The glitches are because of the way I integrated the flat_black_tiles.grf in the patch. I added them to the very end of OpenGFX so every time that there are new sprites introduced in OpenGFX the glitches will come back untill I change the code again. Copypaste inserts the sprites somewhere else and does not need adjusting when sprites are added.Scauture wrote:I have got it... I just don't remember having it. That said, it made me curious because when I was using OpenGFX with the latest 9 series, the outside edge had interesting psychedelic issues, which went away with both the original graphics, and when I upgraded to 10.ChillCore wrote:Its purpose is drawing the tiles outside the map correctly. In clean trunk outside the map is void space with the moreheighlevels patch they are drawn black. (but the tiles are still not really there.)Scautura wrote: Incidentally... What's the "flat black tiles" grf for? I hadn't realised I needed it, and it's not stopping me playing not having it...
If you want to see how the terrain is drawn outside the map, have a looksie at void_cmd.cpp -> static void DrawTile_Void(TileInfo *ti) . Replace the first line with the last and see the outside_map tiles in a different style of tiles.
Also as the original sprites never change they will always work correctly as OpenTTD handles that internally in some (mysterious to me) way.
To fix this I should introduce the sprites after (or before) the copypaste sprites. Me being lazy ...
ps:
If you think that was an interesting psychedelic issue ... check the picture on the first page.
I can put that back if you want. /* evil moehaahaha here */ (<- In caps but I don't want to shout)
To my knowledge CargoDist does not set travel/waiting times ... auto seperation and automated timetables does.In my opinion "untimetabled" is not the same as "stay for 0 days" - but in vanilla, they are one and the same. Effectively (as far as I can see - this is conjecture), cargodist and auto-separation create timetables (especially for passenger trains) that have "stay for 0 days" where "0 days" would normally be 1 or 2 days. That said, I have some trains where all stops are 0 days, that do show on the departure boards, and some trains where all stops are not 0 days, or one stop is 0 days, that do not show on the departure boards. I can't see any rhyme nor reason to it, other than (seemingly), once it's broken, any further stations will also be broken.
Also see my reply to Dwight_K._Schrute as I would be repeating myself if I answered twice.

I did some quick testing yesterday before going to bed.Dwight_K._Schrute wrote: I don't play with automated timetables but departure boards are broken sometimes... and sometime it works... there is no pattern...![]()
I loaded my old vanilla savegame and departure times were there.
Then I opened the advanced settings and enabled "automate timetables", after that I clicked the "automate" button and the departure times disappeared.
To continue I disabled the "automate timetables" setting again and clicked the "autofill" button (which seems to be replaced with automate on switching the advanced setting) and the departures times came back.
But when I tried just now, it worked also with the the automate timetables on, my waiting times were not zero.
Some very inconsistent behaviour indeed.
I should also mention that In my test folder I had already changed some code in the auto-separation patch to not have 0 waiting times. I have to test the same again with my not yet modified release build and a new savegame to see if I can reproduce it.
At least I know where to search now and I'll see if I can avoid having waiting/loading times set to zero, travel times can never be zero by default I think, or try it the other way round, not skipping the departures times if there are zero waiting/loading times.