*laugh manicly*
FUN!
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
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Would this be the cause of my getting a lot of invalid sprites? It seems that now just about every second grf in my newgrf has an invalid sprite.Csaboka wrote:I've found two bugs in beta 1, the fixes are already sent to Josef. The first bug made callback 2E ignore GRF version 7, the second made callback 2F do the same.
The first one was because of Josef's typo, the second was becasue of an incorrectly applied diff for alpha 72.
Patchman wrote:If you find that a large number of your .grf files suddenly have "invalid sprite" problems, you have probably accidentally enabled "mandatory GRF Resource Management" mode.
This appears to be a crash in the newsounds dll, trying to parse the .wav data, but it gets a NULL pointer. How or why, I cannot tell. Have you modified your sample.cat file?hovering teacup wrote:another bug; on launching of the Win version the game hanged. I tried deleting the newgrfw.cfg and the result was the same. so I tried after deleting the ttdpatch.cfg and then the game generated a crash log.
I think more detail is needed. What train set, what train, what was the value, what should it have been, etc....hovering teacup wrote:in the DOS version of the beta the max TE of trains (prop.1f of the action 0) seems ignored.
i replaced the sample.cat with an empty file of the same name because i use the win version only for testing.Patchman wrote:Have you modified your sample.cat file?
it just happens on my computer with any engine. actually i didn't post much info because the bug just happens universally.Lakie wrote:Since TE without a callback 36 should be the default.
And indeed, please give more information
Where does it hang? In other words, how far does it get into the game? Does removing your newgrfw.cfg fix it?hovering teacup wrote:i replaced the sample.cat with an empty file of the same name because i use the win version only for testing.Patchman wrote:Have you modified your sample.cat file?
now i copied the sample.cat from the DOS-TTD folder and launched the game... and it hanged :-/
But what value does it show for the TE? Is the value in the purchase screen different from the one in-game (after enabling the display of acceleration and TE)?hovering teacup wrote:it just happens on my computer with any engine. actually i didn't post much info because the bug just happens universally.
at the startup, with dark screen.Patchman wrote:Where does it hang?
noPatchman wrote:does removing your newgrfw.cfg fix it?
purchase screen gives correct figures.Patchman wrote:what value does it show for the TE? Is the value in the purchase screen different from the one in-game (after enabling the display of acceleration and TE)?
The only thing I changed in PBS was in regard to enhancetunnel bridges. However there aren't any in that screenshot... so I guess I'll require the usual to try and debug it (configs+savegame).Rob wrote:It seems that the pathfinding has been altered with this beta
When someone has time, it will get looked into.squishycube wrote:Could someone please look into the problem I posted earlier? If someone already has, I thank you for that, but could you also post about it
The attached file contains my newgrf folder my game my ttdpatch.cfg and my newgrf.cfg.Patchman wrote:The only thing I changed in PBS was in regard to enhancetunnel bridges. However there aren't any in that screenshot... so I guess I'll require the usual to try and debug it (configs+savegame).Rob wrote:It seems that the pathfinding has been altered with this beta
squishycube, the game locks up yeah? it doesn't actually crash!?squishycube wrote:Could someone please look into the problem I posted earlier? If someone already has, I thank you for that, but could you also post about it
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