2.0.1 alpha / 2.5 beta discussion
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SuperTycoon: The problem is you can't modify switches while the game is running. When TTD is started, the patch overwrites some parts of the old code with new code according to the enabled switches. You can't undo this after it's done, that's why you need to restart TTDPatch if you make changes in the config.
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
- Raichase
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Would it really be worth coding even if it was possible?SuperTycoon wrote:would it be possible to load TTD in no-switch mode when opening a demo?
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- Tycoon
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In the new patch (alpha 56) the new feature that displays the warning about a scenario having no towns; and therefore may cause the game to crash, appears in one of my savegame even though there is about 12 towns and the game was a randomly generated map to start off with.
That said, the game is able to continue properly.
That said, the game is able to continue properly.
Current Timezone GMT+12 (NZST)
TTDP crashes when I ctrl-click on the "reset" button in the vehicles orders.
Here's the crashlog.
If more is needed let me know.
Here's the crashlog.
If more is needed let me know.
- Attachments
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- CRASH004.TXT
- (1.62 KiB) Downloaded 84 times
Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)

Still the best OS around
Still the best OS around
Here you go.Patchman wrote:Can you post the scenario?
I also added ttdpatch.cfg as well.
- Attachments
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- ttdpatch.cfg
- (30.66 KiB) Downloaded 73 times
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- Trp16.sv1
- (341.9 KiB) Downloaded 78 times
Current Timezone GMT+12 (NZST)
I think the "wiki will be updated soon".
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Action 11
Define binary include data
Looks nice, but I need more examples.
I understand it like this:
16(sprite) * 2(length) 11(action) 02(count)
17 ** sounds/e67_horn.wav
18 ** sounds/sheep.wav
in grf file. Is that correct?
How can I use the sound ingame? Has the wav-file any limitationts?
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Action 11
Define binary include data
Looks nice, but I need more examples.
I understand it like this:
16(sprite) * 2(length) 11(action) 02(count)
17 ** sounds/e67_horn.wav
18 ** sounds/sheep.wav
in grf file. Is that correct?
How can I use the sound ingame? Has the wav-file any limitationts?
Last edited by RK on 23 Aug 2005 16:37, edited 1 time in total.
Yes, but the count is a WORD, so it needs to be 02 00.RK wrote:I understand it like this:
16(sprite) * 2(length) 11(action) 02(count)
17 ** sounds/e67_horn.wav
18 ** sounds/sheep.wav
in grf file. Is that correct?
Not yet.How can I use the sound ingame?
Yes, it needs to be of the same format as TTD's samples, and it cannot be more than about 65000 bytes large.Has the wav-file any limitationts?
What happens if you put a roadside bus stop on a one-way road? Can the busses stop on both sides at the same time?
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Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
They already do this now, if the road would allow normal overtaking anyway. (enough straight road available)krtaylor wrote:What happens if you put a roadside bus stop on a one-way road? Can the busses stop on both sides at the same time?
What we would really need is that if you have to oneway roads next to each other, one in each direction, then it should allow to build roadside busstops on each of those, next to each other. (I know, probably impossible, but hey...

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"A committee is a group of men who individually can do nothing but as a group decide that nothing can be done" (Fred Allen 1894-1956 US radio comic).
Busstops are stations, not roads!
If patchman uses the newest code the green arrows will show the direction a vehicle can travel.
Thats why they are green.
The grf is for the new code thats why one-way roads currently are not useable because the grf shows the wrong status.
However I won't release the old grf, because then we get again problem with later versions and users useing the grf for the old system with the new code ...
Got it?
I even made a not very good wiki page for it aswell:
http://wiki.ttdpatch.net/tiki-index.php ... neWayRoads
If patchman uses the newest code the green arrows will show the direction a vehicle can travel.
Thats why they are green.
The grf is for the new code thats why one-way roads currently are not useable because the grf shows the wrong status.
However I won't release the old grf, because then we get again problem with later versions and users useing the grf for the old system with the new code ...
Got it?

I even made a not very good wiki page for it aswell:
http://wiki.ttdpatch.net/tiki-index.php ... neWayRoads
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...


- nicfer
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Bug: I can't place one way roads in some slopes. Well, obvious that my ttdp verion is 2.0.1a57, I have onewayroads and buildonslopes on, and screenshot don't think for what is necesary
. Ah, and the famous bug of this alpha, no? I don't mentioning that this is a bug, just I am making a question.
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Last edited by nicfer on 24 Aug 2005 14:47, edited 2 times in total.
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
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