ECS vectors v1.1.2 (by George) 19/06/2011

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Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
6
4%
I use ECS under OTTD
158
93%
 
Total votes: 169

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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

ForLostContent wrote:Seems, it's problem of order, but appears only in scicenaries:(...)
Please mind, that you should NOT complain, especially not to NewGRF authors, if you add these (or any for that matter) to _existing_ scenarios. NewGRFs MUST be configured prior to scenario creation.

NewGRFs, industry NewGRFs in particular, MUST NOT be added after the map was created. Also you making use of developer settings won't stop you getting bugs in those cases, also not when doing these newgrf additions or changes in the scenario editor.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by ForLostContent »

planetmaker, thx, but no need to remind

've attached file

P.S. again, solved by starting without them, than adding default refinery, than adding newgrf; that's why i decided problem is interesting
P.P.S. placed no town so it's openable only in editor
P.P.P.S attached savegame
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TRBL.sav
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

ForLostContent wrote:solved by starting without them, than adding default refinery, than adding newgrf; that's why
emphasis mine.

If that is your order of creating map, the bug is actually most likely NOT interesting as you agreed to creating bugs by using that methology. You confirmed a red warning box. And you should not complain then.

The interesting fact is probably, that your combination of ECS vectors does not allow to build or fund or create refineries - which you obviously expect.

If you first start a map, add industries, e.g. a refinery, then add NewGRFs like ECS or FIRS, the existing industries are re-interpreted as *something*. Which may or may not be similar to what they were. Or it may crash the game altogether. Unsuprisingly actually. And logical that the refinery then doesn't simply disappear. So obviously you do not need a reminder but actual a lesson on how things works in the first place.

Another interesting fact is the missing snow-awareness for some houses:
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non-snowy houses
non-snowy houses
ecs_houses.png (41.46 KiB) Viewed 5675 times
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

1) The scenario and the save are somehow corrupted and miss the industries (not only oil refinery). BTW, it would be nice to have some button in SE GUI to remove all the industries and allow using the new ones.
2) Starting New game or scenario provides me the oil refinery. So I can't reproduce the bug on the empty test.
Planetmaker
3) I can't reproduce the bug with houses not being snowed. Provide your savegame please

P.S. here is the reassembled GRF. No change was done (expect version change). Please let me know if it would somehow help :lol:
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

George wrote:1) The scenario and the save are somehow corrupted and miss the industries (not only oil refinery). BTW, it would be nice to have some button in SE GUI to remove all the industries and allow using the new ones.
2) Starting New game or scenario provides me the oil refinery. So I can't reproduce the bug on the empty test.
Planetmaker
3) I can't reproduce the bug with houses not being snowed. Provide your savegame please

P.S. here is the reassembled GRF. No change was done (expect version change). Please let me know if it would somehow help :lol:
ad 1)+2) Steps to reproduce:
- save the NewGRFs as preset from the scenario FLC provided.
- activate that preset and start the scenario editor
- look at the available industries. It's the same thing. Note: if you start a new game instead of SE, all industries are present.
Does the order of NewGRFs play a role there maybe?

ad 3) See attached savegame. There especially the church shows up as missing snow. Same preset used as above.
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ecstest.sav
(225.14 KiB) Downloaded 155 times
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by ForLostContent »

planetmaker, I know that stuff perfectly, of course, I had this problem without editing grf in-game or in editor.
Even with developer tools off 1 min ago opened editor, load scn and there was no refinery :( strange

Add: yep, it's ECS or order: still having devtools off and only same as in scn ECS grfs in preload, i started game, press "apply changes" in newgrf menu, tried to connect to some online server with ECS (but different order) and when map load was at 100% game returned to main menu
tried again after restarting game and same

then tried without "apply changes", and connection was ok

ADD: And the most strange, that when i place same (checked especially) ECS files not in folder "OpenTTD/data/GrfSet/ECS" but in "OpenTTD/data" and left only names in config all was ok even with apply changes!
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by Alberth »

ForLostContent wrote:Even with developer tools off 1 min ago opened editor, load scn and there was no refinery :( strange
Why?
Even with developer settings off, you can load a corrupt scenario or save game, and have a nice messed up game. Developer settings only prevent the action of messing up a game by changing a newgrf. It does not magically restore an already corrupt games on loading. (If only it could, we could simply leave the setting switched on, and all problems would magically disappear!!)

At this moment, I am completely lost what you did or what you want, or what is strange.
So please provide a scenario file or save game, with the problem that you try to describe, by starting from scratch, with all developer settings off. Also, please state how what you are experiencing as problem is a contradiction of the ECS vectors documentation as described at the Wiki.

If it is not reproducible, then your problem was caused by messing up using the developer settings.
If it is reproducible, it is a problem either in the ESC vectors, or in the OpenTTD program (or both). We'll have to investigate more deeply then.

