Page 48 of 59

Posted: 23 May 2003 12:06
by Stylesjl
ok ok sorry :oops:

A bug in new alpha the scenario editor does not work it gives me fatal error when trying to create scenario :cry:

I run MS-DOS version

Posted: 23 May 2003 12:10
by Stylesjl
new thing new games do not work they just hang and i tried turning off more currencies :( which sometimes causes these hangs

What is going on? :? is it my system or do i need to reinstall things this game seems like its falling apart

Posted: 23 May 2003 13:07
by Hyronymus
Josef, I think you have to revise some standard settings for the new towngrowthswitches. They sure grow fast! I didn't change any standard value but I think those standard values are somewhat unbalanced. It's very hard to control a city now or to build large airports later on in the game. To give you a slight idea of what I mean, have a look at my savegame. It it still alpha 44, but it seems alpha 45 didn't change the towngrowth switches.

Edit: compare Oss from the savegame with Oss in 1930!

Posted: 23 May 2003 14:37
by Hyronymus
I can't start any new games anymore, only load old games. I added the crash texts for you to check, Josef.

Edit: Looks like same bug Stylesjl has.

Posted: 23 May 2003 15:09
by Oracle
I see the same effect as Hyronymus - towns grow far too quickly. Look at the attached pictures.
After starting a bus service to a neighbouring town at the start of 1970, this town grew by approximately 1100 people in 15 months!
Could you please fix this?

I'm using alpha 44 with towngrowthratemode set to 2 and otherwise standard settings.

Posted: 23 May 2003 16:00
by SHADOW-XIII
could someone post all new switches from 44 with all possible values ? thank you

Posted: 23 May 2003 16:03
by orudge
Well, here are the contents of my ttdpatch.cfg for alpha 44 and 45:
// With `moretownstats' (no command line switch) additional statistics are displayed in town information windows.
moretownstats on

// `tgractstationexist' (no command line switch) defines how much the existence of active stations increases the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range -128..127. Default 5.
tgractstationexist 5

// `tgractstations' (no command line switch) defines how much each active station increases the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 10.
tgractstations 10

// `tgractstationsweight' (no command line switch) defines how effectively active stations contribute to the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 55.
tgractstationsweight 55

// `tgrfizzydrinksinoptim' (no command line switch) defines the optimum population per each 2 incoming fizzy drinks in the toyland climate (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 30.
tgrfizzydrinksinoptim 30

// `tgrfizzydrinksinweight' (no command line switch) defines how effectively incoming fizzy drinks contribute to the growth rate of a town in the toyland climate (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 30.
tgrfizzydrinksinweight 30

// `tgrfoodinmin' (no command line switch) defines the minimum food requirement of towns in snow-covered or desert areas, in population per 2 tons of incoming food (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 80.
tgrfoodinmin 80

// `tgrfoodinoptim' (no command line switch) defines the optimum population per each 2 tons of incoming food (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 20.
tgrfoodinoptim 20

// `tgrfoodinweight' (no command line switch) defines how effectively incoming food contributes to the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 30.
tgrfoodinweight 30

// `tgrgoodsinoptim' (no command line switch) defines the optimum population per each 2 crates of incoming goods (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 20.
tgrgoodsinoptim 20

// `tgrgoodsinweight' (no command line switch) defines how effectively incoming goods contribute to the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 20.
tgrgoodsinweight 20

// `tgrmailinoptim' (no command line switch) defines the optimum population per each 2 bags of incoming mail (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 25.
tgrmailinoptim 25

// `tgrmailinweight' (no command line switch) defines how effectively incoming mail contributes to the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 10.
tgrmailinweight 10

// `tgrmailoutweight' (no command line switch) defines how effectively transported mail contributes to the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 10.
tgrmailoutweight 10

// `tgrpassinmax' (no command line switch) defines the maximum number of incoming passengers that can affect growth of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..65535. Default 5000.
tgrpassinmax 5000

// `tgrpassinweight' (no command line switch) defines how effectively incoming passengers contribute to the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 40.
tgrpassinweight 40

// `tgrpassoutweight' (no command line switch) defines how effectively transported passengers contribute to the growth rate of a town (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 40.
tgrpassoutweight 40

// `tgrsweetsinoptim' (no command line switch) defines the optimum population per each 2 bags of incoming candy (sweets) in the toyland climate (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 20.
tgrsweetsinoptim 20

// `tgrsweetsinweight' (no command line switch) defines how effectively incoming candy (sweets) contributes to the growth rate of a town in the toyland climate (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 20.
tgrsweetsinweight 20

// `tgrtownsizebase' (no command line switch) defines the base number of town buildings for the calculation involving `tgrtownsizefactor' (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 60.
tgrtownsizebase 60

// `tgrtownsizefactor' (no command line switch) defines how much the size of a town influences its growth rate (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 63 (i.e. 25% influence).
tgrtownsizefactor 63

// `tgrwaterinmin' (no command line switch) defines the minimum water requirement of towns in desert areas, in population per 2 tons (2,000 liters) of incoming water (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 80.
tgrwaterinmin 80

// `tgrwaterinoptim' (no command line switch) defines the optimum population per each 2 tons (2,000 liters) of incoming water in the sub-tropical climate (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 1..255. Default 20.
tgrwaterinoptim 20

// `tgrwaterinweight' (no command line switch) defines how effectively incoming water contributes to the growth rate of a town in the sub-tropical climate (see the docs for more information). Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 30.
tgrwaterinweight 30

