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Re: signals in tunnels and on bridges V26 r17552
Posted: 27 Sep 2009 10:07
by fivejc
1. Try loading older save game, I can't load the one you send.

The game is verifying the vehicle ID's and encounters a non valid ID while it is loading and aborts.
So maybe savegame is corrupted.
2..Try with an old autosave game.
3.Another possibility is conflicting .grf files.
unfortunately all savegames (autosaves) are corrupted. It seems that problem is with grf file: tropic refurbisment set v0.3.1.
Re: signals in tunnels and on bridges V26 r17552
Posted: 01 Oct 2009 10:38
by benom
i seem to have found a bug (Terkhen patch pack v8) when i drag signals under an industry making the next signal apearing just inside the tunnel it crashes. this doesn't seem to an issue with towns

- bug here
- bug.JPG (77.85 KiB) Viewed 1480 times
Re: signals in tunnels and on bridges V26 r17552
Posted: 01 Oct 2009 23:42
by HackaLittleBit
benom wrote:i seem to have found a bug
Confirmed!
if this line
Code: Select all
if (!CheckTileOwnership(tile)) return CMD_ERROR;
goes back to its original place eg. line 859 of rail_cmd.cpp r17680
no more warnings
Next week I will update patch because I am not shure about consequences yet.
Regards HackaLittleBit
edit: Thanks benom
Re: signals in tunnels and on bridges V26 r17552
Posted: 24 Oct 2009 18:53
by bigos
I think I found a bug. It occur only in multi player games. When you make bridge and put signals on it after few clicks they stop changes to single signals. In single player game seems to be OK.
Re: signals in tunnels and on bridges V26 r17552
Posted: 24 Oct 2009 22:35
by HackaLittleBit
bigos wrote:I think I found a bug
Thanks for reporting bigos.
I do not 100 % understand what is happening there but I can tell you that I have completely rewritten the signal placing code.
I will post the next revision somewhere in the future.
I just can tell you that that he new code for placing signals will behave the same as the exsisting normal signal placing code.
I am testing now new code to set signal to green behind the train after it enters the tunnel according to the amount of tiles you have set in advanced settings.
Also semafores or light signals will be visible according to the date set in your advanced settings.
What I can do is send this pach of the signal placing code for you to test. Maybe that helps,
I will update patch as soon as possible.
EDIT: some procedure names changed;
IsTunnelBridgePairWithSignals -> IsTunnelBridgeWithSignalSimulation
IsTunnelBridgeWithSignal -> IsTunnelBridgeWithSign
SetBitTunnelBridgeSignal -> SetBitTunnelBridgeSign
ClrBitTunnelBridgeSignal -> ClrBitTunnelBridgeSign
Regards HackaLittleBit
Re: signals in tunnels and on bridges V26 r17552
Posted: 25 Oct 2009 23:19
by bigos
hackalittlebit wrote:
What I can do is send this pach of the signal placing code for you to test. Maybe that helps,
It seems it helped.
Re: signals in tunnels and on bridges V26 r17552
Posted: 11 Nov 2009 01:17
by bigos
hackalittlebit wrote:I will post the next revision somewhere in the future.
Close future ?

Re: signals in tunnels and on bridges V26 r17552
Posted: 11 Nov 2009 09:27
by HackaLittleBit
I'am busy I'am Busy.
I am rewriting chunks of the code and I wan't to take my time before I show it.
I am trying to take out the possibility of not being able to crash when inside tunnel with signal.
You will hear from me when I am ready.
Regards HackaLittleBit
Re: signals in tunnels and on bridges V26 r17552
Posted: 12 Nov 2009 01:07
by HackaLittleBit
Made a update to trunk.
Little change in signal placing code.
Placing signals should work the same as normal signal placing.
I am thinking about taking out the feature of "two way tunnel" with signals.
So "one way" signals in tunnels only.
Your reaction please.
Regards HackaLittleBit
P.S see first post for patch
Re: signals in tunnels and on bridges V26 r17552
Posted: 12 Nov 2009 12:25
by Core Xii
hackalittlebit wrote:Your reaction please.

