2.0.1 alpha / 2.5 beta discussion

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Csaboka
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Post by Csaboka »

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.
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Post by Raichase »

SuperTycoon wrote:would it be possible to load TTD in no-switch mode when opening a demo?
Would it really be worth coding even if it was possible?
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Post by eis_os »

Even with all switches off and only win2k on the demos only work properly when TTD runs in fullscreen and all ingame settings (news) are right...

And it's not worth the development time to fix all these problems...
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Post by SHADOW-XIII »

I ahve some sprites glitching-blinking
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Post by Darryl256 »

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.
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Post by Patchman »

Can you post the scenario?
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Post by Rob »

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.
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Post by Csaboka »

Rob: The bug was my fault, it'll be fixed in the next alpha.

Thanks for reporting the bug.
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Post by Darryl256 »

Patchman wrote:Can you post the scenario?
Here you go.

I also added ttdpatch.cfg as well.
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Post by Csaboka »

The bug was my fault, it will be fixed in the next alpha.
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Post by George »

I cant find on wiki
Patchman wrote:# new callback 2E for houses, to override default cargo generation (wiki will be updated soon)
# new callback 2F for industry tiles to have custom slope checks instead of default
# new callback 30 for industry tiles to decide if default foundations should be drawn
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Post by RK »

I think the "wiki will be updated soon".


___________
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.
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Post by Patchman »

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?
Yes, but the count is a WORD, so it needs to be 02 00.
How can I use the sound ingame?
Not yet.
Has the wav-file any limitationts?
Yes, it needs to be of the same format as TTD's samples, and it cannot be more than about 65000 bytes large.
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Post by Csaboka »

RK wrote:I think the "wiki will be updated soon)".
Yes. I just started the new sound support code and I didn't feel like documenting. I'll document those tomorrow, I promise.
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Post by krtaylor »

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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Post by Patchman »

All one-way roads do is prevent road vehicles from entering the tile against the arrows. Nothing more, nothing less. (Yet.)
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Post by The Irish »

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?
They already do this now, if the road would allow normal overtaking anyway. (enough straight road available)

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... 8) )
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Post by eis_os »

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? :D
I even made a not very good wiki page for it aswell:
http://wiki.ttdpatch.net/tiki-index.php ... neWayRoads
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Post by nicfer »

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.
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Post by Patchman »

Slayer, read the post above you. All of it.

And next time, please don't report a bug RIGHT AFTER the post which mentions it already.
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