'rebuilding' and 'allengines' in my electricrailway depot are avabile normal vans and vans from monorail !!! so I have that: engines, normal vans, cargoset vans, monorails vans
That's exactly the problem I reported earlier...
Patchman wrote:Can someone please tell me how to make that happen? This bug has been in the code for quite some time, but it never happens for me; thus I can't fix it.
Just play a game (a new game), it will surely happen then. Otherwise, use the 'allengines' or the 'reloadengines' signcheat.
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Post by Patchman »

G-Klav wrote:Just play a game (a new game), it will surely happen then. Otherwise, use the 'allengines' or the 'reloadengines' signcheat.
I still can't get it to happen. I tried everything I can think of, but I never get the wrong engines or waggons in the wrong depot.

Please do try to make a list of very detailed steps I have to follow, that when followed on your computer, cause this problem.
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Post by spaceman-spiff »

Patchman can't do nothing without :
a. a savegame just before it happens
b. a crashlog
c. a detailed description that is reproducable by others
one will do, two is better and three is excellent
Well, back to work, lot's of it in the near future
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Post by G-Klav »

A crashlog? When the game doesn't crash? I hope you (Spiff) mean that A, B and C are for use in different cases.


Edit: I tried a new game, and it didn't happen. I guess it was a problem with one of the older alphas, which you (Patchman) have fixed. But it stayed in the older savegames.
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Post by spaceman-spiff »

G-Klav wrote:A crashlog? When the game doesn't crash? I hope you (Spiff) mean that A, B and C are for use in different cases.
Yes, you can have all three, if you know exacty how to make it happen you can take a save just before it happens and then you can get a crash log when it crashes
I didn't say you needed all 3
Well, back to work, lot's of it in the near future
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Post by SHADOW-XIII »

there si no crash log with that problem ... only some waggon are misplaced in depots
what are you looking at? it's a signature!
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Post by SHADOW-XIII »

Patchman wrote:
G-Klav wrote:Just play a game (a new game), it will surely happen then. Otherwise, use the 'allengines' or the 'reloadengines' signcheat.
I still can't get it to happen. I tried everything I can think of, but I never get the wrong engines or waggons in the wrong depot.

Please do try to make a list of very detailed steps I have to follow, that when followed on your computer, cause this problem.
Monorails waggons in electric depots bug:
- it doesn't happen with new games,
- it happen only with my older games (checked temperate and arctic), tried again reload, and allengines
- I can't get rid those monorails vans from that depot ...
- it works with all my older savegames

here's one of my savegames and cfg
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Post by troopper5 »

Have you tried reinstalling TTD? It might be big job, but if you try it in a different folder, it might also work.
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Post by Patchman »

Shadow, did you start this game before alpha 37? Because if so, it was a bug in a earlier alpha and should not happen with new games.

If it was started in alpha 37, what do I have to do to make the waggons/engines appear in the wrong depot?
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Post by G-Klav »

I say it again:

I tried a new game, and it didn't happen. I guess it was a problem with one of the older alphas, which you (Patchman) have fixed. But it stayed in the older savegames.

Thank you reading this.
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Post by SHADOW-XIII »

like I said earlier it doesn't happen anymore with new games, only with older ones ... .yes with older than 37 ... so it can't be fixed ... at least I can play at this maps ...
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Post by spaceman-spiff »

SHADOW-XIII wrote:there si no crash log with that problem ... only some waggon are misplaced in depots
Ok, I see I'm once again talking to a wall, forget about it
Well, back to work, lot's of it in the near future
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Post by Raichase »

I can't seem to get the problem to re-appear! I think that G-Klav may be right (I swear it was with Alpha 36 that I had the problem).
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Alpha 38

Post by Patchman »

Here's the latest alpha version. Apart from the usual bug fixes (see below for details), there are a couple of more important changes.

The first change is that I have renamed the "Cht: ReloadEngines" sign cheat to "Cht: ResetVehicles", to more properly reflect what it does. That is:
  • reloads the updated year of introduction and climate if changed by TTD Alter or new graphics files (e.g. the tempset/arcticset)
  • it resets vehicle availability according to the current date
  • it re-randomizes the reliabilities (not intended; but a side effect)
  • it resets the custom vehicles names; be sure to save them if you want to keep any changes you made since the last save (also a side effect)
All in all it should work a lot more reliably than "Cht: ReloadEngines" did, especially with "electrifiedrailways on", which sometimes had the side effect of converting monorail engines to electric engines or vice versa.

A totally new sign cheat is "Cht: Semaphores 0/1 [tracktype]", which changes all signals to light signals ("Cht: Semaphores 0") or semaphores ("Cht: Semaphores 1"). If you specify an additional number, only that type of track will be converted, e.g. "Cht: Semaphores 0 1" will change all monorail/electrified rail signals to light signals. Note that semaphores will only work if you have "semaphores on" and the latest signals.grf file (which hasn't changed).

