Articulated Road Vehicles

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stevenh
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Articulated Road Vehicles

Post by stevenh »

Ladies and Gentlemen:

Attached is the current WIP copy of my Articulated ROAD Vehicles Release. Can those 'able' GRF coders who understand how to create Articulated Trains (I believe it's Action 2 var 40?) please apply the same technique to a road vehicle and then run this release.

You need to have "articulatedrvs=on" and "shortrvs=on" if you want to use CallBack 11 on your vehicles.

This is based off Beta 2... so don't cry if there are missing features, they'll all come good once I feel this is good for the general public.

Anyway, suggestions are welcome...
There is still a lot of work to do.

Updates:
-Revision 2: Delete and Create bugs fixed (disabled).
-Revision 3: Deletion of Articulated Vehicles now deletes whole consist.
-Added: Hiro5.grf, my bendy tram thanks to Pikka! (As always!)
-Revision 4: Vehicles no long pile on eachother if they've been stopped for ages.
-Revision 5: Rewrote trailer code. Lets see what happens... Still don't try to use standard bus stops/bays... just drive-thru stops. Still seems to be a 'trailers-go-missing' bug...
-Removed: Hiro5.grf; outdated.
-Added: hirotram.grf; now contains all 5 trams in their full glory.
-Revision 6: Drive-Thru Truck Stops, aRVs can no longer use normal stations.
-Revision 7: Updated Collision detection to properly allow 3+ trailers... Also fixed a few issues with truck stops.
-Revision 8: Company Information window now reports proper RV count.
-Revision 9: Tram freight stops!
-Revision 10: buildonslopes now reqcognises the new RV stops.
-Updated: hirotram.grf; now contains 7 trams.
-Revision 11: Ctrl-Build Trailers! (And now RVs draw a little better everywhere but in the depot window)
-Revision 12: You now get the correct vehicle when choosing from Depot window or RVs List. Also the RVs List scrolls properly.
-Updated: hirotram.grf; GRF Action 40 Coding issue was making an attached vehicle not show it's individual trailers properly [shift-and-add-modulo]. And offsets on the Greenmover.
-Revision 13: Loading states of trailers fixed, total cargo/capacity shown in info. Info window redesigned.
-Revision 14: Cargo Text display is pretty.
-Revision 15: Rewired a few patchprocs. UPDATED

------------------------------------------------------------------------------------
Branch Merged: From this point forth, please download the latest nightly for the latest updates.
------------------------------------------------------------------------------------

r595: RV List, Tunnel-bug repaired
r597: Vehicles lists can now scroll

:arrow: http://nightly.ttdpatch.net/latest/
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hirotram.grf
more trams!
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Last edited by stevenh on 07 Jul 2006 05:27, edited 24 times in total.
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Post by George »

stevenh wrote:Attached is the current WIP copy of my Articulated ROAD Vehicles Release. Can those 'able' GRF coders who understand how to create Articulated Trains (I believe it's Action 2 var 40?) please apply the same technique to a road vehicle and then run this release.
You need to have "articulatedrvs=on" and "shortrvs=on" if you want to use CallBack 11 on your vehicles. (See my GRF, which I will post shortly, that has the example code).
This is based off Beta 2... so don't cry if there are missing features, they'll all come good once I feel this is good for the general public.
Anyway, suggestions are welcome...
There is still a lot of work to do.
And George, RVs will only take up ONE Road Vehicle :o
This has nearly turned into a plea for motivation, please people... get this ball rolling and show me what you can do!
1) something goes wrong on loading - electrified railways grf does not load. It reports error 5/7 at line51. the same is for T2M, rusfonts, LV4 and some other grfs
for LV4 this is the problematic string
6981 * 5 0A 01 01 1A 0C

2) the game crashes as soon as I try to build articulated RV
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stevenh
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Post by stevenh »

Ok... the critical bugs are fixed.
I don't know what's happening with the elrails and stuff....
So, please only use this for ARVs testing!

