2.6 nightly/alpha discussion
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Wrongly reserved track in enhanced tunnel
In posts between Rob and TGR 5th Apr 07 about reserved track and enhanced tunnel bug. I thought this info may help.
My apologies if this is already sorted. First noticed using TTDPatch 2.5 beta 9, have since tried TTDPatch 2.6 alpha 0 r1486 (Windows).
Have noticed a similar bug (see scr01.png)
The wood train has reserved the track in the tunnel, shown by a red light at SE end of tunnel. As wood train stops and turns in the depot, this momentarily turns red SE light green releasing gravel train, while gravel train in tunnel the wood train enters station.
So while the wood train can reserve the tunnel the gravel train cannot reserve the station.
Removing the built on slope depot over the tunnel solves the problem.
On testing... By clicking/changing the NW lights with the build lights curser, changes the SE lights to green permanently, no matter what the wood train is doing. But once the SE lights are green if I reverse the direction of the wood train to either direction the SE light turns red again.
I am no programmer but I have seen another oddity at a tunnel entrance and bridge. (See SCR04.05).. It seems the buses exceed the height of the road tunnel and ship the bridge.
Is the maximum height of the tunnel entrance using the same or overlapping the minimum vertical position of the build on slope train depot?
Tenderwheels.
PS. I have used TTD since 1996 ish, with 100s of hours of pleasure until my old 486 died, two years later I found this site and Owen's website and a copy of TTD for XP. I must say a very very many thanks to everyone. I shall pass this programme down to my grandson. Thankyou.
My apologies if this is already sorted. First noticed using TTDPatch 2.5 beta 9, have since tried TTDPatch 2.6 alpha 0 r1486 (Windows).
Have noticed a similar bug (see scr01.png)
The wood train has reserved the track in the tunnel, shown by a red light at SE end of tunnel. As wood train stops and turns in the depot, this momentarily turns red SE light green releasing gravel train, while gravel train in tunnel the wood train enters station.
So while the wood train can reserve the tunnel the gravel train cannot reserve the station.
Removing the built on slope depot over the tunnel solves the problem.
On testing... By clicking/changing the NW lights with the build lights curser, changes the SE lights to green permanently, no matter what the wood train is doing. But once the SE lights are green if I reverse the direction of the wood train to either direction the SE light turns red again.
I am no programmer but I have seen another oddity at a tunnel entrance and bridge. (See SCR04.05).. It seems the buses exceed the height of the road tunnel and ship the bridge.
Is the maximum height of the tunnel entrance using the same or overlapping the minimum vertical position of the build on slope train depot?
Tenderwheels.
PS. I have used TTD since 1996 ish, with 100s of hours of pleasure until my old 486 died, two years later I found this site and Owen's website and a copy of TTD for XP. I must say a very very many thanks to everyone. I shall pass this programme down to my grandson. Thankyou.
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One can make a day of any size and regulate the rising and setting of your own sun, and the brightness of it's shining.
#1 has been broken literally forever. It has nothing to do with PBS; TTD itself thinks that the back of the depot connects to the lower level on the tunnel tile. It's possibly the longest-standing known TTD bug. Building an enhanced tunnel over the exit behind the depot may solve the problem. Or it may not.
#3 is George's fault, such as it is. His vehicles (as you can hardly have failed to notice) are vastly out-sized, meaning that TTD engine's assumptions that sprites will not exceed $SIZE are no longer true. The only fix is to wait for him to recode the vehicles using articulated vehicles.
#5 is probably a similar issue, except that no similar fix applies. But I'm not familiar enough with that case to be certain.
#3 is George's fault, such as it is. His vehicles (as you can hardly have failed to notice) are vastly out-sized, meaning that TTD engine's assumptions that sprites will not exceed $SIZE are no longer true. The only fix is to wait for him to recode the vehicles using articulated vehicles.
#5 is probably a similar issue, except that no similar fix applies. But I'm not familiar enough with that case to be certain.
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.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
It is, thanks, but this or 1480 seems to have created a new problem.DaleStan wrote:This should be fixed in 1479.PikkaBird wrote:Somewhere between r1397 and r1406 (1405 is favourite), the "tt" of vehicle var 43 stopped working.
In NARS I'm using var 43 + a parameter to pick one of four livery schemes for a player's locomotives. Since nightly r1482, it's doing odd things in the buy menu.
The liveries of the locomotives in the buy menu keep changing when I click on a locomotive, scroll the mouse wheel, or when some other event happens. All the locomotives change at the same time and to the same scheme (oddly, I never get the scheme I'd get if it was returning 02 - I only get 00 (which is what I should get), 03, and occasionally 01). The bug doesn't affect actual built locomotives, just the buy menu.
Here's the nfo for the livery changing. I can debug and see what it's actually returning, or provide a test grf, if required:
Code: Select all
1468 * 24 02 00 AA 81 1C 80 FF 00 04 03 2A 00 01 01 4A 00 02 02 6A 00 03 03 AA 00 // livery based on player #
1469 * 19 02 00 AA 81 43 20 FF \2+ 7F 02 00 FF 01 AA 00 00 00 AA 00 // add para 02 to player #
Where is the new base grf required by the latest nightly r1489?
It is not in patch web site's graphic section.
It is not in patch web site's graphic section.
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Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
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Is it the one in the thread below this?
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/
yes it isrobotboy wrote:Is it the one in the thread below this?

wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
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I think you are right, it immediately crashed when I open the red company's plane window. Let's see if I can do something about it.DaleStan wrote:At a guess, a helicopter has somehow lost its rotor.
Have you enabled, disabled, or updated any grfs lately?
If you can figure out which is the offending chopper (assuming I'm correct), cht:deleteveh it.
I deleted the helicopter and no more crashes

I heard the stories that they tell of how they labored for this company which sold it's soul to hell
It's my alter ego in my avatar, not me!
It's my alter ego in my avatar, not me!
Is this the publicly available NARS (v1.0 5th of April 2006)? I couldn't get this to happen, and I didn't find any accesses to var 43 in the debug log.PikkaBird wrote:In NARS
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.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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In TO-DO list. Just be patient.DaleStan wrote:#3 is George's fault, such as it is. His vehicles (as you can hardly have failed to notice) are vastly out-sized, meaning that TTD engine's assumptions that sprites will not exceed $SIZE are no longer true. The only fix is to wait for him to recode the vehicles using articulated vehicles.
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Clipping errors with bridges are common in TTD/Patch, but they´re even more common when using the "new sprite sorter" (which is switched on by default).Dalestan wrote:#5 is probably a similar issue, except that no similar fix applies. But I'm not familiar enough with that case to be certain.
regards
Michael
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In that case, may I be so bold as to propose turning it off by default? Because I actually kept it on 'just in case', but it indeed only seems to make sprite sorting worse.
I heard the stories that they tell of how they labored for this company which sold it's soul to hell
It's my alter ego in my avatar, not me!
It's my alter ego in my avatar, not me!
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Yes, the latest.Gondrong wrote:Anybody can suggest any nightly that is worth download and how to install it??
Go to http://nightly.ttdpatch.net/latest/, download the appropriate zip file (which will be the one with "win32" in it if you use the windows version of TTD), extract the exe and drop it into your ttd directory.
Yes, but: The nightlies have several (tens of, give or take) switches that 2.5 does not, so 2.5 will complain about unknown switches and/or bits if you use any of the nightly-only switches.
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.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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