EDIT: It appears planetmaker already reproduced the problem, it looks like a problem in the ECS industry availability code, let's wait what George has to say about it.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

planetmaker wrote:Steps to reproduce:
- save the NewGRFs as preset from the scenario FLC provided.
- activate that preset and start the scenario editor
- look at the available industries. It's the same thing. Note: if you start a new game instead of SE, all industries are present.
Does the order of NewGRFs play a role there maybe?
Reproduced

EDIT. Relaunched OpenTTD. Now I can't reproduce it. All the industries are available

The order should not role. if so - there is a bug somewhere
Last edited by George on 20 Jul 2011 21:12, edited 1 time in total.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

planetmaker wrote:ad 3) See attached savegame. There especially the church shows up as missing snow. Same preset used as above.
it works fine (see Gruworth for example). The thing, that could confuse you is that default houses are snowed when snow line is above them, while ECS houses check if the tile is snowed. This causes 1 level diff (ECS houses would be snowed if they are located 1 level lower).
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

George wrote:
planetmaker wrote:ad 3) See attached savegame. There especially the church shows up as missing snow. Same preset used as above.
it works fine (see Gruworth for example). The thing, that could confuse you is that default houses are snowed when snow line is above them, while ECS houses check if the tile is snowed. This causes 1 level diff (ECS houses would be snowed if they are located 1 level lower).
But look at the image I posted above with the perfectly flat scenario: the tiles are 100% snowed, the default houses are snowed. But the ECS houses (church, post office and statue) are not snowed. And yes, the default houses keep their snow also in summer, but that's not what I mean, the ECS houses also in January have no snow.

EDIT: Here another savegame. Look at Bratburg church and the water tower Meningbury for example.
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ecstest.sav
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Last edited by planetmaker on 20 Jul 2011 21:20, edited 1 time in total.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

planetmaker wrote:
George wrote:
planetmaker wrote:ad 3) See attached savegame. There especially the church shows up as missing snow. Same preset used as above.
it works fine (see Gruworth for example). The thing, that could confuse you is that default houses are snowed when snow line is above them, while ECS houses check if the tile is snowed. This causes 1 level diff (ECS houses would be snowed if they are located 1 level lower).
But look at the image I posted above with the perfectly flat scenario: the tiles are 100% snowed, the default houses are snowed. But the ECS houses (church, post office and statue) are not snowed. And yes, the default houses keep their snow also in summer, but that's not what I mean, the ECS houses also in January have no snow.
Please provide a save, not a screenshot. The save, that I can open and see the problem.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

Alberth wrote:EDIT: It appears planetmaker already reproduced the problem, it looks like a problem in the ECS industry availability code, let's wait what George has to say about it.
I can't stable reproduce it. I can't understand what is wrong. I created FS#4691
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

Well, I provided one further up. Here's another.

EDIT: In 1.1.1 I don't seem to have that issue, only in trunk.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

planetmaker wrote:Well, I provided one further up. Here's another.

EDIT: In 1.1.1 I don't seem to have that issue, only in trunk.
R22637 - can't reproduce. R22676 - reproduced. What change between R22637 and R22676 could cause it?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by ForLostContent »

Sorry if you tested already, but seems have sense:
when i place same ECS files not in folder "OpenTTD/data/GrfSet/ECS" but in "OpenTTD/data" all was ok
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

George wrote:
planetmaker wrote:Well, I provided one further up. Here's another.
EDIT: In 1.1.1 I don't seem to have that issue, only in trunk.
R22637 - can't reproduce. R22676 - reproduced. What change between R22637 and R22676 could cause it?
Fixed.

P.S. There are some new strings on the translation section of the ECS wiki and there would be some more.
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

I just stumbled over a small inconvenience in the wording:
http://www.tt-wiki.net/wiki/ECS_Town_Ve ... sts_centre
Cargo waiting to be processed
XXX tourists
...
Might be a bit unfortunate wording and now that it struck me (I didn't really noticed before) reminds me somewhat of some novels by Orwell...
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by George »

planetmaker wrote:I just stumbled over a small inconvenience in the wording:
http://www.tt-wiki.net/wiki/ECS_Town_Ve ... sts_centre
Cargo waiting to be processed
XXX tourists ...
Might be a bit unfortunate wording and now that it struck me (I didn't really noticed before) reminds me somewhat of some novels by Orwell...
I suppose you have the idea about how it can be changed?
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by wallyweb »

George wrote:
planetmaker wrote:I just stumbled over a small inconvenience in the wording:
http://www.tt-wiki.net/wiki/ECS_Town_Ve ... sts_centre
Cargo waiting to be processed
XXX tourists ...
Might be a bit unfortunate wording and now that it struck me (I didn't really noticed before) reminds me somewhat of some novels by Orwell...
I suppose you have the idea about how it can be changed?

Code: Select all

Passengers waiting
XXX Tourist Class
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Re: ECS vectors v1.1.2 (by George) 19/06/2011

Post by planetmaker »

George wrote:
planetmaker wrote:I just stumbled over a small inconvenience in the wording:
http://www.tt-wiki.net/wiki/ECS_Town_Ve ... sts_centre
Cargo waiting to be processed
XXX tourists ...
Might be a bit unfortunate wording and now that it struck me (I didn't really noticed before) reminds me somewhat of some novels by Orwell...
I suppose you have the idea about how it can be changed?
No, I didn't. But maybe...

Easiest might be:
Incoming:
XXX tourists
YYY tons of goods
zzz tons of food

Outgoing last month:
XXX tourists
YYY bags of gold

Alternatively:

XXX tourists waiting for check-in (xy MAX)
yyy tons of good stored
zzz tons of food stored

Waiting for pick-up:
XXX tourists / passengers
yyy bags of gold
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