Post *** ALL MiniIN Problems *** Here please

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bobingabout
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Post by bobingabout »

percentile unloading :P
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Shorty
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Post by Shorty »

thats what i use. and what the problem is. if a station doesnt accept a cargo, but you still tell a vehicle to unload a % of thast cargo there, it ignores the percent and ditches everything its carrying, making all later stops in its circuit useless.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..."
-Metallica Lyrics
Electric Rails for all Tilesets
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Post by gigajum »

damn

But for today my broken Laptop :( was more important. I'll look for it tomorrow.
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Rens2Sea
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Post by Rens2Sea »

Couple of bugs. (r5530)

All happend during a multiplayer game.

1. The 'Depot all' and 'Start all' buttons apply for ALL vehicles, not only your own.

2. This one happend right after 1. See screenshots bug1 and bug2.
Buddy of mine used the 'Depot all' button to send all his train to their depots, but my trains also went back in. Now this train can't get out anymore.
In fact, i placed another depot near it, and that one has the same name. Also, when i reverse the train in one depot, it will show up in the other depot...

3. Also happened after 1. See the screenshot bug3. Some weird train was going really slow after leaving the depot. All the signals stay on red. The only way to fix this was to have a train forced to move through the signals, then they behaved like normal.

GRFs used:

newtown_415.grf
alpinew.grf
pb_hovs_bus.grf
pb_viaduct.grf
citystationsw.grf
basic_platformsw.grf
harbourw_456.grf
jcindstaw.grf
newstatsw.grf
pgs-counw.grf
pgs-freiw.grf
pgs-silvw.grf
pgs-subuw.grf
ukwaypointsw.grf
usstatsw.grf
jstatsw_195.grf
trkfoundw.grf
CanStnw.grf
jcindstaw.grf
Attachments
bug1.png
(446.69 KiB) Downloaded 73 times
bug2.png
(446.35 KiB) Downloaded 75 times
bug3.png
(50.3 KiB) Downloaded 83 times
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Rens2Sea
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Post by Rens2Sea »

And here is the savegame.
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Owned You & Co, 10th Feb 2019.sav
The savegame with the bugs
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richk67
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Post by richk67 »

Rens2Sea wrote:Couple of bugs. (r5530)

All happend during a multiplayer game.

1. The 'Depot all' and 'Start all' buttons apply for ALL vehicles, not only your own.

2. This one happend right after 1. See screenshots bug1 and bug2.
Buddy of mine used the 'Depot all' button to send all his train to their depots, but my trains also went back in. Now this train can't get out anymore.
In fact, i placed another depot near it, and that one has the same name. Also, when i reverse the train in one depot, it will show up in the other depot...

3. Also happened after 1. See the screenshot bug3. Some weird train was going really slow after leaving the depot. All the signals stay on red. The only way to fix this was to have a train forced to move through the signals, then they behaved like normal.
Good news and bad news. I know what this is... I have had it too.

Bad news; its a major desync, and when I had it, there was no way to recover from it. The cool effect I had was a teleporting train, that went from one depot to another (as in 2), but across half the map. Shame it couldnt leave the depot at either end.. the profits could have been astounding! :)

My desync like this was in trunk. So I suspect its still there.

If you have an earlier savegame, you may be able to find a time before the desync and continue play from there. Only help I can give Im afraid.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Post by Shorty »

i ran into these bugs too - only with slightly different symptoms.

when you depot all trains, occassionally (with my ~75 traisn i could guarentee it would happen) one of them would not stop in the depot, but in a station - and it would have no cars. its info chart would stay the same, but all it would display was an engine. i think this is tied in with the red signals - on my tracks, *every* signal along that line went red. the only fixes were, as rens discovered, to force a train through the signals or to rebuild every signal along the line.

whatsmore, this train with invisible carriages would turn into a carriage with invisible train if you clicked the reverse button.
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..."
-Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
gigajum
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Re: problem with autoreplace

Post by gigajum »

cinique wrote:Hi,

I use the OTTD-win32-MiniIN-r5530-MiniIN. And I have a little problem with autoreplacing engines in long more-engines trains. The same problem I had with MiniIN ver 5450 and 5476. I didnt try other versions.

I think the pictures document the problem better than my bad english :oops:

The problem occurs only with trains with more than one engines. And the problem is that the old engines are not demolished.

I am sorry if it is my fault that I cant correctly set up something. I will rewarding for any help, cause the map full of alone engines without orders is a little annoying.

