action 0 general variable ID 16
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- hovering teacup
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action 0 general variable ID 16
This variable ID (cost of dynamiting an empty grass tile) causes a strange bug; if you set its property 08 to 03 then towns build almost no buildings. The same (or similar) thing happens with some other nombers like 40 if I remember well.
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But setting prop 08 to 03 should scale the cost *down* by a factor of 32, should it not?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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- hovering teacup
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here's the grf and the cfg. but i tryed with a newly created cfg and the result was no different. also the grf contains only one significative line (the action 0 in question here).
this bug is reproduceable at will---just use the scenario editor or start a new random map to see a bunch of ghost towns.
thanks
this bug is reproduceable at will---just use the scenario editor or start a new random map to see a bunch of ghost towns.
thanks
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- exemple2.grf
- (50 Bytes) Downloaded 44 times
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- ttdpatch.cfg
- (32.68 KiB) Downloaded 44 times
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I can confirm; highly reproducable, but not with my newgrfw.cfg; I had to remove all the other grf files first. I'm not sure which GRF file is suppressing the bug, but I can try to figure that out, if it's useful.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Very odd. TTD has the following code in the house construction action:
NewHouseAllowedOnBareLand is set to 1 only briefly while periodically replacing old buildings with new ones. I'm not sure I understand what this code is really supposed to do, so I don't know how to fix it.
The problem at hand, then, is that the given change sets the cost to clear an empty tile to zero, so that this can never succeed. But as I said, it's not obvious to me what the fix should be, until I understand why TTD does not normally build houses on bare (already cleared) land.
Code: Select all
if (!NewHouseAllowedOnBareLand)
if (CostToClearWasZero) // zero cost implies it was bare land
fail_construction;
The problem at hand, then, is that the given change sets the cost to clear an empty tile to zero, so that this can never succeed. But as I said, it's not obvious to me what the fix should be, until I understand why TTD does not normally build houses on bare (already cleared) land.
Tweak it so it does, and then watch what happens! Houses everywhere, I bet!Patchman wrote:But as I said, it's not obvious to me what the fix should be, until I understand why TTD does not normally build houses on bare (already cleared) land.

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No, the "owned land" sign is different from a bare land tile, the fact that it has bare land for ground sprite doesn't mean anything internally. (Bare land is class 0, owned land is class A, so they are handled differently)
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