I've never used tunnels bi-directionally and can't imagine I ever will. Whatever gets this patch done the quickest

Re: signals in tunnels and on bridges V27 r18047
Posted: 12 Nov 2009 13:25
by Terkhen
It depends. Two way signals is a trunk feature: if you are aiming for trunk inclusion you should support it too. If you think that the patch will not be ready to be submitted in the near future and taking out two way signals in tunnels / bridges helps in development, it could be taken out temporally. Personally, I have never used bidirectional tunnels.
Re: signals in tunnels and on bridges V27 r18047
Posted: 12 Nov 2009 16:08
by ZxBiohazardZx
hackalittlebit wrote:Made a update to trunk.
Little change in signal placing code.
Placing signals should work the same as normal signal placing.
I am thinking about taking out the feature of "two way tunnel" with signals.
So "one way" signals in tunnels only.
Your reaction please.
Regards HackaLittleBit
P.S see first post for patch
yeah remove them, if you have a single track tunnel, you never use it SIGNALLED for both sides, you just place signals in front of it (you dont neeed the 2-way ability with signals INSIDE, just for 1-way its usefull
Re: signals in tunnels and on bridges V27 r18047
Posted: 12 Nov 2009 17:50
by HackaLittleBit
ZxBiohazardZx wrote:you just place signals in front of it
Yep thats how you should solve it!
And I could simplify the code.
Ill wait some time with changes but I do apreciate the reactions.
Regards
Re: signals in tunnels and on bridges V27 r18047
Posted: 22 Nov 2009 21:34
by Torben DH
nice to see this patch is still being worked on it must not die!
Re: signals in tunnels and on bridges V28 r18394
Posted: 04 Dec 2009 01:25
by HackaLittleBit
Torben Paw wrote:it must not die!
It won't.
But this version I am going to leave alone.
I am going to continue with one way signals, and in tunnels only for the time being.
I am sorry for the pace of changes but lack of time is the reason.
As soon as I have something new I will poste it here.
Now it is possible to have semaphores on the tunnel entrance.(terkhen)
This you can change according to your advanced settings.
"Automaticaly build semaphores before xxxx"
Have fun
Regards
P.S. In due time I will update my wiki and I will report known bugs.
Re: signals in tunnels and on bridges V28 r18394
Posted: 04 Dec 2009 19:08
by petert
hackalittlebit wrote:This you can change according to your advanced settings.
"Automaticaly build semaphores before xxxx"
Do you think that GUI interface would be hard to implement?
Re: signals in tunnels and on bridges V28 r18394
Posted: 27 Dec 2009 02:38
by nex259
I think that the "2-way tunnel/bridge" function is similar to one of the function which included in "Longer PBS reservation" (exclusive path reservation on 'bi-directional single-track' ) .
Re: signals in tunnels and on bridges V29 r19091
Posted: 25 Feb 2010 16:51
by ColdIce
any chance for this to be updated? please?
LE: hackalittlebit, thank you so much!

Re: signals in tunnels and on bridges V29 r19256
Posted: 25 Feb 2010 22:04
by ColdIce

sorry to bother you, but i get this error on MSVC++ 2008
4>group_cmd.cpp
4>..\src\rail_cmd.cpp(925) : error C2065: 'cost' : undeclared identifier
4>..\src\rail_cmd.cpp(927) : error C2065: 'cost' : undeclared identifier
4>..\src\rail_cmd.cpp(967) : error C2065: 'cost' : undeclared identifier
4>dummy_land.cpp
and 2 warnings
4>..\src\tunnelbridge_cmd.cpp(900) : warning C4308: negative integral constant converted to unsigned type
4>..\src\tunnelbridge_cmd.cpp(900) : warning C4307: '+' : integral constant overflow
I searched on google, trying to solve the problem myself, but no obvious results for me.
Re: signals in tunnels and on bridges V29 r19256
Posted: 26 Feb 2010 08:19
by fivejc
Same problem as ColdIce. I can't compile with revision 19256.