Ive not synced MiniIN with trunk since r5468. So if the fix is after that, MiniIN doesnt have it (yet). It will; just maybe not this weekend.Toni Babelony wrote:I've read somewhere that the most recent Nightlies and MiniIN weren't compatible with OSX 10.3.9 This is not totally true. You can do play with them but not save or load games. This I think is very unfortunate. Could someone please fix this if possible? T_T
*I now run nightly r5477, works perfect, so there must be a problem with a patch or somn' in the MiniIN...
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- Toni Babelony
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I'm glad to see someone working on it! Thanks in advance for your effort!richk67 wrote:Ive not synced MiniIN with trunk since r5468. So if the fix is after that, MiniIN doesnt have it (yet). It will; just maybe not this weekend.Toni Babelony wrote:I've read somewhere that the most recent Nightlies and MiniIN weren't compatible with OSX 10.3.9 This is not totally true. You can do play with them but not save or load games. This I think is very unfortunate. Could someone please fix this if possible? T_T
*I now run nightly r5477, works perfect, so there must be a problem with a patch or somn' in the MiniIN...

Retired JapanSet developer and creator of TIAS.
found a moderately serious bug. dont know whence it came, or why i cant get rid of it, but whenever a train stops at a very specific station...
therafter, if it manages to unload its cargo, it earns in the region of 16 million dollars.
therafter, if it manages to unload its cargo, it earns in the region of 16 million dollars.
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- whenever this train stops at an earlier station, one of its cargo trucks mysteriously aquires an utterly impossible amount of cargo. my poor train then cant get up any hill at all.(understandable, it weighs 65 thousand tonnes)
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Bug already fixed, see http://svn.openttd.org/cgi-bin/trac.cgi/changeset/5576Shorty wrote:found a moderately serious bug. dont know whence it came, or why i cant get rid of it, but whenever a train stops at a very specific station...
therafter, if it manages to unload its cargo, it earns in the region of 16 million dollars.
Also please say what miniIN version you are using, and please say not "the latest"
i thought it was the latest... the taskbar icon says 5530, which is the version on the minIN page.
Edit: cant get the patch working. SVN refuses to patch the file, says it appears outdated.
theres also that i have nothing to compile with.
Edit: cant get the patch working. SVN refuses to patch the file, says it appears outdated.
theres also that i have nothing to compile with.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
The link says the change has number 5576, the miniIN has 5530, so the change was made after the latest miniIN was compiled, so it is first included in the miniIN from tomorrow.Shorty wrote:i thought it was the latest... the taskbar icon says 5530, which is the version on the minIN page.
Edit: cant get the patch working. SVN refuses to patch the file, says it appears outdated.
theres also that i have nothing to compile with.
I have no idea what you are trying to do, but if you do a normal checkout or update of the miniIN branch it works. You do not need to patch anything then.
And that here is about compiling: http://wiki.openttd.org/index.php/Categ ... ng_OpenTTD
I suggest you wait until monday morning until the new miniIN is released, before you get angry about set up a compile environment.
Shorty: And please reduce the size of your sig. OK mine's fairly long, but its mostly relevant OTTD links.
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/sigh
sig fixed.
and patience is not one of my many (read: few) virtues. besides, im taking a course in programming, and im fairly good in some languages already. its just C that baffles the hell out of me, and i see the best way to fix this as being to learn C.
sig fixed.
and patience is not one of my many (read: few) virtues. besides, im taking a course in programming, and im fairly good in some languages already. its just C that baffles the hell out of me, and i see the best way to fix this as being to learn C.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
in todays version, is anyone else finding that the resolution isnt remembered between games? whenever i exit, my .cfg file writes the resolution as 2x what i set it to ingame, and when i start the game back up, resolution is listed as 'other', the game is running 640x480 and refuses to go fullscreen.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
wierd... ill delete my cfg file
yup, that fixed it.
yup, that fixed it.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
i just notice something wierd about presignals...
i have a major traffic-handling junction (pictured below) - ive circled the signal thats the problem.
what happens is, when a train is entering the triple-crossing that joins the tunnels from one of the tunnels further from the station, a train will choose the longer path which routes it around behind the tunnels and allows it to queue there to wait for a clear tunnel closer to the station. this is as intended.
however, when all three tunnels are occupied, but the crossing is clear, a train will prefer to wait at the presignal rather than take the clear route into the queuing area, thus blocking the path into the queuing area (however temporarily)
the problem at hand is that the signal shows red in both these scenarios, but clearly the train can differentiate between the two circumstances.
