Thread View: alt.games.microprose.transport-tyc
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13 total messages
Started by Josef Drexler
Mon, 10 Apr 2006 05:30
2.5 Beta 3
Author: Josef Drexler
Date: Mon, 10 Apr 2006 05:30
Date: Mon, 10 Apr 2006 05:30
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Hi all,
Beta 3 is now available at http://www.ttdpatch.net/src/
With a few rather annoying bugs in beta 2 (including industries constantly
closing down), the fixes needed to come out a bit quicker than last time,
so here it is. Again lots of bug fixes; we actually seem to be making
some headway now, the bugs get fixed faster than new ones appear :)
Just a quick reminder (since I've been getting this question so many times
lately), if you try the betas and suddenly have lots of GRF files giving
sprite errors with code 24, you need to put
"experimentalfeatures.mandatorygrm off" in ttdpatch.cfg to disable
mandatory GRF resource management, which these files are incompatible with.
In other news, TTDPatch now has a Subversion repository (graciously hosted
by Owen Rudge), so if you like you can now try even more cutting edge
versions of the patch by checking it out from
svn://svn.ttdpatch.net/trunk/ or browsing at http://svn.ttdpatch.net/ .
Enjoy,
Josef
All changes in 2.5 beta 3 (SVN revision 50):
- fixed "OK" button in text input window in unicode mode corrupting
characters
- fixed messed up F800+x text IDs, added check to prevent this in the
future
- fixed bug with secondary industries constantly closing down
- default state of "experimentalfeatures on" no longer includes mandatory
GRM
- by steven_h:
* fixed "rename" button in RV purchase list renaming wrong vehicle
* fixed bus stops being drawn as tram stops when tram-stop-build
window is opened
- fixed crash in verbose switch display
- fixed crash when right clicking statistics button in player window
- by Oskar:
* prevent duplicate manual track type conversion of enhanced tunnels
* enabled screenshot grfid function for DOS
* (devel) dump grf status debug info
- by Csaba:
* allow merging foundations for houses
* added callback 3C to disable autosloping for certain industry tiles
* added industry tile var 61 and industry var 63 to get animation
stages for nearby tiles
* fixed wrong offsets of text in news messages
* fixed crash when typing too much into an edit box in Unicode mode
* added industry tile var 61 and industry var 63 to get animation
stages for nearby tiles
- when station is permanently removed, clear cargo from all vehicle
transporting its cargo as well as cargo waiting at other industries to
prevent crash
- increased max.number of refit options to 256
- fixed crash when using obsolete sign cheats
- changed "too many sprites" error message to more elaborate grf conflict
message also showing which resource and sprite are giving trouble
--
Josef Drexler | http://jdrexler.com/home/
---------------------------------+---------------------------------------
Please Conserve Gravity: Don't | Email address is *valid*.
hang your clothes - pile them up| Don't remove the "nospam" part.
Re: 2.5 Beta 3
Author: Stevie D
Date: Sun, 16 Apr 2006 15:58
Date: Sun, 16 Apr 2006 15:58
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Josef Drexler wrote:
> With a few rather annoying bugs in beta 2 (including industries constantly
> closing down), the fixes needed to come out a bit quicker than last time,
> so here it is. Again lots of bug fixes; we actually seem to be making
> some headway now, the bugs get fixed faster than new ones appear :)
An interesting bug here:
A road tile was randomly destroyed, presumably with a bus on it at the
time. The bus then spend the rest of eternity doing U-turns, jumping
from one side of the missing tile to the other. I could not build on
the missing tile because there was (supposedly) a road vehicle on it.
When I removed the road on one side, the bus carried on doing its U
turns exactly as before, only this time one of them was between two
grass tiles.
A number of road tiles, including a bus stop, were randomly destroyed.
This bus stop sign was not, and remained there even when houses had
been built over the tile and then after I'd blown the up, and built a
new bus stop on the same tile (to which it assigned a different name,
printed over the top of the old one on screen).
--
Stevie D
\\\\\ ///// Bringing dating agencies to the
\\\\\\\__X__/////// common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Re: 2.5 Beta 3
Author: Stevie D
Date: Tue, 18 Apr 2006 16:43
Date: Tue, 18 Apr 2006 16:43
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Josef Drexler wrote:
> You can get rid of the bus with the "Cht: DeleteVeh" sign cheat.
That looks like a new one. How does it work?
> I haven't yet had any other bug reports of this random tile destruction
> happening, so if you could supply a savegame+configs from just before I
> would appreciate it.
