2.0.1 alpha / 2.5 beta discussion

Get help, info, news and advice about the Transport Tycoon Deluxe patch.

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Snuk the Great
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Post by Snuk the Great »

Hello, I am aew here and this is going to be my first post. First I would like to say that I love you guys for what you did with transport tycoon. I played the game a lot and recently started playing it again.

Now for the on-topic stuff :P. I think I found a bug too. I am not sure what switch seems to cause the bug. Anyway, the bug lets any station accept goods. So when you drop of coal just at some random station it will sell it right away, even if there is no power plant even near the station. Maybe this has been posted before, if it was I am sorry that I did not find it.

Ah, and more of a presonal note, could any of you tell me how exactly I could write switches? I am a programmer myself (more webbased though, have written some c++ too) and I am never to lasy to learn.
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Post by Patchman »

Part 1 is a known bug.

Part 2, see my reply to your other message.
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George
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Post by George »

With newcargos on, now all cargo types are displayed in the cargo payment window. Maximum 16 of them can be turned off at a time, though.
I can scroll only 16. When I activate paper, beer, fish, food, petrol, tourists all together, I can't scroll to petrol, it is out of list. If I switch some other off (disabling the grf), I can turn it on for display and turn them back. Then it is out of scroll again, but the graph is displayed
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Csaboka
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Post by Csaboka »

Thanks for the bug report. The problem was that I always added one less cargo to the list than needed, although this wasn't visible until the count exceeded 12. It will be fixed in the next alpha.
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nicfer
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Post by nicfer »

I have a serious problem with alpha 58: game crashes before show the main screen. I attached a zip with crashlog, newgrf.cfg and ttdpatch.cfg.
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TTDCrashes.zip
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Sorry for my english I am argentinian
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Post by Patchman »

Thanks for the crash log, this will be fixed in a59. I do not understand how this could ever have worked, it should've crashed every time TTDPatch draws a PBS signal.
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nicfer
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Post by nicfer »

Ah, now understand why my game crashes: in my game intro I have signals PBS, then when I try to start my game the game get into crash.
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO

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Rob
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Post by Rob »

My game crashes when loading it with alpha59 pre3. :(
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Crasha59pre3.ZIP
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Darryl256
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Post by Darryl256 »

I've got a new crash for you in alpha 58.

Playing in the tropics with the attached savegame, will cause the game to crash in about ~1 week. All I do is level the terrain just to the right; build a straight piece of track, in order to move those lines one to the right.

Before hand there was a crash to the desktop because of the sprite problem in the older version of the US set; which I have since updated.

The problem is now that when TTDP crashes it forces my computer to restart, and therefore is unable to create a crash log. I have also attached my newgrf & ttdpatch cfg files in case they are needed.

Let me know if you want any other information.
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Trp01.sv1
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ttdpatch.cfg
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newgrfw.cfg
(863 Bytes) Downloaded 107 times
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Post by Patchman »

I'm afraid I can't reproduce the crash. I loaded it in a58 and let it run till the end of August with no crash.

I suspect the problem is in one of the graphics sets you have loaded but which I lack. I realize this will be annoying, but you'd need to find out which set it is by removing them from newgrfw.cfg until you can figure out which one causes the crash.

Sorry, but I need further information before I can do anything.
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Darryl256
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Post by Darryl256 »

Patchman wrote:I'm afraid I can't reproduce the crash. I loaded it in a58 and let it run till the end of August with no crash.

I suspect the problem is in one of the graphics sets you have loaded but which I lack. I realize this will be annoying, but you'd need to find out which set it is by removing them from newgrfw.cfg until you can figure out which one causes the crash.

Sorry, but I need further information before I can do anything.
Ok, I try that later when I can be bothered having to restart my computer every 5 minutes.
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Rob
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Post by Rob »

If you remove all the grfs, and add them one by one then you'll have to restart your comp only once. If you're lucky that is, and it doesn't turn out to be a combination of grfs that cuase this. :D
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Darryl256
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Post by Darryl256 »

After a little testing, it seems to be a problem in the US set.
If I disable that grf, the game is able to continue ok; even after I have re-activated it.

I have attached a screenshot of the grf status window to show the version.

I will keep trying to see if I can narrow the problem down further.
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Grf Status.jpg
Grf Status.jpg (23.94 KiB) Viewed 2109 times
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Post by Patchman »

Well, I have the same version of the US Set, and when I loaded your game it continued fine.
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Geo Ghost
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Post by Geo Ghost »

erm, guys.. have you put in new sounds?
I hadnt heard anything bout it, then all of sudden, im getting really weird noises that i havnt heard before...
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krtaylor
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Post by krtaylor »

I get that too. I believe it's caused by the new sound system, which does support new sounds (although AFAIK nobody has added an actual new sound yet.) Apparently there was some issue with the sampling rate, so the original sounds are still there, but they sound a bit different.
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Csaboka
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Post by Csaboka »

Those "weird noises" are the original sounds being played at their correct sampling frequency. If it turns out that many people don't like them in their correct form, I'll add a bit to force them to the old incorrect frequency.

Geo: the new sounds feature is done, but currently there are only three places new sounds can be used: they can be generated during house animations, industry tile animations, or can be one of the sounds randomly played at the industry. In the future, I'm sure custom vehicle starting sounds, breakdown sounds, and probably even running sounds can be added.

[edit] Oh, I forgot the thing that may be the most useful currently - you can replace original TTD sounds with new ones via GRFs.
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orudge
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Post by orudge »

Csaboka wrote:Those "weird noises" are the original sounds being played at their correct sampling frequency. If it turns out that many people don't like them in their correct form, I'll add a bit to force them to the old incorrect frequency.
I'm not 100% sure that the old sounds that are supposedly 22,050Hz are actually meant to be played at 22,050Hz though... some of the sounds - eg, the plane touchdown - really do seem rather too short/fast. Since both DOS TTD and Windows TTD played these sounds at 11,025Hz, I think TTDPatch should continue to do this too.
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Post by PikkaBird »

orudge wrote:I'm not 100% sure that the old sounds that are supposedly 22,050Hz are actually meant to be played at 22,050Hz though... some of the sounds - eg, the plane touchdown - really do seem rather too short/fast. Since both DOS TTD and Windows TTD played these sounds at 11,025Hz, I think TTDPatch should continue to do this too.
Why not just resample the sounds and add them back in via a grf, rather than (re)fudging the code?
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krtaylor
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Post by krtaylor »

PikkaBird wrote:Why not just resample the sounds and add them back in via a grf, rather than (re)fudging the code?
Yes, this makes sense to me.
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