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Posted: 10 Sep 2004 20:51
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.
Posted: 12 Sep 2004 19:28
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
Posted: 12 Sep 2004 20:27
by Patchman
Did you start that savegame in a37? Because if not, it's still the old bug, not one in a37.
Posted: 12 Sep 2004 21:10
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.
Posted: 12 Sep 2004 21:29
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.
Posted: 13 Sep 2004 10:03
by CC
thx... i'll try this and report when still this Bug appears.
Posted: 25 Sep 2004 16:04
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.
Posted: 11 Oct 2004 15:38
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.
Posted: 11 Oct 2004 17:16
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.
Posted: 11 Oct 2004 17:23
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.
Posted: 11 Oct 2004 17:42
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...
Posted: 11 Oct 2004 17:44
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.
Posted: 12 Oct 2004 05:15
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?
Posted: 24 Oct 2004 07:36
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...
Posted: 24 Oct 2004 07:46
by Rob
Nice to have you back.

The new station select window looks great, so much easyier to select the wanted stationtype.

Can't wait to see the improved sprite order too.
Posted: 24 Oct 2004 11:29
by orudge
Looks excellent, Josef!

Posted: 24 Oct 2004 11:53
by SHADOW-XIII
yeah, nice part Josef, glad to have you back
btw. are you planning to give XML bit switches options ?
Posted: 24 Oct 2004 12:19
by krtaylor
Wonderful!
Now the miscmods can get coded into the TTDXC and used more. I like several of them very much.
Posted: 24 Oct 2004 20:53
by Patchman
SHADOW-XIII wrote:yeah, nice part Josef, glad to have you back
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.
Posted: 24 Oct 2004 21:50
by SHADOW-XIII
thanks Josef, ... so time for Graphic Manager 3.0 and TTDPatch Starter 3.0