Sorry, (a) it's on my other computer, which doesn't currently have any
method of exporting data, and (b) I didn't notice til quite some time
had elapsed that anything had gone wrong, so the autosave will have
been overwritten after the error.
If it happens again, I'll try to spot it quicker!
On another note - it's great to see support for trams ... has anyone
written a tram set?
--
Stevie D
\\\\\ ///// Bringing dating agencies to the
\\\\\\\__X__/////// common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Re: 2.5 Beta 3
Author: Josef Drexler
Date: Wed, 19 Apr 2006 15:27
Date: Wed, 19 Apr 2006 15:27
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Stevie D wrote:
> Josef Drexler wrote:
>
>
>>With a few rather annoying bugs in beta 2 (including industries constantly
>>closing down), the fixes needed to come out a bit quicker than last time,
>>so here it is. Again lots of bug fixes; we actually seem to be making
>>some headway now, the bugs get fixed faster than new ones appear :)
>
>
> An interesting bug here:
>
> A road tile was randomly destroyed, presumably with a bus on it at the
> time. The bus then spend the rest of eternity doing U-turns, jumping
> from one side of the missing tile to the other. I could not build on
> the missing tile because there was (supposedly) a road vehicle on it.
> When I removed the road on one side, the bus carried on doing its U
> turns exactly as before, only this time one of them was between two
> grass tiles.
If you have a savegame from just before the tile is removed, I can try to
figure out what happens. Afterwards, it's most likely impossible.
You can get rid of the bus with the "Cht: DeleteVeh" sign cheat.
> A number of road tiles, including a bus stop, were randomly destroyed.
> This bus stop sign was not, and remained there even when houses had
> been built over the tile and then after I'd blown the up, and built a
> new bus stop on the same tile (to which it assigned a different name,
> printed over the top of the old one on screen).
This should be possible to fix with "Cht: ClearGhosts".
I haven't yet had any other bug reports of this random tile destruction
happening, so if you could supply a savegame+configs from just before I
would appreciate it.
--
Josef Drexler | http://jdrexler.com/home/
---------------------------------+----------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Play Chess, not Basketball. | Don't remove the "nospam" part.
Re: 2.5 Beta 3
Author: Josef Drexler
Date: Wed, 19 Apr 2006 17:25
Date: Wed, 19 Apr 2006 17:25
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Stevie D wrote:
> Josef Drexler wrote:
>>You can get rid of the bus with the "Cht: DeleteVeh" sign cheat.
>
> That looks like a new one. How does it work?
http://wiki.ttdpatch.net/tiki-index.php?page=DeleteVehicles
> On another note - it's great to see support for trams ... has anyone
> written a tram set?
There are a few sets being developed on tt-forums.net, sorry I don't have a
link to them.
--
Josef Drexler | http://jdrexler.com/home/
---------------------------------+----------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Play Chess, not Basketball. | Don't remove the "nospam" part.
Re: 2.5 Beta 3
Author: Carlos Correia
Date: Mon, 24 Apr 2006 21:04
Date: Mon, 24 Apr 2006 21:04
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> > On another note - it's great to see support for trams ... has anyone > > written a tram set? > > There are a few sets being developed on tt-forums.net, sorry I don't have > a link to them. When do you have them, please post them, i am really ansious to have a Tram Set but i can't waste my precious connection time (56k) searching in that forum. Thank's again Joseph.
Re: 2.5 Beta 3
Author: Stevie D
Date: Tue, 25 Apr 2006 17:42
Date: Tue, 25 Apr 2006 17:42
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Carlos Correia wrote:
> When do you have them, please post them, i am really ansious to have a
> Tram Set but i can't waste my precious connection time (56k) searching in
> that forum.
There are links for two sets of trams (German and Serbian) at
http://grfcrawler.tt-forums.net/index.php?do=list&cid=105.
--
Stevie D
\\\\\ ///// Bringing dating agencies to the
\\\\\\\__X__/////// common hedgehog since 2001 - "HedgeHugs"
___\\\\\\\'/ \'///////_____________________________________________
Re: 2.5 Beta 3
Author: Owen Rudge
Date: Tue, 25 Apr 2006 17:48
Date: Tue, 25 Apr 2006 17:48
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> When do you have them, please post them, i am really ansious to have a > Tram Set but i can't waste my precious connection time (56k) searching in > that forum. You could always have a look at the "Trams" section of GRFCrawler: http://grfcrawler.tt-forums.net/index.php?do=list&cid=105 Hope this helps, -- Owen Rudge http://www.owenrudge.net/
Re: 2.5 Beta 3
Author: Owen Rudge
Date: Tue, 25 Apr 2006 17:49
Date: Tue, 25 Apr 2006 17:49
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> You could always have a look at the "Trams" section of GRFCrawler: What are the chances, I post this then refresh the article list, and Stevie D has posted a link to the exact same page. ;-) -- Owen Rudge http://www.owenrudge.net/
Re: 2.5 Beta 3
Author: Stevie D
Date: Tue, 25 Apr 2006 18:58
Date: Tue, 25 Apr 2006 18:58
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Owen Rudge wrote:
> What are the chances, I post this then refresh the article list, and Stevie
> D has posted a link to the exact same page. ;-)
And beat you by six minutes - hah!
