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1016
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Newsounds error: CreateSoundBuffer failed + Lock failed

Post by 1016 »

Reporting an error connected to the switch 'newsounds':

With newsounds on (alpha 58, Windows), I get two error messages when I try to fund a street rebuilding program (don't know how its really called, because I'm using a german version of TTD).
First one says, "CreateSoundBuffer failed".
Second one follows immediately after I click the first one away, saying, "Lock failed".
Game continues without crashing :!:
Error occurs in all (new / saved) games, if newsounds is active, else not.
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Post by stevenh »

The sound in question [when the little tractor/construction vehicles are destroying the patches of road] is busted :shock: ...
I'll make sure that error is written to the log instead of an annoying message box... and i'll try to work out why the hell that sound is corrupted.
But this will be in a few hours.
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Post by SHADOW-XIII »

While adding new pieces to the station is straightforward, a note of warning for removing them: by default, the bulldozer will remove the entire station, including all irregular sections. However, if you hold down "Ctrl" while bulldozing a tile, only that tile will be removed. Of course, the old "overbuilding" feature remains, so you can build new sections on top of other sections, and they don't have to overlap exactly, nor even match in direction!
@Patchman bulldoze or demolish ?
could it be possible to implement working buldozing without CTRL to remove a square of station ? (and demolish would destroy whole station)
Aside from this, Mek has implemented the "morestatistics" feature, which at the moment counts the amount of each cargo transported by a company. You can access it from the company window, or by opening the company window while holding "Ctrl".
any possibility to implement other way accessing it ? too much CTRL lately ... maybe new button in company window ?
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Post by Mek »

SHADOW-XIII wrote:
Aside from this, Mek has implemented the "morestatistics" feature, which at the moment counts the amount of each cargo transported by a company. You can access it from the company window, or by opening the company window while holding "Ctrl".
any possibility to implement other way accessing it ? too much CTRL lately ... maybe new button in company window ?
Please read what you quote :P
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Post by Patchman »

Well, we'll fix the bug preventing people from clearing the whole station, of course.

Other than that, my plan is to allow the removal of individual platforms if you dynamite the end of a platform, or an entire station section (i.e. all adjacent platforms in the same direction) by dynamiting the middle of a platform.

Then, with Ctrl, the former would delete only a single tile, while the latter would remove the entire train station. That should leave enough possibilities while still being convenient to use.
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Post by krtaylor »

Another thing you could consider, would be to allow station segments to be removed using the "remove track" tool that already exists. Everyone is already well familiar with it, and its use is relatively intuitive.
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Post by Patchman »

Well, that's exactly what Shadow suggested, but I'm not sure how easy it would be to adapt it to support stations too. Changing the way the dynamite works might be easier. But I'll certainly take it into account.
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Post by SHADOW-XIII »

Mek wrote:
SHADOW-XIII wrote:
Aside from this, Mek has implemented the "morestatistics" feature, which at the moment counts the amount of each cargo transported by a company. You can access it from the company window, or by opening the company window while holding "Ctrl".
any possibility to implement other way accessing it ? too much CTRL lately ... maybe new button in company window ?
Please read what you quote :P
oups, sorry, I missed "or" :wink:

thanks Patchman for reply, and I think buldozer would be better (actually both dynamite and buldozer would do same thing, clear 1 station tile and since we have dragable dynamite only that way would be the one way to remove whole station) .... but if it's too much the leave it, there are other things to do to :wink:
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Post by eis_os »

May I ask why Patchman is asked about irregular stations?
It has reasons (so the ai didn't after all get screwed) when demolishing a station to keep the normal behaviour... (I already had code in my dev version, that wasn't bug fixed to remove a platform, a reason why the remove routine is so complicate)
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Post by Patchman »

Sorry about that, I didn't mean to intrude on your territory.

Anyway, I totally forgot to mention one thing which might make this all moot anyway: the ctrl-drag dynamite still works, it clears a rectangular area of the station. So maybe a new dynamite-the-platform or dynamite-the-section isn't even needed.

