Articulated Road Vehicles

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DaleStan
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Post by DaleStan »

Indirectly. CB 1D can do some of it, alerting if the leader is no good when a second trailer is attached, but the real moneymaker there is CB 31.

Or just give the trailers no hp and/or TE; that would be a pretty effective discouragement.
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Post by Patchman »

It's also possible to use callback 31 to prevent people from starting an invalid vehicle even if it would otherwise work.
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Post by stevenh »

RK wrote:I deleted my config and the ovl-file again...
That crash is weird... but the issue previously with the unable to find string should be repaied in this release.

Revision 15: Rewired a few patchprocs.
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George
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Post by George »

I got crashes on start
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Post by Snail »

Patchman wrote:No, the opposite. Coupling will be forbidden unless allowed by callback 1D (i.e. it'll work only for specially coded vehicles).
Very cool! This could work for articulated buses as well... i.e. one buys, say, a single-frame Volvo 5000, and then has the option to add a pax trailer to it, making it articulated! So we could have articulated buses really costing more than single ones (the price of the trailer would make the difference). This could replace refitting. Will it work this way?
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Post by Wile E. Coyote »

Still stays impossibility to change speed (unarticulated vehicle is faster than articulated). Is it possible to refit speed, not only liveries and capacity?
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Post by michael blunck »

> Is it possible to refit speed [for trailers]

"waggonspeedlimit" -> "trailerspeedlimit"?

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Post by Wile E. Coyote »

I expressed myself wrong :oops: I mean to refit speed at all, for vehicles too. But Michael's idea is good too.
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stevenh
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Post by stevenh »

George wrote:I got crashes on start
George, can you please try running the game with the default config (ie. delete your ttdpatch.cfg and let ttdpatch create it when it starts).
That's how I'm currently running it here. If that works, then feel free to see if you can work out which switch is crashing the game. Chances are it will be something to do with newcargo or enhancedgui (since that's what the latest changes have been).

UPDATE: That was an issue on my behalf, please see the first thread for a properly-compiled Revision 14. :twisted:
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Post by The Irish »

[quote=otenko.com]So, whilst I'm awaiting responses on the forum as to what's missing/busted/stupid (apart from callbacks, which will have to wait till I push my code into the trunk) I'm going to start investigating DirectX and maybe check out the layer between TTD and Windows to try and divide and conquer.
This is a really nice link with good textuals on DirectX
And yeah... if you're reading this and you've ran my development version... you should be ashamed of yourself for not responding in the forum and keeping my workload flowing.[/quote]

I hear you...

I have some issues when I run your version. When I try to modify orders of any train which was bought befoure I load the game, I can not change the orders at all. it is only possible to modify orders of trains newly built.
I didn't have time so far to investigate it further yet. But as soon as I find more details, I let you know.
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stevenh
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Post by stevenh »

The Irish wrote:...I can not change the orders at all. it is only possible to modify orders of trains newly built...
Mr Irish, I've just gone through each version of the game to see if I can reproduce your problem. Turns out I can modify orders for all vehicles in save-games created in previous versions of the patch (I presume you mean pre-beta5) in my branch version.
Any extra info/config/savegame you can provide will be greatly appreciated.
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The Irish
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Post by The Irish »

Hmm. Strange. when I try to run Revision 15, I get this "Failed to load string" again. And I already run the english version. any ideas?


And attached is savegame, configs and .exe file I use when the problem occurs.

Its on a rev from mid April, so quite a while back, but any newer one, I cant get to work... and it was together with Beta 2

Hope that helps. If you need more info, just let me know.
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Post by DaleStan »

I'm pretty sure steven_h needs the full error message. (String number and location too.)

It is also necessary for you to not use a TTDAltered executable.
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The Irish
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Post by The Irish »

Aha, I see. Didn't know this about the TTDAltered .exe. I had altered mine, so that is most likely it. Thanks DaleStan.
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stevenh
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Post by stevenh »

The Irish wrote:....Hmm. Strange. when I try to run Revision 15, I get this "Failed to load string" again. And I already run the english version. any ideas?....
Mr Irish, This seems to be a bug with Zeppelins... if you could please turn off miscmods.nozeppelinonlargeap in your config then all should run...
The other option is to just have a seperate install/config for this version (let TTDPatch create it when it runs.)

Hopefully, in the next week or two (Since I'll be out of Australia for a week) we can get this branch merged into the trunk, or at least updated so that all the fixes in b6 can be enjoyed here.
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The Irish
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Post by The Irish »

I will give this a try when I'm home.

Thanks you.
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Post by chipetke »

WOW!
Haven't been here for a while, and what a progress... :twisted:
I will definitely use this feature, when it gets into the standard patch, and when I switch back to Windows platform...
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Post by RK »

Yes it's great! 8)

But i haven't this train-linke depot or did you change it back?
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Post by stevenh »

RK wrote:...But i haven't this train-linke depot or did you change it back?...
Yeah, the depot itself hasn`t changed,.. just the RV details window.

I'll be working on the depot window when I get back to Australia (Sunday)... until then, please keep trying your hardest to find bugs etc!... :twisted:
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Post by RK »

then let's go:
Recoulering works neither in the depot list nor for the trailers.
(see picture)


Edit: Driving in a tunnel let every trailer make noise and they don't appear again.
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