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PostPosted: Thu Nov 01, 2007 7:23 pm 
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Engineer
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Some more testing:
-Apparently, it doesn't happen in trunk r11353 or r11361, either
-It happens only on coasts, and apparently only to trains (i.e., not to road vehicles)


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PostPosted: Thu Nov 01, 2007 7:40 pm 
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Location: UTL ~ HQ Vlaanderen
Well ty paulicus25 for confirming my problem I thought I was the only one... :shock:
Can't wait till the next ChrisIN will be released

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PostPosted: Thu Nov 01, 2007 7:53 pm 
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I have the same. If any information is needed on my settings, for example to compare where they overlap with Sir Boey's game, just say the word.


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PostPosted: Thu Nov 01, 2007 8:05 pm 
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Location: UTL ~ HQ Vlaanderen
I tried almost everything changing the patches and changing/deleting the GRF files to see which of them
might conflict with each other but the towns seem to continue to shrink
The first time I had this problem was in an arctic climate I then tried everything
I delivered goods, food, mail & passengers but nothing stoped the shrinking...

but I have to say I play with the daylenght patch at 30x (just like paulicus) to so I think the problem lies
there or we have other patches alike who could cause som some conflicts?

You just name it and I will tell you how my game statistics are 8)

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PostPosted: Fri Nov 02, 2007 1:38 am 
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Engineer
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AMX wrote:
Sir A. Boey wrote:
OMG my trains seem to chrash when going over an diagonal slope see attachment...
as you can see it's not always on the same place and I've tried this with a new game and it's not the fault of the signals... And It's not always on a diagonal slope neither,... strange but true I don't get this yet on an other line

Same here, plus I get a message that the vehicle was destroyed by flooding.

same for me also :?:
Attachment:
United Transport Ltd., 22nd Feb 2017#1.png [127.43 KiB]
Downloaded 114 times

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PostPosted: Fri Nov 02, 2007 8:39 am 
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Joined: Thu Oct 07, 2004 10:05 am
Posts: 411
Location: Berlin
I can confirm the train crash problem and will try to fix it ASAP !!! that's really a stupid problem but I have a clue what might cause it so hopefully it's fixed soon. I will look into the town growth problem later.
Edit: Ok I have identified the problem, some deepwater code got mixed up with new trunk code in "TileLoopWaterHelper". The code was inserted without error when merging with trunk that's why I first didn't notice it, but when reading it with some human thinking you see that there is non-working code.
Edit: I think this will take a little longer than I thought, deepwater doesn't play well with halftile foundations I fear!?

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PostPosted: Fri Nov 02, 2007 12:21 pm 
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Engineer
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Sir A. Boey wrote:
Well ty paulicus25 for confirming my problem I thought I was the only one... :shock:
Can't wait till the next ChrisIN will be released


Np. As players it is our duty to inform those in higher cirles of problems.

Anyways. Maybe, if the towns ARE shrinking due to the 30x day lenght > increased passenger outage per month, but not increase by normal reasons, i would see that there are only a few real solutions....

Increase the population of a town in comparison to leaving maximum, or reduce the leaving maximum. However reducing the max passengers per month would imply a lack of passengers to transport. Sounds like it would be kind of tricky. Either that or the payment rates for passengers could be increased to cancel out the fact that there are less passengers per gaming time....

OK. Ive decided. My opinion is that if my theory is correct....

Somehow reduce the passengers per month max so that it is less than the population (basically where it was b4 it got increased by the month length), and increase the passnger payment rates proportionally, to still allow a reasonable service to be implemented.

OR

Increase the "population" of the town, so that it is proportionally higher than the passengers per month, without incresing the size of the town.

OR

Increase the growth rate of the towns to counter this excessive mass exodus of population

OR

Stop the production of passengers by the town from reducing the population. This would seem like the easiest option i would guess.

Any of these might or might not sotp the towns from shrinking into nothingness as soon as any transport system is attached to it, if my original theory is correct.

If this can be done in code, of course.


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PostPosted: Fri Nov 02, 2007 2:40 pm 
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Engineer
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Joined: Thu Jun 10, 2004 7:09 am
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Location: Staffordshire, UK
I don't know if its an ECS or ChrisIN problem.
I use ChrisIN with the ECS GRFs, a couple of notes:

Building a station next to a farm and the stations says that it doesn't accept fertiliser, but it should shouldn't it?

Cannot fund pr prospect a forest.

Construction industry must be built in a city of 1200 population or greater, but even if the town is 1200+ is still pops up the error message.

If it's any help here are the GRFs I'm using:

pb_viaduct.grf
cantilever11static_260.grf
pb_av8w.grf
pb_hovs_bus.grf
pb_ukrs.grf
ukrsap1w.grf
newshipsw.grf
newshipsmod2.grf
jcindstaw.grf
jstatsw_195.grf
harbourw_456.grf
troprsw_700.grf
ukwaypointsw.grf
ukts_r1.grf
ECSTownw.grf
ECSAgriw.grf
ECSBasicw.grf
ECSChemw.grf
ECSConstw.grf
ECSMacTrw.grf
ECSWoodw.grf

Thanks


Pedro

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PostPosted: Sat Nov 03, 2007 8:15 pm 
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Location: UTL ~ HQ Vlaanderen
Chrissicom,

I think this might be an interesting Patch viewtopic.php?f=33&t=34401
this makes the corners in the Newwater GRF ok again...
see patch

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PostPosted: Sun Nov 04, 2007 4:11 pm 
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Location: Craiova, Romania
Alright, I'm compiling again for all Windows builds. Chris, I added you on MSN, I'm actysofts@gmail.com.