Edit: it occurred to me this may be an issue with train logic. since the signals for every route to the tunnel would be red, its simply picking the shortest route to come to a stop at.
in addition to this problem, ive noticed that the autoreplace order isnt avaliable to electric trains, at least on arctic and temperate. also, if you manually replace a train, it will lose the % loads off its order, and switch to either full unload or full load.
i have a major traffic-handling junction (pictured below) - ive circled the signal thats the problem.
what happens is, when a train is entering the triple-crossing that joins the tunnels from one of the tunnels further from the station, a train will choose the longer path which routes it around behind the tunnels and allows it to queue there to wait for a clear tunnel closer to the station. this is as intended.
however, when all three tunnels are occupied, but the crossing is clear, a train will prefer to wait at the presignal rather than take the clear route into the queuing area, thus blocking the path into the queuing area (however temporarily)
the problem at hand is that the signal shows red in both these scenarios, but clearly the train can differentiate between the two circumstances.
Edit: it occurred to me this may be an issue with train logic. since the signals for every route to the tunnel would be red, its simply picking the shortest route to come to a stop at.
in addition to this problem, ive noticed that the autoreplace order isnt avaliable to electric trains, at least on arctic and temperate. also, if you manually replace a train, it will lose the % loads off its order, and switch to either full unload or full load.
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Last edited by Shorty on 25 Jul 2006 05:43, edited 1 time in total.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
That's not a presignal; it's an exit signal. Therefore, the bug is that it turns red when the crossing is clear.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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err.. okay
whta ive found is that presignals turn red when all the exit signals in fron of them show red. exit signals also show red when all the exit signals in front of them are red, the difference is that a exit signal wont show red when the presignal in front of it is red, and a presignal also wont show red when the presignal in front of it is red (by presignal i mean entrance presignal)
should i just replace the entire lot with combo presignals? i still dont entirely get what each presignal does.
whta ive found is that presignals turn red when all the exit signals in fron of them show red. exit signals also show red when all the exit signals in front of them are red, the difference is that a exit signal wont show red when the presignal in front of it is red, and a presignal also wont show red when the presignal in front of it is red (by presignal i mean entrance presignal)
should i just replace the entire lot with combo presignals? i still dont entirely get what each presignal does.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
An exit signal shows red if and only if a normal signal would show red in the same position.
Combo-signals show red if and only if a presignal would show red in the same position, but, unlike presignals, appear as exit signals to the presignals that precede them.
It sounds to me like your exit signals are, for some reason, behaving like combo signals; this is incorrect.
Combo-signals show red if and only if a presignal would show red in the same position, but, unlike presignals, appear as exit signals to the presignals that precede them.
It sounds to me like your exit signals are, for some reason, behaving like combo signals; this is incorrect.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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i tried rerigging the above track so that it had exits only by the stations and entrances only at the very entrance to the loops - all others were combo.
behavior was erratic, to put it mildly. if any signal along a line of comsigs is red, all will go red. i think ill jsut avoid combo signals, their functionality (for this kind of situation at least) seems to be inferior to combinations of pre and exit signals.
EDIT: oh, and if i have a presignal in the above position instead of an exit, behaviour is identical. it reads the exit signals in front and trains queue up there.
EDIT 2: having a combo signal only in that place, and treating each queing area as its own inter-signal block seems to have fixed it. wierd.
behavior was erratic, to put it mildly. if any signal along a line of comsigs is red, all will go red. i think ill jsut avoid combo signals, their functionality (for this kind of situation at least) seems to be inferior to combinations of pre and exit signals.
EDIT: oh, and if i have a presignal in the above position instead of an exit, behaviour is identical. it reads the exit signals in front and trains queue up there.
EDIT 2: having a combo signal only in that place, and treating each queing area as its own inter-signal block seems to have fixed it. wierd.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
Well, it's working for me. Did you select "Electrified Rail" from the drop-down list (circled in screenshot)?Shorty wrote:in addition to this problem, ive noticed that the autoreplace order isnt avaliable to electric trains, at least on arctic and temperate.
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- Replace_elec.png (18.57 KiB) Viewed 6785 times
ah. never spotted that. 'nother bug, lets hope this one isnt simply my lack of knowledge showing. when given an unload order with a percentage, a train will ignore that percentage entirely if the station doesnt accept any of its cargoes, and ditch everything.
this is a nuiscance in food routes, because office buildigns dont accept food - so, by delivering food, you are in fact drying up the very service you provide.
this is a nuiscance in food routes, because office buildigns dont accept food - so, by delivering food, you are in fact drying up the very service you provide.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
So dont set it to "unload"... if it accepts, it will take. If not, it wont.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
but thats the thing - if it accepts, itll take *all* of it. i run each train past 5 towns, unloading roughly equal amounts - except if one of their acceptances of the cargo has changed, the train transfers everything instad of just unloading.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
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