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Posted: 21 Jul 2005 21:21
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?
Re: New cargos experimental test version
Posted: 21 Jul 2005 22:03
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.

Re: New cargos experimental test version
Posted: 21 Jul 2005 23:42
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.
Posted: 23 Jul 2005 20:51
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...
Posted: 24 Jul 2005 01:15
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.)
Posted: 25 Jul 2005 12:35
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?)
Posted: 25 Jul 2005 21:33
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.
Posted: 26 Jul 2005 16:22
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.
Posted: 26 Jul 2005 16:48
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
Posted: 29 Jul 2005 02:39
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
Posted: 29 Jul 2005 11:41
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)
Posted: 29 Jul 2005 12:22
by Csaboka
pETe!: Thanks for the bug report, it will be fixed in the next release.
Posted: 29 Jul 2005 14:58
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.
Posted: 29 Jul 2005 15:07
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?
Posted: 29 Jul 2005 15:24
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.
Posted: 29 Jul 2005 17:08
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
Posted: 29 Jul 2005 18:30
by Csaboka
*bump*
New version released, see datails in first post.
Posted: 29 Jul 2005 19:16
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...
Posted: 29 Jul 2005 19:35
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
Posted: 29 Jul 2005 23:12
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.