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Error!
Failed to find graphic set. Please acquire a graphic set for OpenTTD
Moderator: OpenTTD Developers
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Error!
Failed to find graphic set. Please acquire a graphic set for OpenTTD
Can someone please verify this error?Kikisss wrote:Hi i have problem with that compiled patch it say -Code: Select all
Error! Failed to find graphic set. Please acquire a graphic set for OpenTTD
I should deny the trunk inclusion at present stage.SirXavius wrote:Gentlemen, i would like to motion that this patch be inducted into the trunk.
belugas wrote: And remember, I am not working on it anymore, it's up to the users to take the helm.
IT MEANS YOU ALL!!
I agree with you that a big town just appearing is weird even medium towns just popping up is possibly pushing it.Roujin wrote:I have solved Problem 3) in my local copy by using InteractiveRandom instead of Random in the town name generation code. I guess that was also belugas' intention but he forgot to change it
Now, it works in multiplayer if it's the server who founds a town. Other players are getting kicked for itbecause the command is marked as "offline only". I'll look into this now and next look at the "Invenville" issue.
What do others think about my point 2)?
burty wrote:I agree with you that a big town just appearing is weird even medium towns just popping up is possibly pushing it.
Thanks belugas, for a reasoned approach. I was under the assumption it was ready to go. But no new feature should risk the stability of even the nightlies, much less the trunk.... I may have seemed a bit impatient because i'm unable to build anything with patches due to memory and emulation constraints....belugas wrote:I should deny the trunk inclusion at present stage.SirXavius wrote:Gentlemen, i would like to motion that this patch be inducted into the trunk.
The basics of that patch has not yet been proven (as far as i know and am concerned) been tested against desynchs.
As I mentioned before, the prices have not been discussed and adjusted, if ever required.
The gui is still yurk (in my mind, at least).
And i'm sure almost no one really tested it.
And for those who wish some more features ALREADY, please, refrain your envy before the patch becomes a monster.
Let's concentrate on the basics of it.
You should know that nightlies are being created automatically from trunk, therefore you can not risk stability of nighlies without risking stability of trunkSirXavius wrote:But no new feature should risk the stability of even the nightlies, much less the trunk....
i believe he means the trunk official releases 0.4.7, 0.6.0 as opposed to nightlies!Vikthor wrote:You should know that nightlies are being created automatically from trunk, therefore you can not risk stability of nighlies without risking stability of trunkSirXavius wrote:But no new feature should risk the stability of even the nightlies, much less the trunk....
We do share the same impression. That is goodRoujin wrote:I thought so too. Then again, placing small towns often results in something like two houses, which is not even enough to accept passengers or mail. (Heck I just got one with only a church oO)...burty wrote:I agree with you that a big town just appearing is weird even medium towns just popping up is possibly pushing it.
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/* Random town size. */
int x = (Random() & 0xF) + 8;
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case TSM_FIXED:
x = size * 16 + 3;
t->larger_town = false;
break;
Hmm.. the desync didn't happen to me since the one time I mentionedbelugas wrote: We do share the same impression. That is good
As for the desynchs happening after town is created, i'd go searching in the roads layout mechanism.
But somehow, i doubt it's that, since townds can grow safetly in MP mode...
One thing for sure, town creation was never meant to be MP safe, so it's expected to find multiple desynch causes.
Well, to me it looks like the Random call in here is totally irrelevant for ingame calls to this function, since they are always TSM_FIXED. I'll rewrite this here a bit so the Random() function won't get called for TSM_FIXED...As for the size of the town, maybe a minimum size can be specified, since the size (apart from small-medium-big) is actually a random value
Good Job Roujin, by the way
[Edit]This code, in DoCreateTown, might very well be another subject of desynchs [/Edit][Edit-1]Same funciton, just a few lines after: [/Edit-2]Code: Select all
/* Random town size. */ int x = (Random() & 0xF) + 8;
The variable size, in here, could be clamped to a certain minimum/maximum while funding a town, so your chuch-only town would not be available anymore IN GAME MODE, as it should not be changed in SCENARIO EDITOR mode.Code: Select all
case TSM_FIXED: x = size * 16 + 3; t->larger_town = false; break;
LOL! Hey i think your on to something, maybe make it so taht for stations near a industry can produce a town by making some roads coming away from it (at least 5 squares or so) and then eventualy the game will ask, would you like this area to become a town and it would show in a little dialog box the picture of the area to become a town. That way random towns wont get generated, oh, and a town cant be made if there are other town(s) near by (using the same Minimum from normall placement)technosnorunt58 wrote:My friend and I think that you should be able to found a town by making a airport, dock, tram, bus, train, ect.
and have a road sprout out of it and it will form a town based on the station name without the cost.
(My friend thinks he can alredy.)
Ya I would like the Win32 Binary, so can somebody post it? And also, I would play Multi player but the problem is, Im on Wireless and since I rearranged my room my signal hasn't been the best (Low to (not often) good strength) so it would desync even if I didnt have this patch.Roujin wrote:Well I am basically _able_ to do it, but I wouldn't bother unless someone actually requests it. So if you want to provide winbin of this patch, I'm fine with it.
By the way, only 4 people seem to have downloaded the latest version.. maybe mainly people who aren't able to compile themselves are interested in this. So if you could provide a winbin maybe more people would test it.
It would also help if some of you tried it out and told me if you encountered any bugs, or desynchs in multiplayer... or have any suggestions regarding pricing or anything else. Other than that I don't know what else to do with this patch.
Well you could also make a airport, dock, and train and build roads around it. It would use the passengers you sent there.NekoMaster wrote:LOL! Hey i think your on to something, maybe make it so taht for stations near a industry can produce a town by making some roads coming away from it (at least 5 squares or so) and then eventualy the game will ask, would you like this area to become a town and it would show in a little dialog box the picture of the area to become a town. That way random towns wont get generated, oh, and a town cant be made if there are other town(s) near by (using the same Minimum from normall placement)technosnorunt58 wrote:My friend and I think that you should be able to found a town by making a airport, dock, tram, bus, train, ect.
and have a road sprout out of it and it will form a town based on the station name without the cost.
(My friend thinks he can alredy.)
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