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Posted: 05 Apr 2007 14:38
by squishycube
I assumed it wouldn't, there wasn't a train coming there any time soon so I didn't test it.
I recreated the situation, it doesn't work in the other spot m3henry pointed out either. Save is attached.
Posted: 05 Apr 2007 15:22
by Rob
JGR wrote:Rob: Thanks for pointing out this bug.
I am adding some code, and waiting for it to (finally) finish compiling for testing.
I'll probably commit a fix for this soon.
JGR
EDIT:
Fixed & Commited r1454.
This stil isn't working for me though.
I still get the same unreserved/double reserved track at that same location.
Building it with only one tunnelentrance cross tracked, seems to work though, which also didn't work before.
Posted: 05 Apr 2007 16:21
by JGR
Squishycube & M3henry:
This should be fixed in the next nightly, I forgot about different track types when testing.
Rob:
I will investigate, it appears though from the screenshot that the initial reservation of the diagonal track was faulty, as the track coming off the enhanced tunnel is not darkened, it may have tried to reserve the track coming out of the tunnel...
JGR
Posted: 05 Apr 2007 16:30
by Rob
I don't really know, but I now made the following setup, and the trackreservation just sometimes work completely through till the end and other times is just only reserves it up to the mid of the tunnel. There doesn't seem to be a rule as to when is does or doesn't do it correctly. or at least I haven't noticed it.
Posted: 06 Apr 2007 10:06
by JGR
The track reseration only worked correctly when routing through the tunnel exit would not give a better route.
However this should be fixed in the next nightly.
JGR
Posted: 06 Apr 2007 13:20
by Rob
JGR wrote:The track reseration only worked correctly when routing through the tunnel exit would not give a better route.
However this should be fixed in the next nightly.
JGR
Yes that most definbately is the cause of it, looking at my trains orders and the shortest route available.
Sad to say it still isn't fixed though.
In the next picture you see that the train reserved a path up to the tunnel exit, and coming there it couldn't actually take that route of course so it took the next best route in stead.
[edit] building only half a closed-in tunnel of course always works.

[/edit]
Posted: 06 Apr 2007 15:25
by JGR
What version did you use to test that Rob?
The fix was committed at r1463, which hasn't been compiled on the nightly site yet...
Either you've compiled you're own version (like I do), or you'll have to test it again, tomorrow.
JGR
Posted: 06 Apr 2007 16:45
by Rob
I used the latest available nightly, so I guess we'll see what tomorrow brings.
With your patch I was able to streamline the next crossing from this somewhat bad design into this nice and streamlined design instead.
And tomorrow is here now and all is working fine.
And now back to work adjusting my entire network for even more efficiency.

Posted: 09 Apr 2007 06:19
by Rob
Since the latest nightly I use, r1473, the cheat "cht:renew" is not costing me anymore money. It used to be around some 20.000.000 euros each year.
I still use the same game/configs as posted a few posts up.
Posted: 09 Apr 2007 11:47
by DaleStan
Um...
Well, the bookkeeping that was *supposed* to get called on game load doesn't. The immediate fix is to buy or sell a share in any company.
(If it's any consolation, renew isn't actually doing anything -- you're not getting everything renewed for free.)
Posted: 09 Apr 2007 11:50
by Rob
Ooh, indeed it does.
Downside of this is that I now have to pay for renewing again.
Dalestan wrote:(If it's any consolation, renew isn't actually doing anything -- you're not getting everything renewed for free.)
No wonder it was so expensive this time.

Posted: 09 Apr 2007 20:06
by squishycube
Getting CTD's again. Using 1473. It usually crashes within the minute. I don't get any crashlogs. Here's my files:
Posted: 09 Apr 2007 20:43
by DaleStan
And my sig contains nothing interesting?
Posted: 10 Apr 2007 16:59
by Rob
I just noticed that the build on slopes feature for the steep slopes has a little graphical glitch, just like the normal slopes used to have.
Posted: 11 Apr 2007 06:52
by PikkaBird
Hi folks,
Somewhere between r1397 and r1406 (
1405 is favourite), the "tt" of vehicle var 43 stopped working. I use this byte test in the UKRS to stop the running sounds playing for AI trains, but now it always returns 0 (apparently).
Code: Select all
437 * 14 02 00 07 81 43 10 FF 01 17 00 00 00 11 00
Posted: 11 Apr 2007 08:04
by m3henry
Rob wrote:I just noticed that the build on slopes feature for the steep slopes has a little graphical glitch, just like the normal slopes used to have.
thats been there all along, I didnt do anything because I never use the double slopes bit, unless it was extended...
Posted: 11 Apr 2007 08:33
by eis_os
Rob wrote:I just noticed that the build on slopes feature for the steep slopes has a little graphical glitch, just like the normal slopes used to have.
Steepslopes are created with normal TTD sprites (stacked together) and is a hack by me and always had these errors...
The whole buildonslopes code needs a rewrite to support them properly someday. (includeing roads, the z correction isn't perfect on them aswell)
Posted: 11 Apr 2007 19:59
by DaleStan
PikkaBird wrote:Somewhere between r1397 and r1406 (
1405 is favourite), the "tt" of vehicle var 43 stopped working.
This should be fixed in 1479.
Posted: 13 Apr 2007 14:24
by squishycube
Well, after taking Dalestan's rather cryptic advice, I came up with this:
Olly Screenie
I have no clue what it means, but I just downloaded the latest nighty (1486). This crash has been occuring for a few nightlies now, in the same game is in my previous post (save, patch cfg and newgrf are there)
Posted: 13 Apr 2007 19:39
by DaleStan
At a guess, a helicopter has somehow lost its rotor.
Have you enabled, disabled, or updated any grfs lately?
If you can figure out which is the offending chopper (assuming I'm correct), cht:deleteveh it.