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Posted: 11 Jul 2005 11:08
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.

Posted: 12 Jul 2005 07:57
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?

Posted: 12 Jul 2005 09:01
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...

Posted: 12 Jul 2005 17:38
by SHADOW-XIII
I ahve some sprites glitching-blinking
Primary Industry set, Livestock part, LeftDown-RightUp orientation
screenie as soon as I will be able

Posted: 10 Aug 2005 09:45
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.

Posted: 10 Aug 2005 11:27
by Patchman
Can you post the scenario?

Posted: 10 Aug 2005 16:10
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.

Posted: 10 Aug 2005 18:42
by Csaboka
Rob: The bug was my fault, it'll be fixed in the next alpha.

Thanks for reporting the bug.

Posted: 11 Aug 2005 05:44
by Darryl256
Patchman wrote:Can you post the scenario?
Here you go.

I also added ttdpatch.cfg as well.

Posted: 11 Aug 2005 07:37
by Csaboka
The bug was my fault, it will be fixed in the next alpha.

Posted: 22 Aug 2005 13:02
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

Posted: 22 Aug 2005 14:45
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?

Posted: 22 Aug 2005 15:36
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.

Posted: 22 Aug 2005 21:35
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.

Posted: 23 Aug 2005 15:07
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?

Posted: 23 Aug 2005 15:14
by Patchman
All one-way roads do is prevent road vehicles from entering the tile against the arrows. Nothing more, nothing less. (Yet.)

Posted: 24 Aug 2005 06:58
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) )

Posted: 24 Aug 2005 07:32
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

Posted: 24 Aug 2005 14:22
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.
Image[/img]

Posted: 24 Aug 2005 14:28
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.