Finally, Oskar has added a couple of hotkeys for the other display options. This means there are now the following hotkeys:
  • top row of keys from 1 to the end select the construction tool for railway and road construction
  • top left key (to the left of the "1" key) toggles the bulldozer
  • "t" key toggles transparency
  • shift-1 to shift-5 toggle the other display options
Because the hot keys are interpreted according to the keyboard layout, these keys may not be correct for you. In that case, you can modify them using ttdpttxt.dat. I've had to change this slightly from alpha 37, so now there are two lists, one for the DOS versions and one for the Windows version. This is because the DOS and Windows version handle localized keyboard layouts differently. You only need to change the line for your version, DOS or Windows; the other line will be ignored. Here's the format of the lines:

Code: Select all

hotkeylistdos="x   !\"º$t%1234567890-=\1e\\\00"
(and similar for the Windows version with hotkeylistwin)

The first four characters are reserved. After this, six characters follow for the six display options that can be changed. Note that the quotation marks and backslashed are escaped with another backslash, so that \" is a single character, as is \\. Finally, you have 12 keys for the construction tool selection, with a 13th key following for toggling the bulldozer.
See also this message for another explanation.

Usually what you need to put there is just the symbol you have on your key cap, but sometimes it's not so obvious, especially for the DOS version of TTD. If you have trouble getting a hotkey to work properly, you can enable a new hotkey display which shows key code and character everytime you press a key in TTD. For this, set the second character in the hotkey list to a question mark, e.g. make it look like this:

Code: Select all

hotkeylistdos="x?  !\"º$t%1234567890-=\1e]\00"
Then run TTD, and press the key you want to be a hotkey. Write down its character and key code. Either should work in the hotkey list, but if the character doesn't work, use the key code. Note again that the ttdpttxt.txt file must be edited using an ISO-8859-1 codepage. This is usually the case for most Windows editors. I will probably remove this display feature in an upcoming version (when we actually need to use the reserved entries).

Currently, only the default keyboard layouts for the American and German versions have been tested; I'd appreciate if people with British, French and Spanish layouts could email me their ttdpttxt.txt files (or at least the hot key list) so I can update the TTDPatch defaults.

I have made one change to mkpttxt.exe: it now automatically determines the language of your TTD executable (gamegfx.exe, ttdx.exe or tycoon.exe) and uses that as default when writing a new ttdpttxt.txt or ttdpttxt.new, instead of always using the american strings as default. Alternatively, you can specify the language number of the command line explicitly, with the options 1=american, 2=english, 3=german, 4=french and 5=spanish, e.g. "mkpttxt 4" will use French strings as default.


All changes in 1.9.1 alpha 38 (April 13, 2003):
  • fixed bug with missing intro screen (only multiple mouse cursors displayed) in Win version
  • translated the rest of the awk scripts to Perl
  • by Oskar: hotkeys for the other display options
  • allow showing key codes
  • renamed "Cht: Reloadengines" to "Cht: Resetvehicles"
  • "Cht: Resetvehicles" should work more reliably now; but it will reset custom vehicle names; be sure to save them if you want to keep them
  • "Cht: Resetvehicles" also activates any new graphics that weren't active before
  • action 7 no longer affected by "loadallgraphics on"
  • mkpttxt now automatically detects the language and uses it for default values
  • "Cht: Semaphores 0/1 [tracktype]" to change all signals to light (0) or semaphores (1), optionally only for a particular track type
  • fixed bug with trains only unloading first wagon if gradualloading off but feederservices on
  • action 4 can change (almost) any arbitrary strings in TTD
  • station orientation selection now shows correct track type (but no overhead wire yet)
  • fixed the (hopefully) last bug where trains with tenders lost their wagons
  • reset all vehicle sprites after loading a game
Josef Drexler

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Stylesjl
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Post by Stylesjl »

Alpha 38 is not on the site i want to download it
I have checked the source code page
edit: okay its there
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Post by SHADOW-XIII »

Thanks Josef & Oskar :!:

btw. Alphas are always at SOURCE page
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Post by spaceman-spiff »

Thank you for the semaphores cheat :D

Double thank you for fixing my gradualloading bug :D :D

Triple thanks for fixing the openingsscreens :D :D :D
Well, back to work, lot's of it in the near future
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Post by Rob »

There is a small bug in the newest alpha. :cry:
The "c" -key has now the same function as the "z" - key.
This means when I press the "c" -key (or the "z" -key) the screen is centered on the cursor at maximum zoom instead of centering at the cursor with the currend zoom.
This is rather anoying for the way I "scroll" around my TTD-world. :cry:
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Post by eis_os »

Rob wrote:There is a small bug in the newest alpha. :cry:
The "c" -key has now the same function as the "z" - key.
This means when I press the "c" -key (or the "z" -key) the screen is centered on the cursor at maximum zoom instead of centering at the cursor with the currend zoom.
This is rather anoying for the way I "scroll" around my TTD-world. :cry:
Ok, will be in my next experimental alpha...
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Post by Rob »

Thanks. :lol:
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