The others are 3848, as is the server. Sorry, Maccers, you'll need to run your own server for online play for now.Bjarni wrote:I don't know so I used rev 3850 for the mac build. I have no idea if they are the same :(Brianetta wrote:What version are the posted binaries?
Electric Rails -- Help us test
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I noticed a thing: the cost of build for an electrified rail is the same as normal rail.
Is possible to make more expensive? Maybe 1.5x the price for a normal rail.
Is possible to make more expensive? Maybe 1.5x the price for a normal rail.
Sidewinder
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
Is it going to be possible to build intersections with normal and electric rails?
The other thing is - if there are many junctions next to each other or more then two rails the whole setup looks a bit clogged. Would it be possible to limit the number of poles on the tiles with junctions? My personal favourite would be a catenary that spans multiply (more then 2) tracks .....
The other thing is - if there are many junctions next to each other or more then two rails the whole setup looks a bit clogged. Would it be possible to limit the number of poles on the tiles with junctions? My personal favourite would be a catenary that spans multiply (more then 2) tracks .....
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- Grudingbury Transport, 1st Feb 1981.JPG (191.1 KiB) Viewed 1301 times
- bobingabout
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yer, its currrently not possable, but it should be... just the same as its not possable to have meglev and rail in the same tile, even if they are just running parallel on a diagonal. something tells me the responce is going to be: Not untill the map array is re-written.
oh, and i wouldn't mind using this patch on brianetta's server either.
oh, and i wouldn't mind using this patch on brianetta's server either.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
I think I misspelled in my earlier post. What I wanted to say is: it's positive to see that normal railway from an earlier savegame is automatically converted to electrified railway. So you wont get any trouble when loading an old savegame with a lot of electric engines running.
But on the other hand I just found a negative thing. It seems that railway-type-numbering was altered to make elrail possible and when loading a saved game all type of rail is increased by 1 to keep the corresponding railtype. But this seems to don't work under bridges. When I was loading the atached savegame my most important trains got stuck because under a bridge the number for railtype wasn't changed. Ending up in MONORAIL on a MAGLEV track (see screenshot).
But on the other hand I just found a negative thing. It seems that railway-type-numbering was altered to make elrail possible and when loading a saved game all type of rail is increased by 1 to keep the corresponding railtype. But this seems to don't work under bridges. When I was loading the atached savegame my most important trains got stuck because under a bridge the number for railtype wasn't changed. Ending up in MONORAIL on a MAGLEV track (see screenshot).
- Attachments
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- conversion problem under bridges.sav
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- this happened when loading the game
- monorail in maglev.png (7.93 KiB) Viewed 5473 times
moe moe pipebomb
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Diesel Trains in Electric Stations and Other bugs
Great work on the Electric rails Celestar.
Now to the bug I have found.
1. Take a station and turn it into an electric rails station, but then re-convert part of the station back to standard track. Now when you send a diesel train to the station to pick up what ever is there, it will only go as far as the electric track, and no further.
Now to the bug I have found.
1. Take a station and turn it into an electric rails station, but then re-convert part of the station back to standard track. Now when you send a diesel train to the station to pick up what ever is there, it will only go as far as the electric track, and no further.
Impossible to open depot.
Ok, first I was too stupid, but this has improved yet.
I found out how to build an electrified track now. But it is impossible to buy new trains by klicking the depot! Nothing happens when I do so. It works all right with the normal depot, but I can't buy electric trains from there. I can only buy those trains by building the depot an then go to the "Show all trains" windows and klick "Buy new trains" there. And this only worlks as long as I have only those electric depots...?
What can I do?

