Canadian Trains Set [v1.0 now available] ...

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Scautura
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by Scautura »

DanMacK: Your link (CanSet Website/Downloads) for the guide is broken (404 - including a 404 to the Apache ErrorDocument, but I don't think that's your doing).

I did notice it was available in the fourth post as well, so I still got my Canadian goodness. :)

Thank you for a wonderful set. :bow:
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by OzTrans »

paulicus25 wrote: ... where can i get a hold of the 2.6 alpha? ...
First you go here to get the latest version of TTDPatch 2.6 alpha (sorry DanMack, I believe that is what he meant). Then, you pay a visit here to get this hidden gem, not many newcomers know about, but it is a vitally important GRF.
... I am a bit anxious about whether the industries in the set will clash at all with pikkas basic and brickchain industries.
The set internal industries do clash with almost any other 'new' Industry/Cargo sets, but they can be turned off. Pikka's Basic and Bricks Chain Industry sets do work with CanSet v0.3, so do all ECS vectors by George. You'll need to set CanSet's parameter 2 = 128.
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by Scautura »

I think I've managed to find a bug, and can reproduce it in two separate savegames.

I've bought a train, cloned it. No problem yet.
I've bought a third (different) train, which then gets stuck with the stats of the first train (e.g. if the first train is limited to 55mph by wagon speed limits, the next train is limited to 55mph - I tried with an X10a in the second case).

I've included newgrf/ttdpatch.cfg and a savegame. I tried using the default Demo_ttdpatch.cfg (modified for resolution) and still got the same result. It's driving me nuts!

Tested with r1832, and a previous (lost the number, r1825 I think?) 2.6 alpha, same result.

Edit: Oops... I did load both the demo savegames and don't appear to have any issues there.
Edit2: Seems to happen everytime I clone the first train - every other train thereafter has the same physical stats (not cargo) as the first train.

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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by OzTrans »

Scautura wrote:I think I've managed to find a bug, ...
So did I last week and I'm still working on a solution. While I fix it, try this ...

Sell train #1; then, repurchase train #1 by buying an available engine with the highest maximum speed (that would be a 4-8-4 Northern in you case, as your are already in 1936). Attach 1 passenger coach; then let the train rot in the depot. Now get on with your business, you will have to get that coal train back and may have to alter some of your other trains to get your speeds back.

Why does the demo work. Train #1 is a passenger train !!

Unfortunately, we have here a case of school truancy, while everybody was learning the Calculus, TTDPatch 2.6 wasn't there. Well, 0+0 ain't 10, not yet anyway.

Code: Select all

Processing sprite 1284.
Testing variable c6. Shifted: fd0006, Masked: 6.
Processing sprite 1168.
Testing variable 60, param 23. Shifted: 2300, Masked: 0.
Testing variable 60, param 30. Shifted: 300a, Masked: a.

 1168 * 20	 02 00 22 82 60 23 20 FF 00 60 30 00 FF 01 02 00 00 00 01 00
 
There aren't any wagons in the train yet, especially no coal hoppers.
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by Scautura »

Would that mean that, as long as train #1 is a passenger train (unlimited speed?), this bug doesn't manifest?

I tried the same thing using NG trains, and the same thing didn't manifest, so would that mean it's limited to regular trains?

Thanks, I can now enjoy some Canadian goodness without grumbling that my trains don't work (pft)!
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by OzTrans »

Scautura wrote:Would that mean that, as long as train #1 is a passenger train (unlimited speed?), this bug doesn't manifest? ...
Yes, that is correct, but don't carry any tourists with it. But, I do have a workaround for it. An update will be released as soon as I have fixed another few things.
... narrow gauge ...
This is not a problem, because the speed limiter does not look for SG stock; but there may be a problem if train #1 is narrow gauge.

I'm sorry about the inconvenience, but these things do happen occasionally.
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by LordAzamath »

Hmm.. Can somebody tell me if all train-IDs are used here? And if not then which ones :P
I was thinking of sophisticating the Invisible train grf in my [random stuff] thread, so it automatically fits with the most used sets.. So when Canadian set is loaded, it assigns the parameters automatically..
I actually need only three unused slots for this set :P

Currently the trainIDs which to replace are set by parameters, but I think it's nicer for them to be semi automatic too...
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/me heads to ask the same about UK Rail and DB set.. And serbian and...... Although I'm afraid that most of the sets use all IDs available...
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by Scautura »

OzTransLtd wrote: The set internal industries do clash with almost any other 'new' Industry/Cargo sets, but they can be turned off. Pikka's Basic and Bricks Chain Industry sets do work with CanSet v0.3, so do all ECS vectors by George. You'll need to set CanSet's parameter 2 = 128.
I can vouch for Pikka's Basic Industries "working" - but there's nothing that will carry fuel oil or plastic (at least, not in 1935). I definitely prefer PBI over both the original and ECS vectors (I find ECS overly complex, whereas the original are overly simplified). Will this be fixed in the future?