Have you used the send to depot / start all buttons befor that bug showed up?
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Re: problem with autoreplace

Post by cinique »

gigajum wrote: Have you used the send to depot / start all buttons befor that bug showed up?
Yes I used that buttons. Not very often but at least one time sure.
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Post by ddream »

In r-5588 I found three bugs in Drive thru roadstops patch. First, when there is no road after the stop, the bus stays in this stop, it should reverse. Other problem is when you give bus a non-stop order, it stops and take cargo from this stop. Last bug is when you place this stop, road is completed only in one direction. Here is screenshot with that bug:
Image
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Re: problem with autoreplace

Post by cinique »

cinique wrote:
gigajum wrote: Have you used the send to depot / start all buttons befor that bug showed up?
Yes I used that buttons. Not very often but at least one time sure.
YES! You have hit on the answer! I tested it now and the replacing in version 5450 worked OK before use the "depot all" button. After use that button it began to do problems which I described in my first reply.
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Post by bobingabout »

ddream wrote:Other problem is when you give bus a non-stop order, it stops and take cargo from this stop.
that is exactly how it is suposed to work, unless you turn on "TTDPatch compatable non-stop handing" nonstop means "goto and stop at this station without stoping at any others on the way", default bahaviour without a nonstop instruction is "goto and stop at this station, stoping at any stations you may pass through on the way".

when you turn on TTDPatch compatable non-stop handing, this re-writes the way orders work, so a non-stop order means "goto this station but do not stop at it, do not stop at any other stations on the way" where a normal order would be "goto and stop at this station, but do not stop at any other station on the way."

basicly, normal mode means "goto this station, stop at any stations on the way", and non-stop means "goto this station and do not stop at any station on the way"

TTDPatch compatable non-stop handing turns the standard non-stop order into the default, and adds a new "do not stop at this station" for a non-stop order.
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gigajum
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Re: problem with autoreplace

Post by gigajum »

cinique wrote:
cinique wrote:
gigajum wrote: Have you used the send to depot / start all buttons befor that bug showed up?
Yes I used that buttons. Not very often but at least one time sure.
YES! You have hit on the answer! I tested it now and the replacing in version 5450 worked OK before use the "depot all" button. After use that button it began to do problems which I described in my first reply.
Yeah then i hope i found the reason why that is happening. Fix posted in the suggestion forum.
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Slace
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Post by Slace »

I'm not sure if this is a bug or a lack of correct configuration but I've just gone to use the latest version of PlaneSet (1.5.2) in the latest MiniIN but I have the A380 already available, in 1963.

Somehow I think that's wrong :P

Anything special I need to configure?
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openttd.cfg
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Shorty
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Post by Shorty »

i believe the planeset.grf must be set to = 0 in the .cfg. i read through the installation instructions, did that, and it works fine for me (also using MiniIN)
"And if i close my mind in fear, Please pry it open
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..."
-Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
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Post by DaleStan »

Something is decidedly broken, but adding an =0 should not change the behaviour of the .grf.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Post by gigajum »

Slace wrote:latest MiniIN
Is it so hard to get the number in front of the string "MiniIN"?
And if you want to help, you try on which MiniIN release it has worked.
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Slace
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Post by Slace »

gigajum wrote:
Slace wrote:latest MiniIN
Is it so hard to get the number in front of the string "MiniIN"?
And if you want to help, you try on which MiniIN release it has worked.
r5588
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mart3p
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Post by mart3p »

ddream wrote:In r-5588 I found three bugs in Drive thru roadstops patch. First, when there is no road after the stop, the bus stays in this stop, it should reverse.
In the first post of the Drive-Through Road Vehicle Stops thread I wrote:
mart3p wrote:It's best to have both sides of the stop connected to the road network. If one side is unconnected vehicles will still use the stop and then turn around, to come back through the stop again when they leave. There must be at least one full tile on the exit from the stop to allow vehicles to turn (this is also required in TTDPatch).
The existing code that controls road vehicle movement does not support reversing. Road vehicles always make a u-turn if they reach the end of a dead-end road. They cannot turn after stopping in a drive-through road stop, as the stop position is past the point at which a turn can begin. This is why an extra tile is needed on the exit of the stop.
ddream wrote:Other problem is when you give bus a non-stop order, it stops and take cargo from this stop.
Thanks bobingabout, for answering this one.
ddream wrote:Last bug is when you place this stop, road is completed only in one direction.
This is a result of the current code for building non-drive-through stops, where a connecting road is added to the entrance of the stop after the stop is built. TTDPatch builds no connecting roads at either end of a drive-through stop and this is probably the easiest way to correct this bug in my patch.

ddream: if you wish to reply to any of the above, please use the Drive-Through Road Vehicle Stops thread.
Image
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Slace
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Post by Slace »

(still using 5588)
I've added =0 to the parameters of the planeset grf and it didn't seem to have any effect, still says the A380 was developed in 1958...
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