That is probably the case; did you play with: disasters on or with an airport close to the edge of the map? If so, it is the shadow bug.mart3p wrote:Could this be the aircraft shadow (off edge of map) bug that was introduced in the trunk at r5794 and fixed at r5841?Darkvater wrote:All I can say about the crashes is that they happen in GetSlopeZ(), landscape.c:163.
TGP - Merged
Moderator: OpenTTD Developers
Just found a minor bug.
I had a ship setup with a route to a set of docks, which I then moved to another location, keeping the same station name. (built a few truck stops & moved it to the other end of the truck stops).
However, one ship still went to the old location & unloaded its cargo, even though the dock had gone!
Don't know it if makes a difference, but the ship had a couple of buoys in its route.
Only a couple did this, the rest went to the new docks ok.
I had a ship setup with a route to a set of docks, which I then moved to another location, keeping the same station name. (built a few truck stops & moved it to the other end of the truck stops).
However, one ship still went to the old location & unloaded its cargo, even though the dock had gone!
Don't know it if makes a difference, but the ship had a couple of buoys in its route.
Only a couple did this, the rest went to the new docks ok.
This is a bug in trunk; it only happens if the ships are currently heading to a dock (maybe also a depot/buoy) and you change the location of the dock. Please make a bug report at http://bugs.openttd.org as it is not TGP related.MGSteve wrote:Just found a minor bug.
I had a ship setup with a route to a set of docks, which I then moved to another location, keeping the same station name. (built a few truck stops & moved it to the other end of the truck stops).
However, one ship still went to the old location & unloaded its cargo, even though the dock had gone!
Don't know it if makes a difference, but the ship had a couple of buoys in its route.
Only a couple did this, the rest went to the new docks ok.
Last edited by Rubidium on 16 Aug 2006 14:04, edited 1 time in total.
- Born Acorn
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Gotta have a http:// to be a urlRubidium wrote:Please make a bug report at bugs.openttd.org as it is not TGP related.
And is the bug that the town doesn't build on slopes known?Born Acorn wrote:Gotta have a http:// to be a urlRubidium wrote:Please make a bug report at bugs.openttd.org as it is not TGP related.
i.e. if you have a town and a road which ends next to a slope which the player can build on (i.e. a corner), the town won't build on it.
Only noticed this in the scenario editor, rather than the game as I noticed that a town wouldn't expand when I clicked the expand button! But if I built the road and clicked Expand, it was fine.
Also, towns don't respect hills when expanding, they'll expand at the same level all the time. To get them to expand up a hill you need to lay the road down first - but shouldn't the town just grow up the hill?
Yeh, played with disasters on, on Hard difficulty, i don't really have any airport near the edge of the map, so i don't think thats the case.Rubidium wrote:That is probably the case; did you play with: disasters on or with an airport close to the edge of the map? If so, it is the shadow bug.mart3p wrote:Could this be the aircraft shadow (off edge of map) bug that was introduced in the trunk at r5794 and fixed at r5841?Darkvater wrote:All I can say about the crashes is that they happen in GetSlopeZ(), landscape.c:163.
So.. there's no way to solve it? Or no time for it?
Wuzaaaaaaaaaaa
Guess I'll just wait until next tgp (test)release, if there is going to be any, though. All I can compile is a pile of survey-sheetsglx wrote:Indeed it is already fixed in trunk and in TGP, but if you want it in TGP you need to compile it yourself (for trunk, there are nightly builds).

Wuzaaaaaaaaaaa
TGP has been merged with trunk. The next nightlies will therefor contain TGP.
Any bugs found in TGP can be reported at http://bugs.openttd.org
Thanks for testing!
Rubidium & TrueLight
Any bugs found in TGP can be reported at http://bugs.openttd.org
Thanks for testing!
Rubidium & TrueLight
- electricmonk
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OK. I tried it and it worked. Thanks.skidd13 wrote:Try this one:electricmonk wrote:I just went to the microsoft page, but you can only download the entire debugging tools package that comes with an installer, and not the individual dll.Darkvater wrote:You need dbghelp.dll 5.1 the least. You can get this from http://www.microsoft.com/whdc/devtools/ ... llx86.mspx
http://www.dlldump.com/download-dll-fil ... nload.html

- electricmonk
- Engineer
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- Joined: 11 Aug 2006 08:20
- Location: Earth
Random maps based on a heightmap.
Hi,
Nice work!
The landscapes TGP generates are certainly a lot more interesting - in fact, tempting enough for me to consider abandoning the map I've been playing for the past 6 months (although I'll probably wait until 0.5 comes out before I do that).
Just a small feature-request. Would it be possible to be able to use the TGP map-generation algorithm to make deviations to an existing height-map? That way, I can define which areas I want to be the high-altitude areas, and which areas I want to be low-altitude areas.
One of the reasons I like playing the Arctic landscape is because it encourages me to build long lines to distant food-processing plants that are miles away from the nearest farm (and also for saw-mills that are miles away from a forest). Using the original map-generator, one half is low-lying land, and the other half is high-altitude land (my preference is "hilly"). Using the new TGP, the only way I can get large areas of high or low and is by creating a "mountainous" landscape with the "Very smooth" setting. This does give large areas of low and high land, but the resulting landscape is too smooth, and there's virtually no terraforming to be done. With a height-map that defined low and high areas, I could get the effect I wanted with "Hilly" or "Flat" with a "Very rough" setting.
The height-maps could leave land alone that is at height 0 - that way, you can define the shape of your islands and roughly where the high and low areas are going to be.
I think that the original map-generation algorithm for Arctic landscapes uses something similar with a 1-bit height-map with a triangular shape.
Also, is it possible to export a map as a heightmap?
Nice work!

The landscapes TGP generates are certainly a lot more interesting - in fact, tempting enough for me to consider abandoning the map I've been playing for the past 6 months (although I'll probably wait until 0.5 comes out before I do that).
Just a small feature-request. Would it be possible to be able to use the TGP map-generation algorithm to make deviations to an existing height-map? That way, I can define which areas I want to be the high-altitude areas, and which areas I want to be low-altitude areas.
One of the reasons I like playing the Arctic landscape is because it encourages me to build long lines to distant food-processing plants that are miles away from the nearest farm (and also for saw-mills that are miles away from a forest). Using the original map-generator, one half is low-lying land, and the other half is high-altitude land (my preference is "hilly"). Using the new TGP, the only way I can get large areas of high or low and is by creating a "mountainous" landscape with the "Very smooth" setting. This does give large areas of low and high land, but the resulting landscape is too smooth, and there's virtually no terraforming to be done. With a height-map that defined low and high areas, I could get the effect I wanted with "Hilly" or "Flat" with a "Very rough" setting.
The height-maps could leave land alone that is at height 0 - that way, you can define the shape of your islands and roughly where the high and low areas are going to be.
I think that the original map-generation algorithm for Arctic landscapes uses something similar with a 1-bit height-map with a triangular shape.
Also, is it possible to export a map as a heightmap?
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