It might, in fact, be feasible to flip the meaning of Ctrl: dynamite a single tile (or draggable area) without it, clear the whole station with it. Making that work with the AI shouldn't be too hard either, I think.
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Post by SHADOW-XIII »

sorry eis
I was automatically send it to him because I was quotting his text
of course I remember the_impossible_feature® is done by you :wink:

so ... Oskar ... tell me, can one-way roads be created on train-road junction ?
if no, could you show the error message when user is trying to build one way road on a tile where it cannot be built ?
it could be also expanded by displaying with query tool that the road is one way one (especially usefull for missing graphics)
and would it be possible to built multiple one-way roads with CTRL (like building normal road but holding CTRL to) then every square would be one way one


and another thing is: what's EFFECT OBJECTS in debugger ? I got it 160/160 in my game
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Post by Patchman »

SHADOW-XIII wrote:and another thing is: what's EFFECT OBJECTS in debugger ? I got it 160/160 in my game
Steam puffs, diesel smoke, electric sparks, breakdown smoke, that sort of thing.
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Post by eis_os »

Shadow: Did you ever tried ctrl + road span :?: No, you should!
But you don't have any benefit to have one-way roads every square...

I don't think I will touch one-way roads in the near future, for all other demands of that feature please use the Suggestion forum...
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Post by George »

Bug with class 01 00 for cargos:
When I specify tourists as passenger class, tourist buses stop to visit lorry stations and visit only passenger station. But when I remove the lorry station, tourists DO NOT come to the bus station. When I add lorry station to bus station or build lorry only station, tourists GO to that lorry station.
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Post by Geo Ghost »

I love the new switch!
Its really good for making stations.
Im enjoying the game a lot more than i used to now! :D
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Post by hovering teacup »

is there any other people having problem of train routing ?
i suspect the non-rectangular station is playing something but i can't track further. (see the descriptions on the screen shots)

(savegames follow)


---EDIT---
oups the description of the third image is crippled

platforms (1) to (3) are supposed to be used in that order, but often a train goes into (3) when the (1) and (2) are inoccupied. in any case the (2) is never used by trains stopping at the station. if they penetrate to the junction before (1) and (2) only to find the (1) occupied, then they follow the pink arrow.
these problems affect only trains that have order to that station. those simply passing through the station are fine.
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platforms (1) to (3) are supposed to be used in that order, but often a train goes into (3) when the (1) and (2) are inoccupied. in any case the (2) is never used by trains stopping at the station. if they penetrate to the junction before (1) and (2) only
platforms (1) to (3) are supposed to be used in that order, but often a train goes into (3) when the (1) and (2) are inoccupied. in any case the (2) is never used by trains stopping at the station. if they penetrate to the junction before (1) and (2) only
narfingburg.png (124.58 KiB) Viewed 2100 times
trains (i think all trains) starting from the southern platform and heading for Narfingburg try to get out by eastern exit.
trains (i think all trains) starting from the southern platform and heading for Narfingburg try to get out by eastern exit.
nonningstone.png (116.57 KiB) Viewed 2100 times
trains going to Cunnway occasionally follow the pink arrow
trains going to Cunnway occasionally follow the pink arrow
cunnway.png (122.56 KiB) Viewed 2100 times
Last edited by hovering teacup on 17 Sep 2005 01:14, edited 1 time in total.
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Post by krtaylor »

What are you using for track, trains, and bridges?
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Post by hovering teacup »

trains will be available when the French set is ready. Bridges are not yet done... in fact i touched a bit and then left it for more than 6 months. i don't know when i'd restart on it.
Tracks are made when i was being bored sometime ago. it's not compatible with stations containing track pieces nor bridges (it came after the bridge project and include no bridge grafics)



the save TRP00.SV1 is saved with the a58. TRP01.SV1 presents the above-said problems. the TRP02.SV2 is not a save consecutive to the TRP01.SV1 but to the TRP00.SV1, and seems free from all these problems although i had a similar operation to those i made in the TRP01.SV1 on stations, especially using the non-rectangular station feature.
(BTW i'm not using PBS in this game if that helps)
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Post by Darryl256 »

I tried to play the savegame that had the error I posted here with alpha 59 and it still crashed.

I downloaded alpha 60 but instead I loaded the game in the scenario editor and let it run for a couple of days, and then resaved in. It turns out that a new AI company starts around the date that the game crashed previously :?: .

I will keep testing to see if I can narrow down what is causing it to crash.
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Post by Aegir »

Snail, I only briefly read into your problem, and it seems that the only sollution I can think of is extending the juctions to the station out more, and placing some waypoints in there, forcing the trains into the correct station platforms.

Sorry if I've missed your point entirly, I only woke up maybe 30mins ago.

EDIT: And I should really code that other station in the background. I have the sprites to it laying around, it'd slot nicely into the default class...
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