Post *** ALL MiniIN Problems *** Here please

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SirkoZ
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Post by SirkoZ »

Firstly - happy birthday, gigajum!! ;)

Secondly - yes yes, I know the servce button is there. :)
I was just asking if you could possibly move it to the same position as in normal OTTD because it's more convenient for quick usage. ;)
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Post by gigajum »

ahhh ok i'll see what i can do :)
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Re: Here is the savegame

Post by gigajum »

gigajum wrote:
fliebana wrote:Hello again gigagum

Here is the savegame in question.

And thanks for your help.
Ok i now know how it happens, but i can't get why. Can you tell me what exact you have clicked to get a train to full load but let the percent value stay at 0.
fliebana was it a old savegame, which has been saved befor the additional orders were added to the miniIN?
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Post by Scia »

Scia wrote:Hello everyone,

I have a little problem with a feederservice. The feederservice I like to use does not work in the MiniIN. It works in trunk for me. See the screenshot.

This is just a testing setup, so it doesn't really make sense now.

I'm using r5667-MiniIN.

Thanks in advance,

Scia

Edit: adding the screenshot is a good idea :oops:
Happy birthday gigajum

After some research I found that r5661 broke the unload and transfer feature.

I've made a savegame in r5660 that works perfectly.
In r5661 using the same savegame I get very weird results.

See for yourselves. I think this one is a birthday present for gigajum :wink: .
Attachments
Loading bug Scia.sav
Here is the savegame
(10.87 KiB) Downloaded 219 times
gigajum
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Post by gigajum »

The trucks do not unload at the station? :(

I really begin to hat the additional orders.
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Full load

Post by fliebana »

Hi gigajum. I've been always using the last Mini available, starting with the 5588 release.

I've started another game, but the bug hasn't happened yet.

Bye.
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Post by richk67 »

Tell us the revision NUMBER please; last or latest is pretty meaningless. If I am adding patches, the "latest" SVN will be different to the "latest" pre-compiled build.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Full load

Post by fliebana »

Hi richk67. Like i said, I discovered OpenTTD last week and I started playing directly with the r5588-MiniIN. The savegames and the screenshots I posted were made with that version.

Later, when r5663-MiniIN was available, I updated and checked that the bug was still present at the savegame.

I've started a new game with the r5677-MiniIN, and all seems ok until now. As soon as the bug show up again I'll post some new screenshots and savegames if it happens.

By the way, I confirm what SirkoZ says about the full load and the new trains in their first load.

Bye.
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Re: Full load

Post by gigajum »

fliebana wrote:By the way, I confirm what SirkoZ says about the full load and the new trains in their first load.

Bye.
Lol, that helps me nothing. I need a way to reproduce it to debug it. Without a way -> no debug -> no bugfix :(

Maybe i should reinsert a debug mode for the additional orders.
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Well, here is the savegame

Post by fliebana »

Hi gigajum (happy birthday, by the way).

I've just saved this savegame with r5677-MiniIN.

Look the second train that go to the load station.

Edit: Sorry :oops: :? , I've just found I made a mistake with the orders. (Deleted attached files)
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Problems in r5722

Post by davidc »

(Third attempt, maybe I will actually get it right this time..)

Here are a few of the bugs I have found using last night's MiniIN (r5722). No idea if this should be here or development forum, but development forum points above for problems.

1) Autorenew for trains does not seem to work. It may be the same for other vehicles, but I've not noticed it yet. To reconstruct:

- Build a train
- Make sure autorenew is on, money is sufficient (or set to 0 in configuration), breakdowns are on and disable servicing is off. I toggled all to the correct states to make sure it was not a configuration glitch
- Sit back and wait 22 years for a train to get too old. It will visit depots to be fixed but not get renewed

2) "% load" and "full load" options break when moving from one rail-type to another. To reconstruct:

- Build a normal railway depot and train
- Give the train an order to full load at a station, this will work fine
- Convert the depot (with train inside) into monorail
- Delete the engine, replace with a monorail engine. This will keep the route
- Start the train off, you will find that "full load" is still set in the dialog but it doesn't full load at all, it just collects and leaves. Toggling "full load" on and off will fix it

3) Bridges aren't saved/loaded in the template patch

- Build a junction with bridges (or just a bridge, whatever)
- Select it all in template toolbar
- Save it
- Load it
- Paste it, bridges are missing

(I've reported this one on IRC)

Perhaps I'll find some more, but for now I can't be bothered to fix the routes of 55 trains to full load again Sad

Please see http://www.tt-forums.net/viewtopic.php?p=476803#476803 for two followups, before I merged this in here.

