unfortunately all savegames (autosaves) are corrupted. It seems that problem is with grf file: tropic refurbisment set v0.3.1.1. Try loading older save game, I can't load the one you send.
The game is verifying the vehicle ID's and encounters a non valid ID while it is loading and aborts.
So maybe savegame is corrupted.
2..Try with an old autosave game.
3.Another possibility is conflicting .grf files.
Signals in tunnels and on bridges V3.02 r24031
Moderator: OpenTTD Developers
Re: signals in tunnels and on bridges V26 r17552
Re: signals in tunnels and on bridges V26 r17552
i seem to have found a bug (Terkhen patch pack v8) when i drag signals under an industry making the next signal apearing just inside the tunnel it crashes. this doesn't seem to an issue with towns
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels and on bridges V26 r17552
Confirmed!benom wrote:i seem to have found a bug
if this line
Code: Select all
if (!CheckTileOwnership(tile)) return CMD_ERROR;
no more warnings

Next week I will update patch because I am not shure about consequences yet.
Regards HackaLittleBit
edit: Thanks benom
Re: signals in tunnels and on bridges V26 r17552
I think I found a bug. It occur only in multi player games. When you make bridge and put signals on it after few clicks they stop changes to single signals. In single player game seems to be OK.
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels and on bridges V26 r17552
Thanks for reporting bigos.bigos wrote:I think I found a bug
I do not 100 % understand what is happening there but I can tell you that I have completely rewritten the signal placing code.
I will post the next revision somewhere in the future.
I just can tell you that that he new code for placing signals will behave the same as the exsisting normal signal placing code.
I am testing now new code to set signal to green behind the train after it enters the tunnel according to the amount of tiles you have set in advanced settings.
Also semafores or light signals will be visible according to the date set in your advanced settings.
What I can do is send this pach of the signal placing code for you to test. Maybe that helps,
I will update patch as soon as possible.

EDIT: some procedure names changed;
IsTunnelBridgePairWithSignals -> IsTunnelBridgeWithSignalSimulation
IsTunnelBridgeWithSignal -> IsTunnelBridgeWithSign
SetBitTunnelBridgeSignal -> SetBitTunnelBridgeSign
ClrBitTunnelBridgeSignal -> ClrBitTunnelBridgeSign
Regards HackaLittleBit
- Attachments
-
- signal_placing.patch
- (5.62 KiB) Downloaded 179 times
Re: signals in tunnels and on bridges V26 r17552
It seems it helped.hackalittlebit wrote: What I can do is send this pach of the signal placing code for you to test. Maybe that helps,
Re: signals in tunnels and on bridges V26 r17552
Close future ?hackalittlebit wrote:I will post the next revision somewhere in the future.

- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels and on bridges V26 r17552
I'am busy I'am Busy.
I am rewriting chunks of the code and I wan't to take my time before I show it.
I am trying to take out the possibility of not being able to crash when inside tunnel with signal.
You will hear from me when I am ready.
Regards HackaLittleBit
I am rewriting chunks of the code and I wan't to take my time before I show it.
I am trying to take out the possibility of not being able to crash when inside tunnel with signal.
You will hear from me when I am ready.

Regards HackaLittleBit
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels and on bridges V26 r17552
Made a update to trunk.
Little change in signal placing code.
Placing signals should work the same as normal signal placing.
I am thinking about taking out the feature of "two way tunnel" with signals.
So "one way" signals in tunnels only.
Your reaction please.
Regards HackaLittleBit
P.S see first post for patch
Little change in signal placing code.
Placing signals should work the same as normal signal placing.
I am thinking about taking out the feature of "two way tunnel" with signals.
So "one way" signals in tunnels only.
Your reaction please.

Regards HackaLittleBit
P.S see first post for patch
Re: signals in tunnels and on bridges V26 r17552
I've never used tunnels bi-directionally and can't imagine I ever will. Whatever gets this patch done the quickesthackalittlebit wrote:Your reaction please.

Re: signals in tunnels and on bridges V27 r18047
It depends. Two way signals is a trunk feature: if you are aiming for trunk inclusion you should support it too. If you think that the patch will not be ready to be submitted in the near future and taking out two way signals in tunnels / bridges helps in development, it could be taken out temporally. Personally, I have never used bidirectional tunnels.
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
-
- Tycoon
- Posts: 1534
- Joined: 14 Mar 2006 12:46
- Location: Netherlands
Re: signals in tunnels and on bridges V27 r18047
hackalittlebit wrote:Made a update to trunk.
Little change in signal placing code.
Placing signals should work the same as normal signal placing.
I am thinking about taking out the feature of "two way tunnel" with signals.
So "one way" signals in tunnels only.
Your reaction please.![]()
Regards HackaLittleBit
P.S see first post for patch
yeah remove them, if you have a single track tunnel, you never use it SIGNALLED for both sides, you just place signals in front of it (you dont neeed the 2-way ability with signals INSIDE, just for 1-way its usefull
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels and on bridges V27 r18047
Yep thats how you should solve it!ZxBiohazardZx wrote:you just place signals in front of it
And I could simplify the code.
Ill wait some time with changes but I do apreciate the reactions.

Regards
Re: signals in tunnels and on bridges V27 r18047
nice to see this patch is still being worked on it must not die!
TDH
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: signals in tunnels and on bridges V28 r18394
It won't.Torben Paw wrote:it must not die!
But this version I am going to leave alone.
I am going to continue with one way signals, and in tunnels only for the time being.
I am sorry for the pace of changes but lack of time is the reason.
As soon as I have something new I will poste it here.
Now it is possible to have semaphores on the tunnel entrance.(terkhen)
This you can change according to your advanced settings.
"Automaticaly build semaphores before xxxx"
Have fun

Regards
P.S. In due time I will update my wiki and I will report known bugs.
Re: signals in tunnels and on bridges V28 r18394
Do you think that GUI interface would be hard to implement?hackalittlebit wrote:This you can change according to your advanced settings.
"Automaticaly build semaphores before xxxx"
Re: signals in tunnels and on bridges V28 r18394
I think that the "2-way tunnel/bridge" function is similar to one of the function which included in "Longer PBS reservation" (exclusive path reservation on 'bi-directional single-track' ) .
---
Sorry my bad English...
nex259
---
Sorry my bad English...
nex259
---
Re: signals in tunnels and on bridges V29 r19091
any chance for this to be updated? please?
LE: hackalittlebit, thank you so much!
LE: hackalittlebit, thank you so much!

The rest is confetti!
Re: signals in tunnels and on bridges V29 r19256

4>group_cmd.cpp
4>..\src\rail_cmd.cpp(925) : error C2065: 'cost' : undeclared identifier
4>..\src\rail_cmd.cpp(927) : error C2065: 'cost' : undeclared identifier
4>..\src\rail_cmd.cpp(967) : error C2065: 'cost' : undeclared identifier
4>dummy_land.cpp
and 2 warnings
4>..\src\tunnelbridge_cmd.cpp(900) : warning C4308: negative integral constant converted to unsigned type
4>..\src\tunnelbridge_cmd.cpp(900) : warning C4307: '+' : integral constant overflow
I searched on google, trying to solve the problem myself, but no obvious results for me.
The rest is confetti!
Re: signals in tunnels and on bridges V29 r19256
Same problem as ColdIce. I can't compile with revision 19256.
Who is online
Users browsing this forum: Bing [Bot] and 23 guests