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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by DanMacK »

Hmmm... Tank Cars should carry fuel oil, boxcars plastic (And covered hoppers when they come out). Not sure how the internals work, but those are the cars that should carry these cargoes.
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by Scautura »

Then I have another strange bug report (not sure if this is CanSet specific, or TTDP, yet)

Load/start a game with ECS, then load a game with PBI (which previously didn't allow refit to plastic or fuel oil), and then the tank car allows plastic and fuel oil (in addition to the normal oil and goods)

Should PBI be loaded before or after CanSet? I've currently got it loaded after. I'll actually build the thing and try again.
Edit: Fixed, I think? Parameter 2 has to be explicitly set to 128 - I left it empty on the basis that it would default to 128 (that's what it says in the Demo_newgrf.cfg comments?)

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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by OzTrans »

lordazamath wrote: ... Can somebody tell me if all train-IDs are used here? ...
All vehicle IDs are in use, I'm afraid or glad to say; but players could do, what you suggest, by just using some old disused equipment once they get to that stage.

BTW, we discourage to have any train vehicle sets activated while the CanSet v0.3 is in use ...
... 'new' industry/cargo support in CanSet v0.3 ...
Any 'new' cargo type is supported, as long as it was listed in the wiki specifications on January 11, 2008, as explained in the user guide. Although, the user guide may be a bit unclear about the activation procedure.

Parameter 2 of CanSet v0.3 controls 'new' industry/cargo support :

a) it is deactivated by default (set to 0)
b) any ECS vector loaded will activate this feature automatically.
c) for any other 'new' industry/cargo sets, e.g. Pikka Basic, brick chain, tourist tower to name a few, parameter 2 must be set to 128
d) if absolutely no other 'new' industry/cargo sets are loaded, you may play with the internal extra added industries as per user guide.
e) there is at least one freight wagon available at any one time in a game, that carries a 'new' cargo type. Also, you can use NG or SG at will, all 'new' cargo types are carried by NG too.

I hope this clears things up.
... but there's nothing that will carry fuel oil or plastic ...
Most probably parameter 2 wasn't set to 128. In any case the user guide shows and lists all the 'new' cargo types supported and which freight car(s) carry them.
... I have another strange bug report ... Load/start a game with ECS, then load a game with PBI (which previously didn't allow refit to plastic or fuel oil), and then the tank car allows plastic and fuel oil (in addition to the normal oil and goods) ...
Because you loaded an ECS vector at some stage, you get 'new' cargo support. That state is retained in a save game. It is not a bug.

Question remaining ... should we change the default setting for parameter 2 to 128 ? Thus, enabling 'new' cargo support in any case. Players, who don't want it, can still turn it off.

BTW, CanSet v0.3 does not care whether you load related sets before or after, anywhere will do.
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by Scautura »

Demo_newgrf.cfg wrote:### Canadian Trains Set :
###
### Parameters 1. Snowline 2. New Industry/Cargo
### 1 0 - [default] deactivated.
### x - (other values see Canadian Stations Set).
### 2 0 - feature deactivated.
### 1 - adds paper industry (paper, paper mill and printing works) in temperate.
### 2 - adds food industry (food, food processing plant) in temperate.
### 4 - adds iron ore/steel industries (iron ore, steel, iron ore mine, steel works and factory).
### in arctic climate; at the same time the factory also accepts livestock and wheat.
### 8 - adds copper ore industry (copper ore and factory accepting copper ore).
### 128 - [default] 'new' cargo type support as per User Guide.
###
### Note: if the set detects any ECS Industry vectors it will default to 128.
That's what had me confused. Thanks for the explanation, I realise I jumped the gun a little and it's not a bug, but a feature.
I don't think it would hurt to have 128 as the default - would it change the default handling of the default industries? Other than that, you have to specify the CanSet industries explicitly anyway.

