I did double post once or twice .. but when I'm not sure if it was double I always checkingsultana wrote:Lol, notice the smileysWhe never I double post, I usually just delete one, I pretty much always read my post afterwards
1.9.1 alpha progress
Moderator: TTDPatch Moderators
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
- spaceman-spiff
- Retired Moderator
- Posts: 20634
- Joined: 28 Jul 2002 07:08
- Location: Belgium
- Contact:
yes, sir 
I download alpha35 and then in game when I opened railway depot, and clicked "New vehicles"... you see it on the pic, the pic of passenger carriage is missing, and the mail wagon has grass tile as a background. It happens only in railway. I didnt try to buy passenger carriage, but I think it wont be a problem, it seems that it is only misplaced graphics...

I download alpha35 and then in game when I opened railway depot, and clicked "New vehicles"... you see it on the pic, the pic of passenger carriage is missing, and the mail wagon has grass tile as a background. It happens only in railway. I didnt try to buy passenger carriage, but I think it wont be a problem, it seems that it is only misplaced graphics...
- Attachments
-
- missing_carriage.gif (124.71 KiB) Viewed 1731 times
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
old graphics don't work with 35 ... must download new ones ...Ufan wrote:yes, sir
I download alpha35 and then in game when I opened railway depot, and clicked "New vehicles"... you see it on the pic, the pic of passenger carriage is missing, and the mail wagon has grass tile as a background. It happens only in railway. I didnt try to buy passenger carriage, but I think it wont be a problem, it seems that it is only misplaced graphics...
what are you looking at? it's a signature!
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
dunno .. but there was second switch to ... largertowns ... try maximize both .. and wait ...Ufan wrote:Another question: How large will grow the cities with towngrowthlimit set to 128? I mean when I am transporting ppl, mail, goods and money to and out of the city... ?
what are you looking at? it's a signature!
largertown is simple, if its set on 4, only one from 4 cities will grow bigger, so if you will set it to 1, every city will grow, but what I dont know is if "towngrowthlimit" limits speed of growth or size of cities. I set both to max (I mean largertown to 1, and the other to 128), as you said, two days ago, and what I get you can see on the pic. The biggest one is with 6.611 ppl, and many others have over 4 and 5 thousands... Ok, I will wait till every town will be over 10.000 

- Attachments
-
- town_sizes.gif (144.11 KiB) Viewed 1719 times
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
Nice city,
maybe you need my new toggle transparency hotkey
http://www.tt-forums.net/viewtopic.php?t=2925
(But currently only for Windows)
maybe you need my new toggle transparency hotkey

http://www.tt-forums.net/viewtopic.php?t=2925
(But currently only for Windows)
Little graphic – problem with patch 1.9.1 alpha 35, nothing serious. When loading my savegame some carriages are displayed wrong. See the screenshot for further details. After moving the first time the are turned back to the normal graphic.
Thanx for the great work to the patchers!!!!!!!
Thanx for the great work to the patchers!!!!!!!
- Attachments
-
- Unbenannt.jpg (39.57 KiB) Viewed 1642 times
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
as you can see it fixed automatocally ... and it happen always after changing GRF filesMarcel wrote:Little graphic – problem with patch 1.9.1 alpha 35, nothing serious. When loading my savegame some carriages are displayed wrong. See the screenshot for further details. After moving the first time the are turned back to the normal graphic.

what are you looking at? it's a signature!
oh, this was really quick help! thanx, thanx
Sorry, but now there is a serious problem. Programm crashes, giving this error message (I tried to translate it to english):
location of error: 00AF: 0557
served interrupts: 0
The origin german message: (perhaps to someone this is more usefull)
In dieser Anwendung ist eine allgemeine Schutzverletzung aufgetreten.
Ort des Fehlers: 00AF:0557
Bediente Interrupts: 0
Still alpha 35, dos version. Error does not occur in alpha 33.
Sorry, but now there is a serious problem. Programm crashes, giving this error message (I tried to translate it to english):
location of error: 00AF: 0557
served interrupts: 0
The origin german message: (perhaps to someone this is more usefull)
In dieser Anwendung ist eine allgemeine Schutzverletzung aufgetreten.
Ort des Fehlers: 00AF:0557
Bediente Interrupts: 0
Still alpha 35, dos version. Error does not occur in alpha 33.
I had a probem with passenger cars being a ground tile, like someone did earlier in this topic. (go to the topic="Graphic Glitch in Alpha 35")
If I attach it to a Ginzu a4 it became a passenger car for the genesis, because the genesis takes the Ginzu's ID, I didn't mind that, even though it looked kinda weird....but then I exited and reloaded TTD, and now all the cars had the graphics of a quotation mark (") and if I clicked on them in the vehicle list or brought 1 into my view, it would crash.
Here are the 3 crashlogs of three times trying to get it to work.
If I attach it to a Ginzu a4 it became a passenger car for the genesis, because the genesis takes the Ginzu's ID, I didn't mind that, even though it looked kinda weird....but then I exited and reloaded TTD, and now all the cars had the graphics of a quotation mark (") and if I clicked on them in the vehicle list or brought 1 into my view, it would crash.
Here are the 3 crashlogs of three times trying to get it to work.
- Attachments
-
- CRASH001.TXT
- (1.21 KiB) Downloaded 60 times
-
- CRASH000.TXT
- (1.21 KiB) Downloaded 57 times
-
- CRASH002.TXT
- (1.21 KiB) Downloaded 69 times
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction. - Albert Einstein
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
http://www.ttdpatch.com/newgrf.htmltroopper5 wrote:Wait... so that means, that i must download ALL the new graphics!?SHADOW-XIII wrote: old graphics don't work with 35 ... must download new ones ...
it is only 4 files .... unless you have other GRF files

