Page 68 of 83
Posted: 12 Dec 2005 18:18
by JGR
Clicking on any tile causes a crash, for some reason or another.
Alpha 68 is one of the most unstable alphas I've seen, but it's still great.
Posted: 13 Dec 2005 01:47
by HaroldV
Are the problems with early retirement fixed with a68? I see no mention of it in the patch notes, but the
temporary-fix grf has built-in obsolescence, and will not load in a68.
Posted: 13 Dec 2005 22:38
by PikkaBird
Edit: never mind, this crash was my fault.
Posted: 14 Dec 2005 00:00
by nicfer
Two doubts:
1. Is normal that the cost of building a tram over a road was $0? Or it is a bug?
2. Why the graphics for two company colour was released if the two company colour feature wasn't released yet? Or I am outdated and I have to put something in my cfg file?
Posted: 14 Dec 2005 00:40
by DaleStan
SLaY3r wrote:2. Why the graphics for two company colour was released if the two company colour feature wasn't released yet? Or I am outdated and I have to put something in my cfg file?
You have to put ccol2[w].grf in your config, AND a set that supports 2 company colors.
Posted: 14 Dec 2005 03:41
by PikkaBird
Now here's an interesting bug.
The maximum speed of each and every road vehicle
increases, at a rate of roughly 1mph every 10 game days.
Posted: 17 Dec 2005 19:05
by Patchman
OK, here's a pre-release of alpha 69. This time I want to make sure that all the really bad bugs are gone before releasing yet another buggy alpha like a68 (and all of the bugs in there were my fault too...)
You also need to download the attached update for the tram tracks or the tram depots will look strange.
Finally, I can't currently compile DOS versions, if someone else could do that (with complete version info) and post it here I'd appreciate it.
[edit]Oh yeah, the change log so far:
Code: Select all
2.0.1 alpha 69
- added code to check that action 4 text ID is valid
- made mkpttxt work on big endian CPUs
- defined fixed IDs for all F800 range text IDs
- by stevenh:
* fixed crash with autoslope or land info tool
* fixed bus stop problem
* fixed custom bridge heads showing tram tracks
* removed light posts from tram stops
* allow custom tram depot graphics
* fixed random road vehicle speed changes
- by Csaba:
* Now even default currencies can be changed via ttdpttxt
* New action 0 feature 8 properties for changing currency properties via GRF
* Changed some vars to var{b,w,d}
* New text class E0xx for language-dependent strings that didn't have a textID until now
(Except town name parts, these still don't have textIDs)
* New action D variable for setting language ID, default currency and measurement system
* New debug cheat "Cht: TextId" to display the given text in a popup window
* Bugfix: gethexnumber considered 9 an invalid hex digit
* Allow changing date format via an ourtext
- allow action 4 to check 64 different language IDs
- fixed saving and loading of player2 array
- fixed crash when displaying refit list of certain vehicles
Posted: 17 Dec 2005 19:18
by Rob
Upon trying to start : crash.
Oh and the patch is asking for a new mkpttxt.exe.
Posted: 17 Dec 2005 19:20
by goalie
same on my pc
Posted: 17 Dec 2005 19:41
by Patchman
Silly mistake. Please download it again.
Posted: 17 Dec 2005 21:32
by JDK2005
Bug with pre-69:
Tramtrack graphics do not appear on custom bridgeheads, even if they are supposed to.
Posted: 17 Dec 2005 21:34
by Patchman
Trams don't work on bridges yet. That includes bridge heads, custom or not.
Posted: 17 Dec 2005 21:40
by JDK2005
Patchman wrote:Trams don't work on bridges yet. That includes bridge heads, custom or not.
Ah, OK, sorry.
Another one: Tramway depots have very "custom" graphics, they display a semaphore in one corner, and a "bare ground" station tile on the rest of it.
Posted: 17 Dec 2005 22:07
by Patchman
Have you downloaded the updated tramtrack graphics from my post above?
Posted: 17 Dec 2005 22:08
by stevenh
JDK, are you _sure_ you have that latest GRF loaded?
I spent forever fixing it.
can you tell me what GRFs you have listed?
--EDIT--
Upon further investigation... I broke it, if you load tramtrkw.grf FIRST (top of the list) then it'll look pretty....
I'll work on this right now.
Thanks for finding it.
Posted: 17 Dec 2005 22:14
by Beaver
I have a bug report

TTD crashes if I try to delete part of irregular station (several electr. stations and 2 monorail platform). Do not know why, but when I try delete monorail station on the opposite end of track, game crashes too, BUT if I build one new monorail station somewhere on map and than delete it, it works OK.
Posted: 17 Dec 2005 22:34
by Patchman
You seem to have irregular stations turned off in your ttdpatch.cfg. That's not a good idea if you do have irregular stations.
Posted: 17 Dec 2005 22:40
by Beaver
Patchman wrote:You seem to have irregular stations turned off in your ttdpatch.cfg. That's not a good idea if you do have irregular stations.
Nope, switch was ON (I am not so stupid

). But few minutes later I tried to put it OFF and voala - station can be deleted. But it was deleted complete (all rail tracks, mono and classic, ship port and road station was not deleted, which is OK), so I have to do:
1. quit game and set irregular switch off
2. start game and delete wrong station
3. build el. railroad platforms
4. save game, quit and set irregular on
5. start game and build monorail platform again (if I will want to put it into different position)
I do not like this proccess

Posted: 17 Dec 2005 22:47
by Patchman
That's very odd. The switch data in the crash log indicates very clearly that irregular stations was off. Please attach your ttdpatch.cfg and the savegame here, as well as your newgrfw.cfg.
Posted: 17 Dec 2005 22:52
by Rob
Currencybug :
I have selected Euro but the display on the bottum of the screen and the numbers in other windows has some strange currencie displayed.