Thanks, :bow:
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Re: Canadian Trains Set v0.3a [28 Feb 2008] ** Released **

Post by OzTrans »

Scautura wrote: ... confusion ...
I'm sorry about the confusion, the user guide is right, but the quick set up guide and the comments in the Demo_NewGrf are wrong. Will be corrected.
... I don't think it would hurt to have 128 as the default - would it change the default handling of the default industries? ...
The parameter would not affect industry behaviour, but, if set to 128 without 'new' industry sets loaded, it may give confusing information, when additional vehicle information says a particular vehicle is refittable to many cargo types, that are not present in a game. So having the default parameter setting set to 0 is probably the best.
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Re: Canadian Trains Set v0.3b [14 Mar 2008] ** Update **

Post by OzTrans »

An update of the Canadian Trains Set v0.3b [14 Mar 2008] has been released; get it here.

What's new ?

A few bug fixes :

. Misaligned 4-6-2 Pacific II fixed.
. Problems with Speed Limiter Feature fixed.
. MLW RS18 and GMD FP7 refitted to tourists showing freight livery fixed.
. GMD FP7 post 1987 in VIA livery, did not change livery to either CPR (red) or CNR (striped), if freight train; now fixed.
. User Guide updated; FAQ page added and setting of parameter 2 clarified.

Some new content :

by DanMack Manufacturing, will shortly be demonstrated by Wallyweb Laboratories, Rail Car Testing Division ..."

OpenTTD compatibility ... I'm sorry, the set is still not available for OpenTTD players; a lot of progress has already been made and work on that is continuing ...
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Re: Canadian Trains Set v0.3b [14 Mar 2008] ** Update **

Post by wallyweb »

DanMack Manufacturing has provided us with ore containers for the narrow gauge container flat car.

The ore container system is really quite simple:

First, a train must be assembled in a Narrow Gauge depot.
Buy an engine and then buy as many container flat cars as you may need.
Buy a van (caboose) to complete the consist.
Now select either the iron ore or copper ore refit option.
The flat cars will now have empty ore containers.
Add an ore mine to the train's orders. Full Load is recommended.
Send the train on its way ... follow it to the ore mine to see all the action.

Here is the action which follows in turn for each container flat car which carries two containers"

1. The first empty container is removed.
2. The second empty container is removed.
3. The first filled container is returned to the flat car.
4. The second filled container is returned to the flat car.
5. The procedure is repeated for the next flat car in the train.

Unloading follows the same sequence, taking full containers off the train and returning empty ones.

Here is a picture worth a thousand words:
Ore Container System
Ore Container System
Ore_Containers.gif (2.17 MiB) Viewed 4183 times
To see this in living colour follow this link to Wallyweb Productions.
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Re: Canadian Trains Set v0.3b [14 Mar 2008] ** Update **

Post by Raichase »

Very impressive, both in the animation, and the screenies, thanks wallyweb :D
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Re: Canadian Trains Set v0.3b [14 Mar 2008] ** Update **

Post by mart3p »

Yes, extremely impressive. :)

It's also good to see the Industrial Station Renewal crane on rails, being put to good use. An ideal piece of equipment for your loading operations. :]
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Re: Canadian Trains Set v0.3b [14 Mar 2008] ** Update **

Post by DanMacK »

New version's up on the website as well. Looking good :) Now I need to finish those DL535's ;)
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Re: Canadian Trains Set v0.3c [21 Mar 2008] ** OpenTTD √ **

Post by OzTrans »

An OpenTTD compatible Release of the Canadian Trains Set v0.3c [21 Mar 2008] has been posted; get it here.

But before you go and get your copy; I'd like to thank the OpenTTD developers, especially glx, peter1138 and belugas, for their support in getting this set up and running in an OpenTTD game. You will require OpenTTD v0.6 nightly r12382 or better ... and the next v0.6 beta (6?) or final release should support it too.

For TTDPatch players, this is a minor update, fixing a couple of bugs.

What's new ?

First and foremost, it is now OpenTTD compatible, with a couple of bug fixes thrown in :

. Speed Limiter Feature, more problems fixed.
. for some freight cars, no fee was charged for refitting to other cargo types and refitted capacity was not as advertised; now fixed.
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Re: Canadian Trains Set v0.3c [21 Mar 2008] ** OpenTTD √ **

Post by DanMacK »

Updated on the website as well. Great work to all devs. OpenTTD players now have access to the best trainset around ;)
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