I'll be posting all the new releases in the first post of this thread.
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Post by George »

stevenh wrote:Ok... the critical bugs are fixed.
I don't know what's happening with the elrails and stuff....
So, please only use this for ARVs testing!
I'll be posting all the new releases in the first post of this thread.
It says that I use 3 vehicles per articulated RV. (they have numbers 1, 4, 7)

I did the followibng test - built a tram line and 3 trams passed it without orders. Then I stoped 1 tram. other trams were waiting behind it. after some time rear parts of the tram run through the first tram und started to move independently. I could not catch split tram into depot any more.
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Post by stevenh »

Yes, they will collapse into eachother after a while... added to the list.

The amount of vehicles shown is incorrect right now... each articulated vehicle will still take up the respective amount of vehicles.
I will fix this though.... added to the list...

Thanks for giving this a workout :)
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Post by stevenh »

Updated... Vehicles no longer pile up on eachother... anywhere...
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Post by Patchman »

I don't think that should be disabled on station entrances, otherwise traffic jams there won't resolve themselves ever.

Maybe you could change it to only disable this for the trailing vehicles, not the leader?
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Post by lws1984 »

It's crashing.
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Post by Patchman »

Try copying english.exe to ttdloadw.ovl before running it.
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Post by The Irish »

I get a similar error, see below.

I already tried the trick that Patchman was saying, but I don't have any "english.exe". I run the german version.

It's anyhow a different message content, so maybe its something else.

Please help.
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Post by DaleStan »

Go get your TTDWin install; it has all five executables.
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Post by lws1984 »

How do you add things to TTDLOAD.OVL?
In Notepad it's a bunch of garbled text.
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Post by George »

it passes
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Post by DaleStan »

lws1984 wrote:How do you add things to TTDLOAD.OVL?
For those who don't follow IRC:

Code: Select all

 <lws1984> patchman, how do you add things to TTDLOAD.OVL?
<patchman> you don't... just copy english.exe to ttdloadw.ovl, overwriting it
 <lws1984> just replace everything with english.exe?
<patchman> delete ttdloadw.ovl; replace it with english.exe
<patchman> or "copy /b english.exe ttdloadw.ovl"
There are, however, rumours that english.exe doesn't work, and you need to use one of the other ones.
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Post by lws1984 »

Well, it works for me, using english.exe!

Thanks steven_h!
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Post by Wile E. Coyote »

One bizarre error...
I tried Steven's articulated tram. Every part is able to be broken down separately! when it's broken down, other parts are still running. When next part is broken down, other parts are joining to it and further going together.
One question: to make ability to set speed to 0 (to make trailers for example) and attach to other RV (everything just like train) and ability to set number or trailers to be attached (or limit to 1 or 2). It'd be 2 IDs for one vehicle, but you can be able to buy tram without trailer, and later to buy trailer for that tram.
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Post by stevenh »

George wrote:it passes
Please provide your GRF again, sorry George, I left it at work. Could you keep one with your posts when you report an error? Makes it easier for me to solve.
lws1984 wrote:Well, it works for me, using english.exe!
8) Thank gawd they're working for someone.
Wile E. Coyote wrote:One bizarre error... I tried Steven's articulated tram. Every part is able to be broken down separately!
Wile, I need to know exactly how you managed to split them apart... I think I need to run some sort of check-up code to see if there is a large gap between the trailers...

...business as usual.
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Post by DaleStan »

What Wile means is that the second and third parts can break down, and when they do, they stop, but the earlier parts continue on.

Also, the U-turn button can cause interesting breakage; the trailers end up trailing a full tile behind the head, and then get exceedingly confused when the head turns.

Attempting to repair either of these with cht:deleteveh causes crashes if you've already sold the head.

Some funkyness is visible at tram stops; but I'm not quite sure how to describe it.

Oh, and: Distinct version string?
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Post by George »

I've tried to make articulated RV to visit normal station
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Post by stevenh »

George wrote:I've tried to make articulated RV to visit normal station
If that didn't work then it wouldn't surprise me...
This branch of development is now on hold until further notice.
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