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Posted: 01 Jul 2007 04:57
by ISA
lifeblood wrote:Yes.
ok! I haven't! You won! :P

Re: Tropic Refurbishment Set: v0.2 RELEASED!!

Posted: 16 Jul 2007 08:30
by Death
(hey, I saw him too... :P )

New version 0.3 (I finished it a month ago, so I'm sorry for the waiting):
  • new wagons
  • enabled to work with the arctic and the temp. climates
  • Auto replace feature support
  • updated stats
  • better alignment
  • sorted list
  • fixed bugs
////FILES ARE DELETED////
(download the grf from the first post)

Re: Tropic Refurbishment Set: v0.2 RELEASED!!

Posted: 16 Jul 2007 11:11
by Ben_K
Great work! (Title needs amending to reflect 0.3 though ;))

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 16 Jul 2007 12:12
by lifeblood
Death strikes again! Great stuff. I've amended the title and the grfcrawler entry. I've also put the grfs on the first post. Enjoy, every one! And thank you, Death. :D

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 16 Jul 2007 12:26
by mtwist
Great! The new release comes at the right moment. I was thinking about starting a new game, but not DBSet this time. My favourite was tropic climate. All that's missing now is a good map 8)

Edit:
Some kind of homepage or overview would be a good thing. Just to see what locos and waggons are available.

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 18 Jul 2007 22:42
by divide
I think I've found a bug: the fastest ore hopper and box car have maintenance cost on them, and very high at that -- it's basically as if their price was added to the running costs of the resulting train. Needless to say, this bug makes the cars unusable.

Can anybody confirm? In case it's a compatibility problem: I'm running openttd 0.5.2.

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 19 Jul 2007 00:05
by PikkaBird
If you've loaded the new grf in an existing game, it may be because those vehicles use IDs that were previously used by locomotives.

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 19 Jul 2007 16:29
by divide
No, I haven't. Just to be sure, I've checked with a completely new game, and the problem is still present. See screenshot (attached).

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 19 Jul 2007 17:07
by Death
Well,
I found no such bugs.
let say that if you turn the veh. cost to the medium difficulty, it should be 12,000 pounds.
if not, there's a bug...

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 19 Jul 2007 19:26
by divide
The price is fine, I was talking about the running cost -- two cars in question have them very high (so high as it makes them mostly unprofitable), and I think they should have them at all. Cf. the attached screenshot.

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 19 Jul 2007 20:41
by Death
oh, it seems like I have to add Action 0D for this.
Sorry, I didn't notice, in TTDPatch there is no such a problem.

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 19 Jul 2007 21:25
by OzTrans
divide wrote: ... I was talking about the running cost -- two cars in question have them very high. ...
Wagons do not have running costs ... the ones you have mentioned, do use vehicle IDs from the Toyland wagon range, so that should be no problem. But, do you have any other train sets activated ? If you do, then there may be engines in those sets, that use the same IDs as these wagons and because the Ore Hopper and Box car does not reset the running costs to zero, the engine running costs would shine through and be applied.

@Death : If coding a wagon, you should always reset all engine only properties to zero (i.e power, running costs etc) to avoid this sort of problems. It's very easy for a wagon to become an engine, if the set is used together with other sets.

Re: Tropic Refurbishment Set: v0.3b RELEASED!!

Posted: 19 Jul 2007 21:51
by lifeblood
New release on first page. Fixed certain reported bugs.

Re: Tropic Refurbishment Set: v0.3b RELEASED!!

Posted: 19 Jul 2007 22:04
by OzTrans
lifeblood wrote:New release on first page. Fixed certain reported bugs.
That is the one, I looked at and it does have a fundamental shortcoming in regard to lack of definitions of engine only properties for wagons.

Re: Tropic Refurbishment Set: v0.3 RELEASED!!

Posted: 19 Jul 2007 23:28
by divide
OzTransLtd wrote:
divide wrote: ... I was talking about the running cost -- two cars in question have them very high. ...
Wagons do not have running costs ... the ones you have mentioned, do use vehicle IDs from the Toyland wagon range, so that should be no problem. But, do you have any other train sets activated ? If you do, then there may be engines in those sets, that use the same IDs as these wagons and because the Ore Hopper and Box car does not reset the running costs to zero, the engine running costs would shine through and be applied.
I don't, but perhaps openttd differs from ttdpatch in vehicles IDs somehow. Great to hear that the issue is found, I'm waiting eagerly to see it fixed. Thanks! (And thanks to the authors for this great set as well, but that goes without saying.)

BTW, I can confirm that it's still broken in the v0.3b release.

Re: Tropic Refurbishment Set: v0.3b RELEASED!!

Posted: 20 Jul 2007 00:46
by athanasios
Seems in OpenTTD some wagons are missing. I have to check again when I have time.

Re: Tropic Refurbishment Set: v0.3c RELEASED!!

Posted: 20 Jul 2007 12:58
by lifeblood
Yet another new version, 0.3c, is now on the first page. Enjoy!

Re: Tropic Refurbishment Set: v0.3c RELEASED!!

Posted: 20 Jul 2007 13:39
by Death
I hope that now the problem is gone...

Re: Tropic Refurbishment Set: v0.3c RELEASED!!

Posted: 21 Jul 2007 10:25
by divide
Death wrote:I hope that now the problem is gone...
Yay! It's fine now. Thanks!

Re: Tropic Refurbishment Set: v0.3c RELEASED!!

Posted: 04 Nov 2007 19:16
by fonso
There is an engine, the CT60, in this set which can go 300 km/h. Yet there is no wagon which could run at that speed. When compared with the EH40 "Masai" Engine, the CT60 is rather pointless like that. Both can run at 250 km/h with any available wagons, the CT60 has only slightly more TE, but the EH40 is much more powerful. I think that's not how it was meant to be. There should either be another passenger and/or express car which could run at 300km/h or the fastest existing one should be able to run at that speed. Also the CT60 is introduced in 2035 and the EH40 in 2040. Perhaps it should be the other way round.

Also it's notable that there is only one DMU/EMU available and it can only be used until around 1960 if you play with expiring vehicles. Perhaps some simple modifications to the existing DMU (like with the early passenger and express wagons) would be enough to create some variety?