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Thread View: alt.games.microprose.transport-tyc
13 messages
13 total messages Started by Josef Drexler Mon, 10 Apr 2006 05:30
2.5 Beta 3
#28574
Author: Josef Drexler
Date: Mon, 10 Apr 2006 05:30
65 lines
4040 bytes
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
#28575
Author: Stevie D
Date: Sun, 16 Apr 2006 15:58
28 lines
2148 bytes
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
#28577
Author: Stevie D
Date: Tue, 18 Apr 2006 16:43
26 lines
1818 bytes
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
#28576
Author: Josef Drexler
Date: Wed, 19 Apr 2006 15:27
42 lines
3276 bytes
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
#28578
Author: Josef Drexler
Date: Wed, 19 Apr 2006 17:25
19 lines
2042 bytes
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
#28579
Author: Carlos Correia
Date: Mon, 24 Apr 2006 21:04
11 lines
1997 bytes
> > 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
#28580
Author: Stevie D
Date: Tue, 25 Apr 2006 17:42
14 lines
1525 bytes
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
#28582
Author: Owen Rudge
Date: Tue, 25 Apr 2006 17:48
13 lines
1863 bytes
> 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
#28583
Author: Owen Rudge
Date: Tue, 25 Apr 2006 17:49
8 lines
1752 bytes
> 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
#28584
Author: Stevie D
Date: Tue, 25 Apr 2006 18:58
11 lines
1438 bytes
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
#28581
Author: Carlos Correia
Date: Mon, 01 May 2006 19:31
5 lines
1748 bytes
> 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
#28585
Author: Carlos Correia
Date: Fri, 05 May 2006 01:07
56 lines
3138 bytes
// 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
#28586
Author: Josef Drexler
Date: Mon, 08 May 2006 23:18
17 lines
1906 bytes
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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