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Wrongly reserved track in enhanced tunnel

Posted: 14 Apr 2007 03:24
by Tenderwheels
In posts between Rob and TGR 5th Apr 07 about reserved track and enhanced tunnel bug. I thought this info may help.
My apologies if this is already sorted. First noticed using TTDPatch 2.5 beta 9, have since tried TTDPatch 2.6 alpha 0 r1486 (Windows).
Have noticed a similar bug (see scr01.png)

The wood train has reserved the track in the tunnel, shown by a red light at SE end of tunnel. As wood train stops and turns in the depot, this momentarily turns red SE light green releasing gravel train, while gravel train in tunnel the wood train enters station.
So while the wood train can reserve the tunnel the gravel train cannot reserve the station.
Removing the built on slope depot over the tunnel solves the problem.
On testing... By clicking/changing the NW lights with the build lights curser, changes the SE lights to green permanently, no matter what the wood train is doing. But once the SE lights are green if I reverse the direction of the wood train to either direction the SE light turns red again.

I am no programmer but I have seen another oddity at a tunnel entrance and bridge. (See SCR04.05).. It seems the buses exceed the height of the road tunnel and ship the bridge.
Is the maximum height of the tunnel entrance using the same or overlapping the minimum vertical position of the build on slope train depot?

Tenderwheels.
PS. I have used TTD since 1996 ish, with 100s of hours of pleasure until my old 486 died, two years later I found this site and Owen's website and a copy of TTD for XP. I must say a very very many thanks to everyone. I shall pass this programme down to my grandson. Thankyou.

Posted: 14 Apr 2007 04:57
by DaleStan
#1 has been broken literally forever. It has nothing to do with PBS; TTD itself thinks that the back of the depot connects to the lower level on the tunnel tile. It's possibly the longest-standing known TTD bug. Building an enhanced tunnel over the exit behind the depot may solve the problem. Or it may not.
#3 is George's fault, such as it is. His vehicles (as you can hardly have failed to notice) are vastly out-sized, meaning that TTD engine's assumptions that sprites will not exceed $SIZE are no longer true. The only fix is to wait for him to recode the vehicles using articulated vehicles.
#5 is probably a similar issue, except that no similar fix applies. But I'm not familiar enough with that case to be certain.

Posted: 14 Apr 2007 06:53
by PikkaBird
DaleStan wrote:
PikkaBird wrote:Somewhere between r1397 and r1406 (1405 is favourite), the "tt" of vehicle var 43 stopped working.
This should be fixed in 1479.
It is, thanks, but this or 1480 seems to have created a new problem.

In NARS I'm using var 43 + a parameter to pick one of four livery schemes for a player's locomotives. Since nightly r1482, it's doing odd things in the buy menu.

The liveries of the locomotives in the buy menu keep changing when I click on a locomotive, scroll the mouse wheel, or when some other event happens. All the locomotives change at the same time and to the same scheme (oddly, I never get the scheme I'd get if it was returning 02 - I only get 00 (which is what I should get), 03, and occasionally 01). The bug doesn't affect actual built locomotives, just the buy menu.

Here's the nfo for the livery changing. I can debug and see what it's actually returning, or provide a test grf, if required:

Code: Select all

 1468 * 24	 02 00 AA 81 1C 80 FF 00 04 03 2A 00 01 01 4A 00 02 02 6A 00 03 03 AA 00 // livery based on player #
 1469 * 19	 02 00 AA 81 43 20 FF \2+ 7F 02 00 FF 01 AA 00 00 00 AA 00 // add para 02 to player #

Posted: 14 Apr 2007 11:06
by wallyweb
Where is the new base grf required by the latest nightly r1489?
It is not in patch web site's graphic section.

Posted: 14 Apr 2007 11:09
by WWTBAM
Is it the one in the thread below this?

Posted: 14 Apr 2007 11:15
by wallyweb
robotboy wrote:Is it the one in the thread below this?
yes it is :oops: That would be the one just before my morning coffee

Posted: 14 Apr 2007 13:54
by squishycube
DaleStan wrote: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.
I think you are right, it immediately crashed when I open the red company's plane window. Let's see if I can do something about it.

I deleted the helicopter and no more crashes :-)

Posted: 14 Apr 2007 21:08
by DaleStan
PikkaBird wrote:In NARS
Is this the publicly available NARS (v1.0 5th of April 2006)? I couldn't get this to happen, and I didn't find any accesses to var 43 in the debug log.

Posted: 15 Apr 2007 02:09
by PikkaBird
DaleStan wrote:
PikkaBird wrote:In NARS
Is this the publicly available NARS (v1.0 5th of April 2006)?
No, not the publicly available one. I can catch you on IRC and give you the latest testing version.

Posted: 15 Apr 2007 04:07
by George
DaleStan wrote:#3 is George's fault, such as it is. His vehicles (as you can hardly have failed to notice) are vastly out-sized, meaning that TTD engine's assumptions that sprites will not exceed $SIZE are no longer true. The only fix is to wait for him to recode the vehicles using articulated vehicles.
In TO-DO list. Just be patient.

Posted: 15 Apr 2007 17:36
by michael blunck
Dalestan wrote:#5 is probably a similar issue, except that no similar fix applies. But I'm not familiar enough with that case to be certain.
Clipping errors with bridges are common in TTD/Patch, but they´re even more common when using the "new sprite sorter" (which is switched on by default).

regards
Michael

Posted: 15 Apr 2007 17:41
by MJS
Does turning it off have any negative effects? (I guess so, for why else would it be there...)

Posted: 15 Apr 2007 17:48
by michael blunck
> Does turning it off have any negative effects?

Not that I know of.

> (I guess so, for why else would it be there...)

Well, the "new sprite sorter" never fulfilled its promises ...

regards
Michael

Posted: 16 Apr 2007 08:11
by squishycube
In that case, may I be so bold as to propose turning it off by default? Because I actually kept it on 'just in case', but it indeed only seems to make sprite sorting worse.

Posted: 16 Apr 2007 19:02
by michael blunck
> may I be so bold as to propose turning it off by default?

Errm. I should point out that although this switch is set to "off" by default, the sorter itself is turned "on" then:
nonewspritesorter Don't use new sprite sorting algorithm
8)

regards
Michael

Posted: 17 Apr 2007 04:15
by Gondrong
Anybody can suggest any nightly that is worth download and how to install it??

Posted: 17 Apr 2007 04:20
by PikkaBird
Gondrong wrote:Anybody can suggest any nightly that is worth download and how to install it??
Yes, the latest.

Go to http://nightly.ttdpatch.net/latest/, download the appropriate zip file (which will be the one with "win32" in it if you use the windows version of TTD), extract the exe and drop it into your ttd directory.

Posted: 17 Apr 2007 04:26
by Gondrong
Thanks. :)

BTW if after I install the nightly version can I go back to the 2.5 version??

Posted: 17 Apr 2007 04:34
by DaleStan
Yes, but: The nightlies have several (tens of, give or take) switches that 2.5 does not, so 2.5 will complain about unknown switches and/or bits if you use any of the nightly-only switches.

Posted: 17 Apr 2007 04:50
by Gondrong
What is the switches that 2.5 dont have? Is nightly compatible with TTDX configurator? How do I revert back to 2.5 after using nightly?