\Morloth wrote:* For some strange reason rail tiles are deleted from a finsihed connection...
Next ChooChoo
Anyway, I must try it.
Moderator: OpenTTD Developers
\Morloth wrote:* For some strange reason rail tiles are deleted from a finsihed connection...
LOL, indeedKogut wrote:Next ChooChoo
If you ask for crashes then you get crashes.Enjoy this release and if you note anything strange or a crash please do report it and I'll see what I can do!
After half year playing (i got this every time when first autosave happen (r19410)): (add)Morloth wrote:Enjoy this release and if you note anything strange or a crash please do report it and I'll see what I can do!
This one has actually been fixed in the newer version, but thanks for the report!Steffl wrote:If you ask for crashes then you get crashes.Enjoy this release and if you note anything strange or a crash please do report it and I'll see what I can do!
Here it is one that happened yesterday in an AI-Test. I used an older version of your AI, but I don't think you fixed this bug already in a newer version.
Bye.
Yeah, not sure how that happened before the release everything was working good and I made a subtle change which apparently broke it . But I've fixed this little bug now .Dezmond_snz wrote:After half year playing (i got this every time when first autosave happen (r19410)): (add)Morloth wrote:Enjoy this release and if you note anything strange or a crash please do report it and I'll see what I can do!
Ok, played a little after turning autosave off. Works good. One thing: it builds REALLY slow bridges (64 km/h max) for Chimaera maglev train.
Oh, and it forgot to remove signs ("original location") after fail in building train connection.
Hehe, that's quite funny . Think I'll either dissable roads or make sure they aren't build that close to stations .Dezmond_snz wrote: Funny situation (i don't think i should say whats wrong here ):
Darn! I hoped this issue was fixed by now... Thanks I'll have another look to see what's going on .Dezmond_snz wrote: Interesting idea to compete with self
Thanks! This one has been fixed as well, sorry about the debug signs, I removed them all... promise! :XSirkoZ wrote:A crash here too - plus - again - DEBUG SIGNS!
Nice work! Now it play much better.Morloth wrote:Thanks for all your help testing, I really appreciate it!
Bram
* You can copy code from RondjeMorloth wrote:The last open issues:
* Build HQ at the start of the game.
* Make sure not to build to many trains!
Yes, there was a problem with determining the length of the bridges. I always estimated it 1 tile shorter. So in the case of your example it would think it had to build a bridge of length 2 instead of 3. So now it should select the correct bridge.Dezmond_snz wrote:Nice work! Now it play much better.Morloth wrote:Thanks for all your help testing, I really appreciate it!
Bram
But still VERY slow bridges for maglev (may be problem in short bridge length (3 tiles)?): (add)
Oh, got it. May be it's good idea to use second bridge instead of best one but not in this case.
Thanks for the suggestion, Rondje's code is now included so an HQ will be build at the start of the game . I was thinking along those lines, but still need to come up with a clever way of going about with it.Kogut wrote:* You can copy code from RondjeMorloth wrote:The last open issues:
* Build HQ at the start of the game.
* Make sure not to build to many trains!
* Maybe you can compare distance between stations, with sum_of_length_of_trains
Hey Brumi,Brumi wrote:You were faster making a new version than me posting this bug report
So, I was testing 2.0a13 under OpenTTD r19390 and I had a crash, not sure if you've already fixed it or not: Back to testing, now it is 2.0a14...
EDIT: I've just had the same crash in the newest version as well.
Hehe, you're welcomeMorloth wrote:- Build an HQ at the start of the game (shamelessly copied from Rondje, thanks! .
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