I found out how to build an electrified track now. But it is impossible to buy new trains by klicking the depot! Nothing happens when I do so. It works all right with the normal depot, but I can't buy electric trains from there. I can only buy those trains by building the depot an then go to the "Show all trains" windows and klick "Buy new trains" there. And this only worlks as long as I have only those electric depots...?
What can I do?
New binaries available (r3855). MacOSX can't be compiled yet by the compile-farm, because it is the only target that supports 'make install' alike stuff, which confuses other code again.. the Makefile is really a complete and total mess! So you have to ask Bjarni for that 
Brianetta: this week I will finish some new Compile-Farm code, then elrail will be compiled every day at 17:00 CET (3 hours before the nightly) for as long as it is in the branch. Just so you know that

Brianetta: this week I will finish some new Compile-Farm code, then elrail will be compiled every day at 17:00 CET (3 hours before the nightly) for as long as it is in the branch. Just so you know that

- bobingabout
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just make sure we have a link for it 

JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
About the pathfinding bug mentioned a few times above:
if NPF is off, the pathfinder seems to count all non-electric and electric rail as equal, and thus the train will go in the wrong direction at several occasions.
if NPF is on, the pathfinder works correctly
that tiny screenshot shows an example of this pathfinding. One track of the station is electric, the other is not, and the same counts for the rails, although electric and non-electric cross at this junction.
if NPF is off, the pathfinder seems to count all non-electric and electric rail as equal, and thus the train will go in the wrong direction at several occasions.
if NPF is on, the pathfinder works correctly
that tiny screenshot shows an example of this pathfinding. One track of the station is electric, the other is not, and the same counts for the rails, although electric and non-electric cross at this junction.
- Attachments
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- OOPS... somebody forgot to turn NPF on?
- pathfinder.PNG (15.18 KiB) Viewed 5281 times
I hate to ask a negative question, but - why electric rails? Who decided this was a good idea? I thought everyone already hated having three different track types, why add another one when it just seems (at first glance at least) to add more valueless complexity and maintenance tedium to the game? Not a troll, a genuine question - I'm sure there's some 'cool!' factor I'm missing here.
- Born Acorn
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I agree, but I believe it should cost less (minus normal rail building costs) for only upgrading existing rail.sidew wrote:I noticed a thing: the cost of build for an electrified rail is the same as normal rail.
Is possible to make more expensive? Maybe 1.5x the price for a normal rail.
The Patch has Erails, and they work well there, as well as almost every newgrf set there is taking advantage of them. We simply must have them! Except unlike the patch, this adds a new railtype instead of replacing another.AdamW wrote:I hate to ask a negative question, but - why electric rails? Who decided this was a good idea? I thought everyone already hated having three different track types, why add another one when it just seems (at first glance at least) to add more valueless complexity and maintenance tedium to the game? Not a troll, a genuine question - I'm sure there's some 'cool!' factor I'm missing here.
Its also a logical step as no new vehicles are needed, we already have electric trains in the default vehicles, as well as catenary graphics already existing.
Yes.Born Acorn wrote:I agree, but I believe it should cost less (minus normal rail building costs) for only upgrading existing rail.sidew wrote:I noticed a thing: the cost of build for an electrified rail is the same as normal rail.
Is possible to make more expensive? Maybe 1.5x the price for a normal rail.
For an ipotetic cost of 100 for normal rail, the rail with catenary must costs 150 and 50 for upgrade only (the price of catenary).
Maybe in next future, with new map system, I like to see rails with different sleepery (and max speed limit), like simutrans.
Sidewinder
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
OK, you have two trains in the game. Train A is cheap to buy, cheap to run, more powerful and goes faster. Train B is also cheap to buy, but costs more to run, is less powerful and goes slower. Which do you buy?AdamW wrote:I hate to ask a negative question, but - why electric rails?
Train A, clearly. This might lead you to wonder why train B exists at all. Train B is probably a diesel train, whereas train A is probably electric. Suddenly, there is clarity. Suddenly, a quarter of the trains have a reason to exist (especially when playing real-life sets such as UKRS). These trains are less powerful and less quick, and might cost a bit more to run, but you can also run them on your old, unelectrified lines!
This opens up a whole extra load of cool, exceeding even the levels of cool brought by rolling stock speed limits. It's fab. It's necessary. The game could never properly be considered complete without it.
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