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Bugs in alpha 58

Posted: 04 Sep 2005 13:19
by SHADOW-XIII
I found those intersting bugs:
there were 2 stations that name on the sign was EXACLY the same (automatically) strange but could be usefull if TTDP would allow me to create some banned names (like I cannot set the name of station like a town but automatically it can be like that)

other bug is that I cannot demolish Gergoe monument (that one with a horse that accepts tourists) I tried with CTRL and without it, but it says Local Authority does not allow me (I got Outstanding rating), and I can demolish all other buildings (and industries)

third bug exists for some time (I reported it already but I mention it again), I cannot demolish tunnel
- I build tunnel, town took it (all roads are taken by town immiedatly) but now Local Authority don't let me demolish it (I got Outstanding) rating

Re: Bugs in alpha 58

Posted: 04 Sep 2005 16:05
by George
SHADOW-XIII wrote:other bug is that I cannot demolish Gergoe monument (that one with a horse that accepts tourists) I tried with CTRL and without it, but it says Local Authority does not allow me (I got Outstanding rating), and I can demolish all other buildings (and industries)
It is coded that way. Did you read new cargos page? With houses prop 10 (LA rating decrease on removal) I can prevent demolishing houses - I set it to 03E9h or higher. For hotels you need very high rating to remove them (higher, than the lowest value of rating that marked as outstanding)

Posted: 05 Sep 2005 06:24
by SHADOW-XIII
ah I see, sorry then, I used debugger here :wink:

Posted: 05 Sep 2005 16:00
by Spotted Cheetah
http://rcs.fateback.com/ttdpatch_bugs.zip

Here you can see that i found a bug relating to tall bridges that when they are 2 levels tall and the bottom level is the sea level and at the bottom side two similar evelating tiles are, the topmost tile becomes a shoreline too improperly.

The other bug is that for some reason when i tried to start TTDPatch with the configuration included i got a crash (See the crash report) while the old (called stable) TTDPatch worked with that config.

Posted: 05 Sep 2005 16:20
by Patchman
About the crash, read my reply to your email, or this: http://lists.ttdpatch.net/ttdpatch/200509/msg00003.html

Posted: 05 Sep 2005 16:39
by Spotted Cheetah
Possibly it relates to what you say, but in my config. file none of the said switches were turned on and it crashed before the MicroProse logo (But this was the DOS version).

EDIT: Oops... Now i see: "Turn them ON"... :-?

Posted: 05 Sep 2005 18:53
by SHADOW-XIII
Patchman did you said you limit the production already in 58 or in 59 ?
becuaes I am playing now 58 and 'cargo' waiting is ~ -32k

Posted: 05 Sep 2005 19:08
by Patchman
Production can be limited since many alphas ago. It's up to the .grf file.

Stations are limited to 32k for each cargo since a58.

Posted: 06 Sep 2005 07:31
by Spotted Cheetah
I think this not only relates to alpha 58, but i do not think it worth opening a new topic:

I experienced that broken - down vehicles lost the black smoke coming out from them. I know that the limit of such objects is 160, but as i can remember there were not too much vehicles in the game then and the smoke generation of steam engines was set to the usual TTD behavior. So something else seems to steal these slots (I think i played a game in the old stable version where i ran in this. The smokes lost from somewhere the beginning while 20 years later there could be two times more vehicles - and no usual smokes and such were lost - not really looking like TTD is running out of this storage. Possibly a bug in steam engine smokes? Or the multihead switch?).

EDIT:
After a little of playing new bugs appeared:

PersistentEngines was turned on, but using the USSet train set some engines disappeared after a while including ones what i used. An engine after starting a new game not appeared at all (I can not remember it's name now, but at the first occasion it disappeared only at around 1935 - the start year is 1930). Even more strange is that before the disappearings reability did not drop at all (It is possible that this is a bug in the graphic set of course, but still...).

When using the short iron ore hoppers of this set (from which 2 has the same length like an usual carriage) the train display window cut some cars from the train's end (I think it calculates how many carriages need to be displayed of the train based on how many vehicles was the train composed from instead of their length).

Posted: 06 Sep 2005 12:32
by Patchman
You are too obsessed about the multihead switch ;)

No, it's almost certain that TTD is running out of special objects. Note that each individual steam puff and each individual diesel smoke puff is such an object. Even with 20 steam engines, it's easy to run out of objects if you use the "moresteam" switch.

Posted: 06 Sep 2005 12:41
by Spotted Cheetah
Then 160 really looks too low... But still. In the original TTD i could never experience such thing although sometimes i pushed the game to it's limit. What is funny then how it could happen that for example in 1940 the breakdown smokes disappeared while later in 1950 two times more steam engines happily released their two times more steam puffs without a glitch while breakdown smokes still not worked.

On the other hand this is not too annoying, just a little fustrating: why that bloody bus stands in that corner blocking the whole traffic??

Posted: 06 Sep 2005 13:09
by Patchman
Spotted Cheetah wrote:Then 160 really looks too low... But still. In the original TTD i could never experience such thing although sometimes i pushed the game to it's limit.
You can increase it easily, and since I'm sure you've read the manual by now, you'll know how.