New cargos experimental test version - a55vcs4

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Csaboka
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Post by Csaboka »

First of all: I've released a new version, I hope it fixes every bug mentioned so far. Changelog and download links are in the first post.

Oracle: All right then. I will write support for those new variables soon, and you'll rewrite your GRFs to use them instead of 8x variables. Is this acceptable?
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Re: New cargos experimental test version

Post by DaleStan »

Csaboka wrote:- It's now possible for houses to accept any cargo by setting new house property 1E or using callback 2A.
1E? Then what's 1D? Neither newgrf.txt nor the wiki say anything about a house property 1D.
DaleStan wrote:<snip not-particularly useful idea>
Csaboka wrote:DaleStan: As I said, it'd be a real pain to do this via GRFs, while rather easy from patch code.
That was mostly a symptom of me hitting the post button before my brain could catch up with itself and realize that it[0] wasn't really that useful.

[0] Whether the antecedent of "it" is "the suggestion" or "my brain" is open for discussion. :)
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Csaboka
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Re: New cargos experimental test version

Post by Csaboka »

DaleStan wrote:1E? Then what's 1D? Neither newgrf.txt nor the wiki say anything about a house property 1D.
It's simple - houses ran out of callback flags, so 1D is a new byte property that gives space for another 8 callback flags. BTW, the wiki is updated now, as I promised.
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Post by Oracle »

Csaboka wrote:First of all: I've released a new version, I hope it fixes every bug mentioned so far. Changelog and download links are in the first post.
Thanks - this definitely fixes the "steel never appearing" bug.
Csaboka wrote:Oracle: All right then. I will write support for those new variables soon, and you'll rewrite your GRFs to use them instead of 8x variables. Is this acceptable?
Yes, of course; that's fine by me. I'm sorry about this, though - it's yet more work for you...
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Csaboka
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Post by Csaboka »

Oracle wrote:
Csaboka wrote:Oracle: All right then. I will write support for those new variables soon, and you'll rewrite your GRFs to use them instead of 8x variables. Is this acceptable?
Yes, of course; that's fine by me. I'm sorry about this, though - it's yet more work for you...
I've finished implementing the support for this, it will be available in the next version I release. Don't worry, it wasn't much work, and it may come handy later (For example, while I was there, I've implemented two new town building variables as well, which allow counting town buildings other than the current one. I.e they're like var. 44, but they have a parameter that tells which building type to count. I guess there will be other uses for parametrized variables later.)
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Post by Csaboka »

New version released. Half of the changes is bugfix, half is new feature.
Details and download URLs are in the first post.

/me now goes to update the wiki.

[edit] Wiki is updated now.

BTW, restructuring the station handling freed 4 bits for each cargo type, which could be used to raise the limit of 4096 units waiting to 65536 units with some work. Do you think it's worth the effort? (I.e. have you ever hit the 4096 limit, and if so, how seriously?)
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Post by Csaboka »

I've released a hotfix because there was a bug with multi-sprite tiles and the extended sprite limit. There was also a variable that I forgot to include that gives a bitmask of the cargos accepted. Now you should be able to access all the necessary information without reading the cargo data directly.
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Post by nicfer »

I find a crash when using us stations set. At the minute of playing with this grf set, the game crashes and the ttdloadw.ovl was detected an error and most be closed message shows. Here is the usstat.grf and my configs.
Attachments
newgrfw.cfg
(1.85 KiB) Downloaded 128 times
ttdpatch.cfg
(3.02 KiB) Downloaded 114 times
usstatsw.grf
(63.57 KiB) Downloaded 115 times
Sorry for my english I am argentinian
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Post by Csaboka »

SLaY3r: This is a known bug of the US Stations Set, and has nothing to do with newcargos. Fixed version is available here
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Post by pETe! »

cht: resetstation is broken.

Game crash after pressing OK in the sing-text-menu.

Crashlog:

Code: Select all

TTD V0019EE00 Crash Log by TTDPatch 2.0.1 alpha 55 vcs 3 (Windows)

Exception C0000005 at 001B:00614F31

EAX       EBX       ECX       EDX
036026B6  00000000  000000FA  0000000C

ESI       EDI       ESP       EBP
004CCBE3  00614400  0006F998  00000001

DS        ES        FS        GS        SS        Flags
0023      0023      0038      0000      0023      00210212
FFFFFFFF  FFFFFFFF  00000FFF  ########  FFFFFFFF (Segment limits)
00CFF300  00CFF300  0040F300  ########  00CFF300 (Access rights)

Bytes at DS:EIP
83 60 64 00 33 D2 C6 44 D0 06 FF 42 83 FA 0C 72

Stack Dump:
006147B6  004CCBD6  004D79F0  004CEC52  00420011  0006F9C0  004C1101  00000000
004CCBD2  1A544843  0055DE9F  004D79F0  004CEC52  00420011  0006F9E4  004C1101
00000000  00560000  004C79F1  0055DFE8  00000000  005625F3  00000000  00565213
00570321  004EAE80  0056BA8E  004EAE4C  0056C1C6  00591A5E  004AC742  00010000

