2.0.1 alpha / 2.5 beta discussion

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Oracle
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Post by Oracle »

Josef, I'm sorry to say it but the capacity callback is still broken in Alpha 37. If you use this code, with the wagon refittable to fruit, food and goods (US Set Reefer)

Code: Select all

   -1 * 15	 02 00 10 80 00 00 04 01 00 00 00 02 00 01 00
   -1 * 14	 02 00 15 81 B9 00 FF 01 32 FF 05 05 1E FF
   -1 * 14	 02 00 16 81 0C 00 FF 01 15 00 15 15 10 00
   -1 * 7	 03 00 01 2A 00 16 00
then you get weird results.
Refitting to goods gives 100 crates per wagon, not 50, although I think the cryptic phrase "The return value is not subject to the usual division of capacities for cargos other than passengers." explains this, so I should set it to 19 FF rather than 32 FF.
The other problem that is almost certainly a bug is that if you refit the train from a cargo to itself (e.g. food to food) then the capacity falls to one quarter of the original! For example, each wagon ends up holding 25 crates of goods or 7 tons of food. You can escape by refitting to something else and back but it is broken as it stands.
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Post by CC »

as some one else told in another topic there is still the negativ population problem in a37 can also post savegame when required
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Post by Patchman »

Did you start that savegame in a37? Because if not, it's still the old bug, not one in a37.
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Post by CC »

I tried to reconstruct it by checking the savegame dates. The first ~7 years seemed to be played with a36. At this time there was only one town with negativ population. The next savegame (from now on a37) has 3 negativ population towns.
So when this bug can also appear to other towns with a37, when you startet the game with a36 it's not a bug(can only be, when the whole savegame is destroyed by a36). But when there can only be negativ towns, that got negativ in a36 there must be another bug. Last version sounds more realistic to me. But i don't know how all these things work in TTD and ttdpatch, so correct me when i'm wrong.
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Post by Csaboka »

The negative (and too low) population bug isn't automatically fixed in savegames. To do so, you must turn off all switches that collect extra town data (or turn off all to be sure), load your savegame (ignore the warning about data loss, loss of incorrect data is the whole point), and save it back (preferably under a different name). After that, return to your old config and load the newly saved game. If negative population is still there, there's indeed a bug in a37.
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Post by CC »

thx... i'll try this and report when still this Bug appears.
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Post by 459 »

We have a problem with Planeset if trying to add decay rate and load rate values for airplanes. If either of them is added, we end up getting the "07" sound for plane takeoff regardless of the sound setting. Someone please check if the problem is with the GRF or with the TTDPatch.

Get the PROBLEM.ZIP from http://www.tt-forums.net/viewtopic.php? ... start=1040 , posted Sep 14 04 4:12pm to see how the problem actualizes.

PM me if you have problems understanding what I'm trying to explain.
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Post by krtaylor »

I had an odd experience which I think suggests a refinement to the Patch, or perhaps a bug. I use the Windows version of TTD, but by mistake I put the DOS version of the US set in the newgrfs directory. And to my surprise, the game used it just fine, without error - it's just that the train colors looked all weird, for no apparent reason. I was rather confused until it occurred to me to check the filename, and then I realized what I'd done. Isn't the Patch supposed to be able to see if you used the wrong kind of file, and complain? Or, I wonder if it would be possible to make the Patch (or the DOS version) automatically convert, and then there'd only need to be one set of files. Dunno if this is a suggestion, a bug, or what, so I put it here, you're welcome to move it into its own thread if it makes more sense.
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Post by Patchman »

No, because of the way the sprites are compressed, it's complicated to convert them automatically. Besides there's no way to figure out which version a file is for, other than looking at the output and "looking" is a surprisingly hard problem for computers.

