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Lost Wagons: broken coupler or TTDPatch bug

Posted: 18 May 2005 10:10
by Oleg
Greetings.
I have suddenly found a strange picture in my game. The three wagons stand there without rails and engine, clicking on them makes TTD crash.
I wonder if it's the prolem in TTDPatch or in the way I set it up. In the .zip file there are crash log, the saved game, and my .cfg files. I would be very grateful if someone could explain me the matter.

2mods:
please, change the topic location to TTDPatch Problems (I was browsing the wrong forum, sorry).

Posted: 18 May 2005 11:26
by DaleStan
Cht:DeleteVeh

It'll probably be more useful if you can find and post a save from before the coupler breaks.

Posted: 19 May 2005 13:16
by Oleg
Looks like it's not a coupler failure, it's that fundamentalists have become local authority. Look at the screenshot. I see 2 problems:

1. The town looks like a chess playboard, there are too many bare land squares (well, perhaps I should feed it with food and goods)

2. The real one (and the cause of the broken coupler effect). When the town removes buildings, for some reason it removes track and stations also. I have never seen it before, and I think that is far from being normal.

Posted: 19 May 2005 14:19
by Marshy
That exact thing has just happened in my game, I was building at one side of the map, and decided to see how my network was going at the other side.

My main city was suddenly a big chessboard, bits of platform from my stations has vanished, and also parts of the actual track. It's kinda annoying, because I keep having to rebuild roads and stations every 15mins. It MAY have something to do with the "town don't build roads" patch, because If they don't build roads, there's no stopping them deleting the roads already built to build buildings.

So, I dunno. I think this game is becoming extremely complicated :(

Posted: 19 May 2005 14:24
by Darkvater
I think this has to do with the recently introduced feature that improved the town-build-algorithm.
It has certainly improved....for them :)

You can try turning that off and see if it helps.
New switch: townroadbranchprob (I hope Oskar is happy now

Posted: 19 May 2005 14:32
by eis_os
Darkvater you don't even know how that work, it's only changes a constant in TTDs code, it's surely the new house feature that goes mad again... I am sure I told Csaba already this typ of Bug...

Or for Darkvater: Townroadbranch doesn't change any logic

Posted: 19 May 2005 14:35
by Csaboka
Darkvater wrote:I think this has to do with the recently introduced feature that improved the town-build-algorithm.
There are two problems with your theory. One: This change was made in alpha 49, while the bug seems to be introduced in a50. Two: That patch was a very small one, only changing a constant that a variable is compared to (2 bytes only), so the behavior is still the same, just with different chances. It couldn't have caused this bug.

Posted: 19 May 2005 14:38
by Csaboka
eis_os wrote:it's surely the new house feature that goes mad again...
...except that I haven't touched it in a50. Actually, I have no changes in a50, so please stop blaming me :roll:

Posted: 19 May 2005 14:54
by eis_os
Ok, I blame Josef, he destroyed it :mrgreen:, maybe it's something in the station overbuilding feature :wink: