Tram bugs

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Peteza
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Post by Peteza »

stevenh wrote:
George wrote:In beta 3 there is stil a bug that makes roads wrong when AI removes his railways.
Peteza wrote:I've also had this, but when i removed a road (rather than the AI).
Please attach a saved game....
The only time I can make this happen is when I play Megarail or Scotland... which have random data, still, in L3.
As far as I can tell... I can't get the AI to screw up level crossing removal on fresh games...
Sorry for not doing this earlier
...look for the road depot in the rail...it's centred on screen.
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newgrfw.cfg
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ttdpete.cfg
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denwong
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Post by denwong »

I had similar problems on my game which is based on the original Arctic "PowerMad" Scenario. I am using 2.5 Beta 3, but it happened in Beta 2 as well.

When you remove a rail track from a Crossing of which the road piece is Not owned by the player, the square at the West of the remaining road piece will be covered by a road depot, regardless of what it originally is.

Whether the rail is owned by AI or the player does not matters.

One of the screenshots describes the problem, and the other one shows that it does not occur on player-owned road pieces.

Savegame, newgrfw.cfg, ttdpatch.cfg are attached.

I hope the developers would find this helpful, and thanks sincerely in advance. :wink:
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RemoveRailBug.zip
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RemoveRail2.png
RemoveRail2.png (23.28 KiB) Viewed 5310 times
RemoveRail1.png
RemoveRail1.png (43.96 KiB) Viewed 5310 times
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George
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Post by George »

stevenh wrote:
George wrote:In beta 3 there is stil a bug that makes roads wrong when AI removes his railways.
Peteza wrote:I've also had this, but when i removed a road (rather than the AI).
Please attach a saved game....
The only time I can make this happen is when I play Megarail or Scotland... which have random data, still, in L3.
As far as I can tell... I can't get the AI to screw up level crossing removal on fresh games...
This save for example. But it lives from recent alphas, may be some garbage left
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c2R
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Post by c2R »

stevenh wrote: The only time I can make this happen is when I play Megarail or Scotland... which have random data, still, in L3.
As far as I can tell... I can't get the AI to screw up level crossing removal on fresh games...
Maybe the patch should display a warning if megarail or scotland scenarios are played, along the lines that they are not compatible.....
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Post by Patchman »

It's difficult to detect what scenario a game is based on.

It'd be easier to simply go through the map array and remove the offending bogus data, in fact.
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Peteza
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Post by Peteza »

The game that I was playing was a random map.
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stevenh
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Post by stevenh »

Patchman rocks and has pointed out the errors in my ways.
This bug is fixed in the next release.

Unfortunately, there's still random data in the MegaRail and Scotland scenarios, so just deal with them using dynamite :twisted:
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George
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Post by George »

I found a problem - when AI becomes bankrupt and its' bridges are removed, my tram+road lines under these removed bridges loose their tram part.
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Tram stops

Post by neildexter »

I seem to be having issues with tram stops they look like harbours. Not sure what im doing wrong any ideas? See the pic ive circled them. I ahve enabled trams and loaded the grf files.
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WWTBAM
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Post by WWTBAM »

do you have the latest grf.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
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stevenh
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Post by stevenh »

I have a hunch you don't have the latest GRF (as Robo* previously stated) and the harbour graphics GRF is on the next line in your newgrf.cfg

so please get the latest or post your newgrf.cfg
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Post by neildexter »

Hi,

checked my config file and no harbour next to trams must need up to date version of the grf file. Do you know where I can get this from? Cheers
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Post by neildexter »

Hi definatly have latest grf files. will post cfg file to see if you can see anything wrong with it but not sure what im doing wrong. New at this.

Cheers
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Piirka
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Re: Tram stops

Post by Piirka »

neildexter wrote:I seem to be having issues with tram stops they look like harbours. Not sure what im doing wrong any ideas? See the pic ive circled them. I ahve enabled trams and loaded the grf files.
Hi,

I got exactly the same problem - piers instead of tram stops. I tried with the newest configuration file for the grf:s. Nothing happened, the tram stops still looked like piers.

Then I downloaded the newest config file for the patch itself. It turned out that I had been using the config file for the version 2.01 rev 1. Anyhow, I checked the commands line by line in my old and compared them with the latest file. I added several commands to the one I had been using. Luckily enough, the commands are in alphabetical order, so comparing and the adding of new commands was a piece of a cake. :D After finishing the upgrading, I started the patch - and voi lá - no piers, but real tram stops. Now I'm trying my first scenario with the beta 5 patch.

One funny thing occured with those "tram piers". If there was a building in the front of the pier itself and I used dynamite to remove the stop, then the building was destroyed, as well.

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stevenh
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Post by stevenh »

Any chance you could tell me which switch fixed the issue? :?
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Piirka
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Post by Piirka »

stevenh wrote:Any chance you could tell me which switch fixed the issue? :?
Sorry, I have no idea of which one of the changed switches did the job. :cry: Today I've been 'upgrading' into the 'mr Gates' version. Even though TTD says it's the version 2.5b3, several features are missing. The 'New graphics status' button is missing in the 'Game Option' windows, so I can't even check whether the grfs are loaded or not.

I suspect that the windows version doesn't even load the grfs, because the tram tracks and the trams themselves are missing. In my savegame the trams have been replaced by TTD's ordinary vehicles. The Victorian W2-class tram has been replaced by a Plastic Truck - carrying 40 passengers. :D Mr Gates can keep his version and stick it in a place where the sun won't shine. I'll have to go on with the DOS version. It seems that even trams dislikes Windows. :twisted:

Trams, new cargo and other new features give TTD a wholly new dimension and they make the playing even more fascinating. What a great job you all have done. :!:

Piirka
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eis_os
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Post by eis_os »

While both versions use ttdpatch.cfg, graphics are different and so the windows version uses newgrfw.cfg
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Piirka
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Post by Piirka »

eis_os wrote:While both versions use ttdpatch.cfg, graphics are different and so the windows version uses newgrfw.cfg
Solved the problem, thanks. The commandline 'newgrfcfg' in the patchconfig was set to 'newgrfw.cfg', while I am using the config file 'newgrf'. Of course, the latter is referring to windows grf files (in the newgrf folder), which I downloaded yesterday. Just one líttle surplus letter prevented (in my case) the grfs to work. Now the savegame of dos works also in the windows mode. Well, as long it lasted, it was a kind of fun to see how passengers turned into plastic padding. :D :D :D

One small and humble request. Could a link to the Victorian tramset be put in the GRF Crawler's trampage? Now there are links to the serbian and the german ones only. It took me a long time to find the windows grf for these australian trams. I found the file after trying with a dozen or so searching frases or words.

Piirka
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