EDIT: Alright, added the build.


Attachments:
File comment: This works on all Windows versions, I compiled it using MinGW and I'm not sure if it supports Unicode.
r11355-ChrisIN.zip [2.5 MiB]
Downloaded 81 times
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PostPosted: Mon Nov 05, 2007 8:20 am 
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Engineer
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Joined: Thu Nov 16, 2006 12:02 pm
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Location: Ukraine, Kiev
Hmm... Some suspicious. Why this build is not present @ http://www.christophsackl.com/openttd/p ... sIN/win32/
?

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PostPosted: Mon Nov 05, 2007 9:17 am 
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Engineer
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Joined: Fri Apr 01, 2005 6:19 pm
Posts: 26
Location: Kiev, Ukraine
I'm not sure whether this is the right place but here goes...
While playing OpenTTD with ChrisIN (version 11355) and Pikka's Basic Industries in tropical climate, oil refineries refuse to be built, by me or the game. The message says "must be built below the snowline", and sure enough, in the arctic climate it's a different story.

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PostPosted: Mon Nov 05, 2007 10:01 am 
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Location: Craiova, Romania
snike0437 wrote:
Hmm... Some suspicious. Why this build is not present @ http://www.christophsackl.com/openttd/p ... sIN/win32/
?


Since when my name is Chris? :P

@G4: Did you try it in a recent nightly build?


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PostPosted: Mon Nov 05, 2007 6:44 pm 
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Engineer
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Today I built the latest ChrisIN by checking out revision 11355 of OpenTTD and applying the latest ChrisIN patch (I also unzipped the required GRF files). I then took a map that I had previously created and started playing. During the first year (my daylength is 4), I noticed the following issues:

* The track gets overgrown with grass but there seems to be no configuration option to turn this off.
* The flooding problem mentioned in other posts.
* A failed assertion.

The failed assertion first happened at new year, which meant that it might probably be related to either the budget appearing or the autosave (I had autosave set to once a year). Looking at the assertion, it shows a problem with the save code:

Code:
openttd: /home/init/src/openttd/openttd-r11355-ChrisIN/src/saveload.cpp:461:
void SlSaveLoadConv(void*, VarType): Assertion `x >= 0 && x <= 65535' failed.
Aborted


It does not only happen during autosave though, it also happens when manually saving in middle to late december 1950 (the starting year). I have now managed to create a working saved game that fails to save after just two days of game time. That savegame is attached to this message.

Attachment:
Flendingwood Transport, 15th Dec 1950.sav [1.01 MiB]
Downloaded 38 times


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PostPosted: Tue Nov 06, 2007 9:31 pm 
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Location: Berlin
The above posted savegame problem should be solved in next ChrisIN. I just tested it and was able to save daily in december and on january 1st, I also couldn't reproduce the problem through autosave or by letting the finances window pop up.
I am still working on the flooding issue, it seems whenever I "solve" it deepwater drawing becomes broken.

Quote:
The track gets overgrown with grass but there seems to be no configuration option to turn this off.


I think this is being worked on by boekabart :)

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PostPosted: Wed Nov 07, 2007 1:05 am 
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Engineer
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Joined: Thu Dec 23, 2004 2:40 pm
Posts: 79
Location: Chester, U.K
I've noticed a couple of things in the latest version to do with cargos. Although everything still works O.K, my wood wagons look like they are carrying goods and the same goes for steel wagons. In fact most cargo looks like freight, I have to click on the train to tell me what its carrying. BTW, I'm using The U.K renewal set.

On the plus side, stations are accepting food again and the Town Vector seems to be working O.K. Unlike others my towns and Cities are still growing, maybe this has something to do with allowing my competitors to build Airports and Roads?

Pete


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PostPosted: Wed Nov 07, 2007 1:42 pm 
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Engineer
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Joined: Fri Apr 01, 2005 6:19 pm
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Location: Kiev, Ukraine
To Desolator:

No, I've played around only with the availible Chris IN 11355.

By the way, I've noticed that there is a lack of ways to transport wool in ECS by ship (NewShips) and, it seems, by train too...

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PostPosted: Wed Nov 07, 2007 1:55 pm 
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Engineer
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Joined: Thu Jun 10, 2004 7:09 am
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Location: Staffordshire, UK
As an addition to my previous post about stations reporting acceptance what produces tourists?

The tourist centre requires tourists?

Towns only seem to produce passengers + mail

Jump to previous post:
viewtopic.php?p=638522#p638522


Thanks

Pedro

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PostPosted: Wed Nov 07, 2007 2:32 pm 
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Engineer
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Location: Staffordshire, UK
heppers wrote:
As an addition to my previous post about stations reporting acceptance what produces tourists?

The tourist centre requires tourists?

Towns only seem to produce passengers + mail



Got the tourist problem sorted...

Downloaded Total Town Replacement v3 and get Tourists now!


Pedders

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 Post subject: Stats?
PostPosted: Thu Nov 08, 2007 6:26 pm 
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Engineer
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Joined: Sun Jun 04, 2006 8:41 am
Posts: 6
I apologize if this has been requested, but as OpenTTD has always in my opinion been lacking proper stats such as those providing a breakdown of things like how much of a specific cargo was moved in a month (or quarterly). Has anybody requested the waypoint and station stats patch at all or has this patch been looked at? It doesn't do everything I would like to see but it's certainly a start. By the way, I really appreciate all the work that's been put into ChrisIn, it has certainly made playing OpenTTD more enjoyable.


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