Handler Stack Dump (at 0023:0006F748):
08004005  092D1D1D  402C956A  00000000  00000000  00000038  00000023  00000023
00614400  004CCBE3  00000000  0000000C  000000FA  036026B6  00000001  00614F31
0000001B  00210212  0006F998  00000023  0020027F  00000000  00000000  00000000
00000000  00000000  00001F80  00000000  00000000  00000000  0000FFFF  00000000

Patch flags:
FFA8FF7F  FFFDFFFF  FFFFFFFC  00003FFF  00000000  00000000  0007A69C  A0000000
0000006E  00000000  00001000  00023E80  00E107C6  01900096  016D005A  76260500
13B14EC4  02580320  13880258  05145555  0A28370A  140A1928  1E145014  141E1450
3C1E1E14  003C5A3F  FFEF0432  F0F0F0F0  32FF0005  025A010C  80040502  01010003
0105235F  05050114  14080021  FA0B0401  00000000
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Post by cornelius »

michael blunck wrote:Yes, that was the idea. With 32 types of cargo we´d be able to both set up a "standard" list of cargoes for each climate plus to have some free slots for "exotic" or .grf specific cargoes.
I would like to add slate for the UK Narrow Gauge set - I'm not sure if this would be enough of a universal cargo to be "standard" or if it should be classed as "exotic". What does everyone think?

The industry chain could be:

slate quarry >> slate >> slate mill >> goods (building products)
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Post by Csaboka »

pETe!: Thanks for the bug report, it will be fixed in the next release.
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Post by rjolley »

Thanks to everyone for all of the great work. The new life all of you have put into this game is amazing.

One question: How do I get vehicles and railcars to transport paper for paper.grf? The new industries are there, but there's no way to transport the output of the paper mill to the printing press.
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Post by PikkaBird »

rjolley wrote:One question: How do I get vehicles and railcars to transport paper for paper.grf? The new industries are there, but there's no way to transport the output of the paper mill to the printing press.
Paper.grf should add the paper cars to the temperate climate; perhaps you're using another grf file which is using those vehicle IDs for something else?
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Post by rjolley »

PikkaBird wrote:
rjolley wrote:One question: How do I get vehicles and railcars to transport paper for paper.grf? The new industries are there, but there's no way to transport the output of the paper mill to the printing press.
Paper.grf should add the paper cars to the temperate climate; perhaps you're using another grf file which is using those vehicle IDs for something else?
Hmmmm, I'll try taking out sets and see which one conflicts.

Thanks for the suggestion.
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Post by michael blunck »

>> How do I get vehicles and railcars to transport paper for paper.grf?
> Paper.grf should add the paper cars to the temperate climate

"Paper.grf" doesn´t add any vehicles to transport paper, it just adds paper industry from arctic to temperate. To get wagons transporting paper in temperate, you´d have to use a vehicle set which includes "paper" as a possible cargo and includes wagons for it.

E.g., the DB Set XL includes wagons for temperate paper.

regards
Michael
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Post by Csaboka »

*bump*
New version released, see datails in first post.
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Post by eis_os »

May I ask where did you put the acceptance data now?

Bits 12..15: total acceptance of this cargo type...

I mean what happens if I load an old savegame, do I get a very high number of cargo on my stations?

PS: Would be nice if you make an new vcs alpha to provide a diff from alpha 55 aswell, thanks...
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Post by Csaboka »

eis_os wrote:May I ask where did you put the acceptance data now?

Bits 12..15: total acceptance of this cargo type...
If newcargos is on, this information is in station2.acceptedcargos (dword). If a cargo type is accepted, the corresponding bit is set, otherwise it's clear. I needed to move this information anyway since I didn't want to waste a cargo slot just to store acceptance for a type. This way, a station can store 12 cargo types only, but can accept all 32 cargo types at the same time.
eis_os wrote:I mean what happens if I load an old savegame, do I get a very high number of cargo on my stations?
No. If you load a savegame that was saved without newcargos, station data is automatically converted, which involves clearing bits 12..15 of stationcargo.amount after moving the acceptance data to station2.acceptedcargos .
eis_os wrote:PS: Would be nice if you make an new vcs alpha to provide a diff from alpha 55 aswell, thanks...
No problem, here you are: http://users.tt-forums.net/csaboka/ttdp ... 55vcs4.zip
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Post by rjolley »

michael blunck wrote:>> How do I get vehicles and railcars to transport paper for paper.grf?
> Paper.grf should add the paper cars to the temperate climate

"Paper.grf" doesn´t add any vehicles to transport paper, it just adds paper industry from arctic to temperate. To get wagons transporting paper in temperate, you´d have to use a vehicle set which includes "paper" as a possible cargo and includes wagons for it.

E.g., the DB Set XL includes wagons for temperate paper.

regards
Michael
Thanks Michael. I tried this set in a test save game and it wasn't there. I'll start a new one and check it out.

Great work on the sets, btw.
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