--
\\\\\ Stevie D
\\\\\\\__. Bringing OLFs to the common hedgehog since 2001
___\\\\\\\'/_______________________________________________________
Re: 2.5 Beta 3
Author: Carlos Correia
Date: Mon, 01 May 2006 19:31
Date: Mon, 01 May 2006 19:31
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> There are links for two sets of trams (German and Serbian) at > http://grfcrawler.tt-forums.net/index.php?do=list&cid=105. > Tanks Stevie, still wondering where is the downloads from TTD Otenko...
Re: 2.5 Beta 3
Author: Carlos Correia
Date: Fri, 05 May 2006 01:07
Date: Fri, 05 May 2006 01:07
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// Yet, another bad crash (during cheat sign editing - cht: allvehicles).
// Debug purpuse only, of course... I'm no cheater. No, really.
{
TTD V0019E000 Crash Log by TTDPatch 2.5 beta 3 (Windows)
Exception C0000005 at 001B:00620368
EAX EBX ECX EDX
00000274 00544533 004C1F68 0000AC00
ESI EDI ESP EBP
0B025400 004F8188 0006F980 00436FC0
DS ES FS GS SS Flags
0023 0023 0038 0000 0023 00010206
FFFFFFFF FFFFFFFF 00000FFF ######## FFFFFFFF (Segment limits)
00CFF300 00CFF300 0040F300 ######## 00CFF300 (Access rights)
Bytes at DS:EIP
66 81 3E C3 9E 75 09 66 AD 83 0D 84 24 64 00 01
Stack Dump:
006202F8 006202DD 005449D2 004CB81E 006202ED 006202DD 00620C07
027091B6
00540EFD 006202F8 006202DD 005449D2 00434F80 006202F8 006202DD
0055CECD
004CDF34 004D79C1 004CDF34 0042001C 0006F9E4 004C0301 7FFB000F
00000000
004C79C0 0055CFE8 00000000 005615F1 00000000 00564213 0056F321
004EB930
Handler Stack Dump (at 0023:0006F730):
00000000 1E5A0000 C010FB85 00000000 00000000 00000038 00000023
00000023
004F8188 0B025400 00544533 0000AC00 004C1F68 00000274 00436FC0
00620368
0000001B 00010206 0006F980 00000023 0020027F 00000000 77C4B269
0000001B
0006F86C 00000023 00001F80 0000FFFF CCCCCCCC CCCCCCCC 00003FFB
00000000
Patch flags:
FF7AFFFF FFFFFFDF FFFFFFFD 00007FFF 00000000 00000000 01BA3EBD
A0800000
00000073 0800100C 00001000 00000001 FFFA3E80 003C07D0 005A003C
016D003C
76260500 13B14EC4 01E00280 13880258 02145555 0A28370A 140A1928
1E145014
141E1450 3C1E1E14 143C5A3F F0EFEF02 03F0F0F0
Processing text ID(s) 2806 79C1 FE83 3A74 (misc GRF IDs from
newgrf/jcindstaw.grf)
}
Re: 2.5 Beta 3
Author: Josef Drexler
Date: Mon, 08 May 2006 23:18
Date: Mon, 08 May 2006 23:18
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On Fri, 05 May 2006 02:07:02 +0100, Carlos Correia wrote:
> // Yet, another bad crash (during cheat sign editing - cht: allvehicles).
> // Debug purpuse only, of course... I'm no cheater. No, really.
>
> {
>
> TTD V0019E000 Crash Log by TTDPatch 2.5 beta 3 (Windows
Does it happen in beta 4 as well? If not, there's no real point to
looking into it...
--
Josef Drexler | http://jdrexler.com/home/
---------------------------------+---------------------------------------
Please help Conserve Gravity | Email address is *valid*.
Boycott multistory buildings. | Don't remove the "nospam" part.
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