Re: 2.6 nightly/alpha discussion
Posted: 25 Sep 2008 15:49
I believe that crash, in the IDA, is at 137E7C, in PeriodicProc256Tiles. Somehow the landscape generator seems to have generated a class F tile.
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Hmm, or some other patch overwrites memory it shouldn't. I do think that happens on the windows version too...DaleStan wrote:I believe that crash, in the IDA, is at 137E7C, in PeriodicProc256Tiles. Somehow the landscape generator seems to have generated a class F tile.
wallyweb wrote:Any chance of getting this parameterized to allow for selecting values less than 250? This would be helpfull for those of us who like to play with making scenarios in the sandbox. A line in the patch configuration file would do nicely.changes.log wrote:r1967, DaleStan: With newindustries on, allow up to 250 industries on the map.
r2061 changelog.txt wrote: DaleStan: New switch, moreindustries, to control how many industries may be built by the random generator.
Code: Select all
// `morebuildoptions' (-YB) enables more build options.
morebuildoptions.moreindustries on // allow more than one industry of the same type
Code: Select all
// `moreindustries' (-Xj) increases the maximum number of industries on the map
moreindustries 140
I guess we do. They do two different things, though.wallyweb wrote:It would seem we now have two (yes, 2) moreindustries switches:
<...>
I have not tested yet so I don't know if there is any conflict.
It can, but I'm somewhat leery, as there can be up to 37 industry types, and I don't know what would happens if the slot limit is lower than the industry count. Also, the new-game generator (which may not limited by moreindustries) can, IIRC, generate up to 70 industries, and having a game start with more industries than moreindustries says is "possible" would be excellent bug-report fodder.wallyweb wrote:Can this switch also be used to reduce the maximum number of industries on the map (e.g. moreindustries 20), or is there a built in minimum (90?)?
OK ... so no conflicts then. We might want to be careful as to which one we tell the new players to turn on though.DaleStan wrote:I guess we do. They do two different things, though.wallyweb wrote:It would seem we now have two (yes, 2) moreindustries switches:
<...>
I have not tested yet so I don't know if there is any conflict.
Not to mention nuclear winters and stable black holes in our cyclotrons ... I'll remove this one from my "want" list.DaleStan wrote:It can, but I'm somewhat leery, as there can be up to 37 industry types, and I don't know what would happens if the slot limit is lower than the industry count. Also, the new-game generator (which may not limited by moreindustries) can, IIRC, generate up to 70 industries, and having a game start with more industries than moreindustries says is "possible" would be excellent bug-report fodder.wallyweb wrote:Can this switch also be used to reduce the maximum number of industries on the map (e.g. moreindustries 20), or is there a built in minimum (90?)?
By TTDP I assume you mean TTDPatch ...Bennythen00b wrote:Where do i get the latest version of TTDP?
This should be fixed in 2078.pETe! wrote:I think have detected a small bug in the latest nightly:
When I try to demolish a road in a city with a (very) bad company-rating, I have to pay for it, but the road will not be removed.
Everything can be found by using the forum´s search function, visiting the TTDPatch manual, or asking google.Bennythen00b wrote: Edit2: But i still dont know about those programmable signals and waypoints, and i couldnt find anything on google or here on the forums. How do i activate/build them?
BTW: Why are these options not created automatical by the writecfg option?Through Signals: http://wiki.ttdpatch.net/tiki-index.php ... nals:Alpha
Invertible Signals: http://wiki.ttdpatch.net/tiki-index.php ... nals:Alpha
Actually, I've been unable to get the cfg to upgrade without deleting it since I upgraded sometime in October.DaleStan wrote:If you're using a recent enough nightly, they are. Upgrade and look again.
Turns out it was me misremembering the update being made automatically without requiring an extra command.DaleStan wrote:If writecfg is not working, I need a demonstration. The config before you start TTDPatch, the exact command line used to start TTDPatch, and the config after you exit TTDPatch.
I also need to know how the second config file differs from what you expected to see.