Thanks!
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Re: Problems in r5722

Post by gigajum »

davidc wrote: 2) "% load" and "full load" options break when moving from one rail-type to another. To reconstruct:

- Build a normal railway depot and train
- Give the train an order to full load at a station, this will work fine
- Convert the depot (with train inside) into monorail
- Delete the engine, replace with a monorail engine. This will keep the route
- Start the train off, you will find that "full load" is still set in the dialog but it doesn't full load at all, it just collects and leaves. Toggling "full load" on and off will fix it
Read it, i will search for the problem. I think it is only the % setting which is not cloned. I'll remove the fix from the suggestion forum and re-add it if i have a fix for that problem, too. :(
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Post by MeTo »

Well.... moved :)

I have found another "problem", while playing ottd (MiniIN) :( It is just the limit of own names in the game.... ( http://tt-forums.net/viewtopic.php?t=26523 )... Is it sometimes planned to make this limit higher than just only 512 ?
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SirkoZ
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Post by SirkoZ »

MeTo wrote:Well.... moved :)

I have found another "problem", while playing ottd (MiniIN) :( It is just the limit of own names in the game.... ( http://tt-forums.net/viewtopic.php?t=26523 )... Is it sometimes planned to make this limit higher than just only 512 ?
Good point, but I think it's rather a mainline trunk/OpenTTD issue and with that also MiniIN's and not the other way around... :)
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Salvo_guy
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Post by Salvo_guy »

just noticed a bug with the latest miniIN... (r5794)

When ever i make a train with the RA-T patches enabled... the game just hangs... (after telling them to go...) (although i'm using a scenario made in the TGP branch r5757)
Last edited by Salvo_guy on 08 Aug 2006 05:44, edited 1 time in total.
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Post by richk67 »

Well, there is your problem; the TGP branch saves additional information in the savegame, and MiniIN does not support it. Frankly Im amazed you even got it to load.

But yet again... THERE IS NOTHING CALLED "THE LATEST" MiniIN. Name the versions - what rev of TGP, what rev of MiniIN, savegame, screenshots?

Also, if you have made a custom build of MiniIN - added any patches, merged with another branch, etc... - it will be impossible for us to replicate the problem. If this is the case, you are on your own.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Firework Photography
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Salvo_guy
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Post by Salvo_guy »

it wasn't a savegame... it was a SCENARIO (used the create scenario and imported a heightmap)

So is there something diff with the scenarios aswell???
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Post by peter1138 »

A scenario IS a savegame, just without any companies...
He's like, some kind of OpenTTD developer.
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Re: Problems in r5722

Post by Arda »

gigajum wrote:
davidc wrote: 2) "% load" and "full load" options break when moving from one rail-type to another. To reconstruct:

- Build a normal railway depot and train
- Give the train an order to full load at a station, this will work fine
- Convert the depot (with train inside) into monorail
- Delete the engine, replace with a monorail engine. This will keep the route
- Start the train off, you will find that "full load" is still set in the dialog but it doesn't full load at all, it just collects and leaves. Toggling "full load" on and off will fix it
Read it, i will search for the problem. I think it is only the % setting which is not cloned. I'll remove the fix from the suggestion forum and re-add it if i have a fix for that problem, too. :(
MiniIN' (02:00:14)
"win32" "5722-MiniIN"

I noticed that this behavior (trains loses full load setting) happens when you change engines - either manually or automaticly with the auto-replace patch. However it looks like it only happens when you change to a different engine. Does not matter if its a steam --> steam or steam --> electric or whatever.. as long as you change your engine from one part to an other... i use the DBXL train set btw.

Edit: I just tested it without the DBXL set using only the normal train set and the problem still exist. Just wanted to make sure its not a DBXL problem. Here is how I reproduced it:
  • 1. Build a 2 line station at a coal mine and a power plant
    2. Have a depot in the middle.
    3. Buy any train and coal trucks to make sure you have more trucks than demand from the mine
    4. Set train orders and make it full load at the mine.
    5. Have the train do one run. It will wait for full load.
    6. On the way to the powerplant - depoe the train and change the engine.
    7. Restart the train - it will go to the powerplant to unload and back to the coal mine to load.
    8. From now on it will disregard the full load order.
Arda
Last edited by Arda on 09 Aug 2006 12:32, edited 1 time in total.
gigajum
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Post by gigajum »

Yeah i know and it only happens if you do not use shared orders. I submited the patch 1 minute ago in the MiniIN patch thread.
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