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Thread View: alt.games.microprose.transport-tyc
6 messages
6 total messages Started by Ronnie Clark Sat, 11 Mar 2006 00:08
Alpha 69 problems - fixed?
#28555
Author: Ronnie Clark
Date: Sat, 11 Mar 2006 00:08
26 lines
2070 bytes
Hi Josef, et al,

I've been playing a lot on Alpha 69 and begun experiencing problems which I
haven't seen as being corrected in history logs for a70, a71, a72, a73 and
b1.

Basically, after a certain period of time my towns start to degenerate. The
first symptom seems to be that on a non-road tile near the centre of the
town, the town will delete whatever building is there and build a single
tile of road (that doesn't connect to other tiles). Soon after, it becomes
apparent that some buildings are being downgraded whilst others are simply
being turned back to bare land. The building of random single tiles of road
continues near the town centre, and the town as a whole continues to shrink.

Ironically, this has forced me to play more prototypically, as hugely
complex passenger networks need slimming down as passenger numbers fall :)

Is this a known problem / fixed, or am I creating this problem via some
obscure combinations in my .cfgs?


-- 
Ronnie
--
www.greatcentralrailway.com
Adjust the farmyard animals before replying
Re: Alpha 69 problems - fixed?
#28556
Author: Tom Cumming
Date: Sat, 11 Mar 2006 10:47
8 lines
1400 bytes
On Sat, 11 Mar 2006 00:08:37 +0000, Ronnie Clark wrote:

> Ironically, this has forced me to play more prototypically, as hugely
> complex passenger networks need slimming down as passenger numbers fall :)

That sounds quite fun in a strange kind of a way - I tend to find that
after a few "years" of playing a single game, things just get so busy and
crazy I just give up and start a new game.
Re: Alpha 69 problems - fixed?
#28557
Author: Michael Blunck
Date: Sat, 11 Mar 2006 17:03
10 lines
1235 bytes
Ronnie Clark wrote:

[building of random single tiles of road]

Sounds like you´re using trams. That feature seems still to be buggy,
nevertheless some of its bugs have been removed in recent versions. Try
2.5 beta 1.

regards
Michael
Re: Alpha 69 problems - fixed?
#28558
Author: Ronnie Clark
Date: Sat, 11 Mar 2006 17:32
23 lines
1854 bytes
"Michael Blunck" <michael.blunck@ewetel.net> wrote in message
news:duuvrm$4rc$1@news1.ewetel.de...
> Ronnie Clark wrote:
>
> [building of random single tiles of road]
>
> Sounds like you´re using trams. That feature seems still to be buggy,
> nevertheless some of its bugs have been removed in recent versions. Try
> 2.5 beta 1.

Alas, I have now upgraded to 2.5 b1 but none of the new vehicle graphics
sets work, despite downloading the latest versions. In the case of the DB
Set XL (for Windows) v0.82, I get invalid sprite #42, code 24/5. All the
vehicle sets I have come up with the same code 24/5 on various sprites. It
doesn't affect non-vehicle sets.


-- 
Ronnie
--
www.greatcentralrailway.com
Adjust the farmyard animals before replying
Re: Alpha 69 problems - fixed?
#28559
Author: Michael Blunck
Date: Sat, 11 Mar 2006 19:15
16 lines
1673 bytes
Ronnie Clark wrote:

> [using 2.5beta1] I get invalid sprite #42, code 24/5. All the
> vehicle sets I have come up with the same code 24/5 on various sprites.

"If you find that a large number of your .grf files suddenly
have "invalid sprite" problems, you have probably accidentally enabled
"mandatory GRF Resource Management" mode.  This is mainly useful for
graphics authors to test that their .grf files conform to the GRM specs,
for most other people it should be turned of with
"experimentalfeatures.mandatorygrm off" in ttdpatch.cfg."
(Josef Drexler in ttdpatch-announce)

HTH
regards
Michael
Re: Alpha 69 problems - fixed?
#28560
Author: Josef Drexler
Date: Sat, 11 Mar 2006 21:36
13 lines
1837 bytes
On Sat, 11 Mar 2006 20:15:25 +0100, Michael Blunck wrote:
> 
> "[...] for most other people it should be turned off with
> "experimentalfeatures.mandatorygrm off" in ttdpatch.cfg."
> (Josef Drexler in ttdpatch-announce)

...as well as the beta 1 announcement here :)

-- 
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