Autoslope - New feature in progress...

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eis_os
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Post by eis_os »

It's looks like an old TTD bug strikes back ...
It's our Anniversary Bug, it's 10 years old and it was never fixed ...
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Post by Raichase »

Oskar - The only reason I could see this bug happening, is that TT forgets there is a tunnel there, and only remembers the end point. If TT kept the tunnel as a whole (but we know it can't, as it doesn't look underground), this probably wouldn't happen. I dunno, thats how I see it.

I say keep the tunnel bug, becuase it lets us have tunnels under water. Simply build the tunnel, then lower the water over the top, so it looks like the train goes deep underground.

But it all looks excellent so far, I'm eagerly awaiting the 62 version :)). No hurry though, I'm still being awed by Irregular Stations ;)
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Post by Born Acorn »

best. bug. ever.

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Post by broodje »

this 'bug' was also introduced a few years(?) ago when the crossing tunnels were introduced... after a beta or 2 it was decided to be to unstable to keep it, so the under water tunnels were lost again.
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Post by SHADOW-XIII »

Teal'c wrote:indeed
:mrgreen: there were major train crashing using this bug, better let's put this bug-feature in Impossible list, it's more likely to be done that those from ToDo list :mrgreen:

anyway Oskar maybe you could tray to turn it into a feature with limitations as Patchman said ?
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Post by HaroldV »

Hyronymus wrote:It's probably a luxury request to let tunnel foundations look different than the normal cobble-stone walls?
Actually it's possible with a certain version of the track foundations grf, and I think the sub-arctic foundations would serve well as tunnel walls. Szappy had a copy and I believe Patchman was going to make it available as the standard grf for track foundations, but it doesn't appear that's happened. :cry:

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Post by DaleStan »

I don't think that's what Hyr is talking about.

AIUI, he wants different graphics for generic foundations and over-a-tunnel foundations.

Hyr: If so, not currently possible, and I don't really see it becoming so.
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Post by Szappy »

HaroldV wrote:Actually it's possible with a certain version of the track foundations grf, and I think the sub-arctic foundations would serve well as tunnel walls. Szappy had a copy and I believe Patchman was going to make it available as the standard grf for track foundations, but it doesn't appear that's happened. :cry:

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Post by Mek »

broodje wrote:this 'bug' was also introduced a few years(?) ago when the crossing tunnels were introduced... after a beta or 2 it was decided to be to unstable to keep it, so the under water tunnels were lost again.
that is not correct. This bug exists even in unpatched ttd. You can't use it as much as you can now though, but it is reproducable in unpatched ttd.
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Post by DaleStan »

Oskar, I don't think you posted a (... *dumps cache* *checks again* ...) a new executable in the a61a3 zip. FC tells me it's exactly identical to the exe I got from the a61a zip.
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Post by eis_os »

a61a zip?

I have downloaded it (a61a3) myself from this server, tested it and it's rev3 because autoslope + signals got fixed. However it will tell you always the same "alpha 61a by Oskar".

PS: Bug reports about it have to name the full string "alpha 61a by Oskar",
I would really like to add a rev number, but it's simple to long for the start screen :wink:
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Post by DaleStan »

If the first one you uploaded was rev3 (which it may well have been, since my download log is being useless), then I'm just getting confused. If it wans't, it's still possible I could have gotten the executables confused. Just in case:

Version: 2.0.10.611
Date: 2005/10/02 15:33:10
Size: 443,586 bytes
Startup message: TTDPatch V2.0.1 alpha 61a by Oskar (Windows) starting.
MD5: ee751945052d1ebee4a995dfeb06d25a

If (enough of) these agree with the version you think I should have, then it's still possible to smash into a tunnel by lowering land and then removing the foundationed tile(s).

Would "alpha 61a<num> (Oskar)" also be too long?
Alternatively, you could borrow Csaba's vcs<num> system. (Except, of course, using eg voe or vos, instead of vcs.)
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Post by eis_os »

I never said rev3 will fix this bug?

Rev4 will hopefully work soon in all versions so it's fixed...
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Post by DaleStan »

Another idea would be 61a, 61b, 61c ...
eis_os wrote:I never said rev3 will fix this bug?
Oh. I thought you said you had fixed it. I'll commence shutting up now, before I stuff any more of my feet into my mouth.
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eis_os
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Post by eis_os »

Ok, Revision 4 is out, it fixes the tunnel bug ...
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Post by sobo »

What will happen to games making use of it ?
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Post by Rob »

Nothing. You just won't be able to repeat using it again.
You could have tried it yourself. :wink:
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