It is however possible for the .grf file to show a warning if it's loaded in the wrong version, but so far no files use that feature.
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Post by krtaylor »

Patchman wrote:No, because of the way the sprites are compressed, it's complicated to convert them automatically.
Well, I suppose you could decompress them, convert them, and use them, but yeah, that'd be a pain.
Patchman wrote: Besides there's no way to figure out which version a file is for, other than looking at the output and "looking" is a surprisingly hard problem for computers.
That's for sure, I've dealt with that myself in past projects and we certainly don't want to go there.
Patchman wrote:It is however possible for the .grf file to show a warning if it's loaded in the wrong version, but so far no files use that feature.
Aha. First I've heard of it. I suppose it would be fairly simple, just a line to include in the NFO file of "this is DOS" or "this is Windows"? Maybe you should inform the coders, if it's that easy I'm sure everyone would use it, and that would make life easier I think.
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Post by Patchman »

Well it's in the docs and has been there for a while. They probably have their reasons for not using it. For example, it makes converting between DOS and Windows versions a bit more complicated...
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Post by krtaylor »

Just because it's in the docs, doesn't mean anybody knows it's there. I think I've been almost the only one that knew about the advanced helicopter ability. We still haven't gotten to actually use it, we were just getting there when LoMo came out and the forums went down. But we'll get to it.
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Japan, American Transition, Planeset, and Project Generic Stations available there
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Post by George »

Patchman wrote:Well it's in the docs and has been there for a while. They probably have their reasons for not using it. For example, it makes converting between DOS and Windows versions a bit more complicated...
You are right. Noe I create Dos version from win version with a simple batch

Code: Select all

set namedos=3LongBus
set name=3LongBusesw
renum.pl %name%.NFO
copy %name%.NFO %namedos%.NFO
cd ..
grfcodec -e -c %namedos%.grf -m 1
del SPRITES\%namedos%.NFO
grfcodec -e -c %name%.grf
but what should I do to add the check? To write a script? What for?
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Post by Patchman »

Ok, I'm back at working on TTDPatch. I'd started a week ago already but then my mainboard died.

So here are some previews of the upcoming alpha 38 to get your mouth watering...

I've coded an improved sprite sorter which stops the flickering that sometimes happens, especially with short train vehicles or when there is a vehicle both on and under a bridge. Also, it's now possible to show semi-customized cargo types, such as "26 crates of goods (petroleum)". The setting of bit switches is now much easier as well, you'd now set miscmods in the form

Code: Select all

miscmods.nobuildonbanks off   // towns don't build on waterbanks
miscmods.servintonlyhuman on   // servint setting doesn't apply to AI players
miscmods.noroadtakeover off   // towns don't claim all roads in the scenario editor
miscmods.gradualloadbywagon on   // gradual loading loads wagon by wagon first
...
although the old way will keep working.

And last but not least, the station selection is now a bit faster through the use of drop-down menues instead of the arrow buttons.

Now there are just a few bugs waiting to be fixed...
Last edited by Patchman on 24 Oct 2004 07:51, edited 2 times in total.
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Rob
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Post by Rob »

Nice to have you back. :mrgreen:
The new station select window looks great, so much easyier to select the wanted stationtype. :D
Can't wait to see the improved sprite order too.
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orudge
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Post by orudge »

Looks excellent, Josef! :)
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Post by SHADOW-XIII »

yeah, nice part Josef, glad to have you back :bow:

btw. are you planning to give XML bit switches options ?
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krtaylor
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Post by krtaylor »

Wonderful!

Now the miscmods can get coded into the TTDXC and used more. I like several of them very much.
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Post by Patchman »

SHADOW-XIII wrote:yeah, nice part Josef, glad to have you back :bow:

btw. are you planning to give XML bit switches options ?
Ah yes, forgot to mention that. I've attached the xml file which has those new definitions.

Although I'll probably change the sprite sorter miscmods bit to be on by default, and so it would be dontusenewspritesorter (or something similar) in the actual release.
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Post by SHADOW-XIII »

thanks Josef, ... so time for Graphic Manager 3.0 and TTDPatch Starter 3.0 :o
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