Articulated Road Vehicles
Moderator: TTDPatch Moderators
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
Articulated Road Vehicles
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-Removed: Hiro5.grf; outdated.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
http://nightly.ttdpatch.net/latest/
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
http://nightly.ttdpatch.net/latest/
- Attachments
-
- hirotram.grf
- more trams!
- (52.18 KiB) Downloaded 2459 times
Last edited by stevenh on 07 Jul 2006 05:27, edited 24 times in total.
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
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 grfsstevenh 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
This has nearly turned into a plea for motivation, please people... get this ball rolling and show me what you can do!
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
- Attachments
-
- crash.rar
- (1.52 KiB) Downloaded 635 times
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
It says that I use 3 vehicles per articulated RV. (they have numbers 1, 4, 7)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.
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.
It's crashing.
- Attachments
-
- screenshot.gif.gif (22.68 KiB) Viewed 25584 times
-
- newgrfw.cfg
- (503 Bytes) Downloaded 633 times
-
- ttdpatch.cfg
- (3.16 KiB) Downloaded 626 times
It's not me in my avatar, it's a time lord!
Time is an illusion. Lunchtime, doubly so.
-Douglas Adams
Time is an illusion. Lunchtime, doubly so.
-Douglas Adams
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.
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.
- Attachments
-
- error beta 2 trams.PNG (8.33 KiB) Viewed 25567 times
*** Ce French Train Set ***
*** Visit my transport related pictures on Flickr ***
Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch
"A committee is a group of men who individually can do nothing but as a group decide that nothing can be done" (Fred Allen 1894-1956 US radio comic).
*** Visit my transport related pictures on Flickr ***
Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch
"A committee is a group of men who individually can do nothing but as a group decide that nothing can be done" (Fred Allen 1894-1956 US radio comic).
Go get your TTDWin install; it has all five executables.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
For those who don't follow IRC:lws1984 wrote:How do you add things to TTDLOAD.OVL?
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"
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- Wile E. Coyote
- Tycoon
- Posts: 8515
- Joined: 08 Jul 2004 22:14
- Skype: wile.e.coyote2
- Location: Belgrade, Serbia
- Contact:
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.
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.
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
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.George wrote:it passes
Thank gawd they're working for someone.lws1984 wrote:Well, it works for me, using english.exe!
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...Wile E. Coyote wrote:One bizarre error... I tried Steven's articulated tram. Every part is able to be broken down separately!
...business as usual.
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?
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?
- Attachments
-
- CRASH004.TXT
- (1.54 KiB) Downloaded 517 times
-
- CRASH003.TXT
- (1.54 KiB) Downloaded 588 times
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
I've tried to make articulated RV to visit normal station
- Attachments
-
- articulatedRVs.rar
- (122.12 KiB) Downloaded 673 times
Who is online
Users browsing this forum: No registered users and 16 guests