// `towngrowthratemax' (no command line switch) defines the maximum growth rate of towns, in new houses per century. Active only if `towngrowthratemode' is set to 2. Range 10..4800. Default 960.
towngrowthratemax 960

// `towngrowthratemin' (no command line switch) defines the minimum growth rate of towns, in new houses per century. Active only if `towngrowthratemode' is set to 2. Range 0..255. Default 20.
towngrowthratemin 20

// `towngrowthratemode' (-YT) makes it possible to define rules for the calculation of the growth rate for towns. Mode: 0 - TTD original, 1 - TTD extended, 2 - custom. See the docs for more information.
towngrowthratemode off

// `townminpopulationdesert' (no command line switch) defines the minimum population to which towns in desert areas can grow even without food and water supplies. Active if `towngrowthratemode', `towngrowthlimit' or `generalfixes' is enabled. Range 0..255. Default 60.
townminpopulationdesert 0

// `townminpopulationsnow' (no command line switch) defines the minimum population to which towns in snow-covered areas can grow even without food supplies. Active if `towngrowthratemode', `towngrowthlimit' or `generalfixes' is enabled. Range 0..255. Default 90.
townminpopulationsnow 0

// `enhancegui' (-YG) enhance the user interface. Range 0..15. Default 0.
enhancegui 0

// `manualconvert' (-Ym) allow manual track type conversion by placing new tracks over existing tracks.
manualconvert on

// `morecurrencies' (-XC) allow more currencies. Parameter: Exchange ratio for custom currency CUS * 1000.
morecurrencies 0


// **** New switches ****


// `newagerating; (-Ya) makes station ratings more tolerant to vehicle ages. Now wagons can be up to 21 instead of 3 years old.
newagerating on
It doesn't describe all the switch values however.

Posted: 23 May 2003 16:26
by Patchman
You can read the explanation of how towns grow using the new settings in the newsgroup, or here: http://groups.google.com/groups?selm=3E ... wr.wroc.pl

Posted: 23 May 2003 16:29
by SHADOW-XIII
.... // no comment
:shock:
...
and how the hell I put it into TPS ... errrr :roll: it is time to find a new idea

Posted: 23 May 2003 17:30
by spaceman-spiff
SHADOW-XIII wrote:.... // no comment
:shock:
...
and how the hell I put it into TPS ... errrr :roll: it is time to find a new idea
Like I said before, you and Andrex have a hell of a job to do

Posted: 23 May 2003 17:39
by SHADOW-XIII
Josef .... one question ... I know it can be harder to do for you but it will be a lot easier for all users (and tools) ...

maybe all those 'town' switches can be replaced by this one

moretownstats 1 2 3 4 5 6 18 67 //..... etc ... everything in one switch ...

please ..... :cry:


second things
enhancegui .... could you put more info about it into a // (cfg-in-help)
manualconvert ... how does it works ?? makes possible to put a piece of track in existed one ? ... erm does someone knows what for it is ?
morecurrencies ... can you put info about a range of it into a cfg comment

Posted: 23 May 2003 19:01
by Patchman
SHADOW-XIII wrote:Josef .... one question ... I know it can be harder to do for you but it will be a lot easier for all users (and tools) ...

maybe all those 'town' switches can be replaced by this one

moretownstats 1 2 3 4 5 6 18 67 //..... etc ... everything in one switch ...

please ..... :cry:
Yes, Marcin really did go overboard with these switches. I think once we get a set of "good" values, I'll give three or four different choices that set all switches, as well as one settings where you can set all switches like you propose above. That probably won't happen for a while though. For now, I think you should just not write these switches in the .cfg file, the defaults are fine, I guess.
second things
enhancegui .... could you put more info about it into a // (cfg-in-help)
That'll go in the manual. You can read Oskar's page for what the settings do.
manualconvert ... how does it works ?? makes possible to put a piece of track in existed one ? ... erm does someone knows what for it is ?
Yes, that's it.
morecurrencies ... can you put info about a range of it into a cfg comment
The range is zero to 2 billion. Not much point to put it there because there basically isn't a limit.

Posted: 24 May 2003 06:02
by spaceman-spiff
I'v just tested the new alpha 45 with my monster game and their new vehicles, everything still works

I like the new town stats, they can tell you a lot about how good your doing in a town
That manual track conversion works pretty neat, you click with your track cursor on a depot and it changes too, it lets the trains waiting in the depot in them, so you can now convert tracks very fast if you don't want to use the cheat
That new number gui for trainstations is just perfect

I think a :bow: is in order for our 4 developpers

O why not a second :bow:

Posted: 24 May 2003 06:07
by Stylesjl
can somone fix the new game problems they are broken

Posted: 24 May 2003 06:10
by spaceman-spiff
Broken ?
Can you give more information, what version ?
Sceenshot when it breaks
How you can break it ?

Posted: 24 May 2003 06:11
by Stylesjl
Boot up scenario editor spiff

Posted: 24 May 2003 06:13
by spaceman-spiff
No problems booting it up, I just build a random map with a town and 5 forests, can you give more info please

Posted: 24 May 2003 06:18
by Stylesjl
Im using DOS Version and using very lastest patch when i try and start new game it hangs when i click create scenario it gives me some king of MS-DOS error in hex i got crashlog in TTDPatch bugs topic

Posted: 24 May 2003 06:46
by spaceman-spiff
Have you sent this crashlog to the patchman :roll:

Posted: 24 May 2003 07:18
by Stylesjl
here i'll post it here for him