what are you looking at? it's a signature!
TTD crashed when I tried to load a saved game.
I have alpha 35, savegame, crashlogs and cfg are in the zip.
EDIT: I tried the latest autosave, it loaded but crashed a few moments later.
I have alpha 35, savegame, crashlogs and cfg are in the zip.
EDIT: I tried the latest autosave, it loaded but crashed a few moments later.
- Attachments
-
- Bugreport.zip
- (205.53 KiB) Downloaded 65 times
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
if it happen just after loading ... wait till 36 ... it is probably bug with loading graphic ... (it is fixed in 36)Arathorn wrote:TTD crashed when I tried to load a saved game.
I have alpha 35, savegame, crashlogs and cfg are in the zip.
EDIT: I tried the latest autosave, it loaded but crashed a few moments later.

what are you looking at? it's a signature!
Alpha 36 and semaphore graphics
Like always, a couple of bugfixes (do I even need to say this anymore?), especially in the graphics code. I've fixed one crash, and one problem with waggons having random graphics.
Also, semaphore graphics are now available, you can download them from the New Graphics page. They replace presig(w).grf, because they contain both presignals and semaphore graphics. So make sure you edit your newgrf(w).txt file and change the presig.grf entry to signals.grf after downloading the semaphore graphics.
You can by default build semaphores before 1975, and light signals after that date. However, by holding down the Ctrl key (sorry, not in multiplayer) you can switch between the two signal types. I.e., with Ctrl you build light signals before 1975 and semaphores after 1975. Note that Ctrl is also used to switch between presignal types (if extpresignals is on), I hope that's not too confusing.
The look of the semaphores depends on the side which road vehicles drive on, if signalsontrafficside is on. This means that if signals are on the right side of the track, they will have the continental style, but on the left side, they have the British semaphore style. Without "signalsontrafficside on", you will always get the British semaphore style. Note that if you switch the traffic side, you will need to save and reload your game for the signal graphics to reflect that change.
Finally, I've added some more Diesel smoke if you're using realistic train acceleration. The way the game decided whether to show smoke or not meant that the engines barely smoked ever. Now they smoke for a little longer while starting from rest, as well as when they climb a hill. How much and for how long they show smoke depends on the load as well as the power of the engine. It seems to look fairly nice now, at least you can see that the engine is under some strain to climb a hill. Previously, it looked way too easy to pull hundreds of tons of coal up a little hill...
All changes in 1.9.1 alpha 36 (March 28, 2003):
Also, semaphore graphics are now available, you can download them from the New Graphics page. They replace presig(w).grf, because they contain both presignals and semaphore graphics. So make sure you edit your newgrf(w).txt file and change the presig.grf entry to signals.grf after downloading the semaphore graphics.
You can by default build semaphores before 1975, and light signals after that date. However, by holding down the Ctrl key (sorry, not in multiplayer) you can switch between the two signal types. I.e., with Ctrl you build light signals before 1975 and semaphores after 1975. Note that Ctrl is also used to switch between presignal types (if extpresignals is on), I hope that's not too confusing.
The look of the semaphores depends on the side which road vehicles drive on, if signalsontrafficside is on. This means that if signals are on the right side of the track, they will have the continental style, but on the left side, they have the British semaphore style. Without "signalsontrafficside on", you will always get the British semaphore style. Note that if you switch the traffic side, you will need to save and reload your game for the signal graphics to reflect that change.
Finally, I've added some more Diesel smoke if you're using realistic train acceleration. The way the game decided whether to show smoke or not meant that the engines barely smoked ever. Now they smoke for a little longer while starting from rest, as well as when they climb a hill. How much and for how long they show smoke depends on the load as well as the power of the engine. It seems to look fairly nice now, at least you can see that the engine is under some strain to climb a hill. Previously, it looked way too easy to pull hundreds of tons of coal up a little hill...
All changes in 1.9.1 alpha 36 (March 28, 2003):
- semaphores/light signals can always be built with the Ctrl key
- allow checking road traffic side in action 7
- add more diesel smoke on hills with realistic acceleration
- fix graphics error with some waggons that have override in some scenarios
- fix some bugs in the semaphore signal handling
- fix minor bug in graphics loading
- moved railway type conversion back into vehtypeinit
Who is online
Users browsing this forum: No registered users and 1 guest