Hi, thanks for reporting this issue.tlpwka wrote:Got a weird error while building signals:
What are you dragging signals over? It is covered by the error dialog in the screenshot.
Is there a bridge or tunnel involved?
Moderator: OpenTTD Developers
Hi, thanks for reporting this issue.tlpwka wrote:Got a weird error while building signals:
HelloJGR wrote:Hi, thanks for reporting this issue.tlpwka wrote:Got a weird error while building signals:
What are you dragging signals over? It is covered by the error dialog in the screenshot.
Is there a bridge or tunnel involved?
Thanks, this is fixed now and will be in the next release.tlpwka wrote: Hello
Here below 2 cases:
Both pass trough a small tunel.
Link for save files (incl newgrf):
https://www.dropbox.com/s/w92c5swjpx9ch ... e.zip?dl=0
This is something that has been asked for a few times, I'm planning to look into it at some point.SkullKrixzz wrote:1: road speed limits
This looks quite interesting, and seems an easy pick to merge, may give this one a try.SkullKrixzz wrote:2 random road construction
I'm not really sold on this one TBH, graphically it looks a bit dodgy to me and has some odd corner cases, and it uses up map bits which could be more usefully allocated to other things.SkullKrixzz wrote:mossy tracks
I'll take a look, thanks for the suggestion.michael blunck wrote:A small but nice addition would be the implementation of TTDPatch-style lock behaviour (i.e. stopping ships and then lifting/lowering them):
viewtopic.php?p=1060457&sid=e4758d7f882 ... 6#p1060457
viewtopic.php?p=1060942&sid=e4758d7f882 ... 6#p1060942 (GIF)
Peter Nelson already had a patch for this some time ago:
viewtopic.php?p=1061124&sid=e4758d7f882 ... 6#p1061124 (petern video)
http://fuzzle.org/~petern/ottd/locks3.diff (petern patch)
regards
Michael
Sorry if I'm being a pain, but you never even responded with a "no"? I'll try reading through the topic to see if this was already suggested, but you could at least acknowledge it.SimYouLater wrote:Would you be able to add Traffic Lights in the near future? Sorry if this has been asked before.
I have a long list of things to keep track of here and elsewhere, occasionally things get overlooked.SimYouLater wrote:Sorry if I'm being a pain, but you never even responded with a "no"? I'll try reading through the topic to see if this was already suggested, but you could at least acknowledge it.SimYouLater wrote:Would you be able to add Traffic Lights in the near future? Sorry if this has been asked before.
Alright then. Thanks for considering it.JGR wrote:I have a long list of things to keep track of here and elsewhere, occasionally things get overlooked.SimYouLater wrote:Sorry if I'm being a pain, but you never even responded with a "no"? I'll try reading through the topic to see if this was already suggested, but you could at least acknowledge it.SimYouLater wrote:Would you be able to add Traffic Lights in the near future? Sorry if this has been asked before.
I'm not overly enthused about traffic lights, but I'm not averse to adding them at some point if the implementation is not too troublesome.
selli69 wrote:...
Your patch covers most of the wishes I have to the game, but it misses only ONE thing: Cargo Type Orders / Partial loading-unloading. There is an existing patch, but i am not able to integrate, my knowledge in programming and compiling isnt as good as needed for this task. The patch is viewtopic.php?f=33&t=62692
...
SkullKrixzz wrote:2 random road construction?
These are merged with some changes/issues fixed, and will be in the next release.einsteinyh wrote:Please could you add these patches in a future release? (I know It can be hard, but it costs nothing to dream)
Tunnel End http://www.tt-forums.net/viewtopic.php?f=33&t=72639
...
I'm not convinced TBH. The YAPF ship pathfinder performs very badly compared to the other YAPF pathfinders, and removing the range limit would make the problem worse.
Fair enough. I didn't realize that it wasn't properly solving the problem.JGR wrote:I'm not convinced TBH. The YAPF ship pathfinder performs very badly compared to the other YAPF pathfinders, and removing the range limit would make the problem worse.
This has been asked for before. In the past when I've had a look there were bugs/issues which I wasn't keen on.SimYouLater wrote:Fair enough. I didn't realize that it wasn't properly solving the problem.
Maybe the Chunnel patch? Sorry if I'm being pushy, I just want to see if there's anything I could suggest to add which won't be more trouble than it's worth.
Alright, well I'm out of suggestions. Thanks for considering them, and keep chugging away!JGR wrote:This has been asked for before. In the past when I've had a look there were bugs/issues which I wasn't keen on.SimYouLater wrote:Fair enough. I didn't realize that it wasn't properly solving the problem.
Maybe the Chunnel patch? Sorry if I'm being pushy, I just want to see if there's anything I could suggest to add which won't be more trouble than it's worth.
I may take another look at some point though.
I never use implicit orders so hadn't encountered this issue. Probably the simplest solution would be to just not display route markers/lines for implicit orders.Redirect Left wrote:Nice work. Finally got around to installing it and having a good play with it.
A do find a few things trigger slow downs though. If you have a train that has a lot of destinations, opening its window will slow down. If you have a train that has endless repeats / implicit orders due to a routing error, it can make fixing them quite a horrendous task due to the FPS drop when you open up the train vehicle window.
Not sure you can do anything about this, unless you can make a train exempt from displaying the info that seems to drain the cycles if the train has > X orders? It's whenever the game loads the station info.
The attached screenshot hopefully makes it clear what I mean. This is one of those times where it has managed to amass a load of implicits due to an error in routing (I assume). at time this was taken, FPS was roughly 2-3 per second (ouch)
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