2.6 nightly/alpha discussion
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Re: 2.6 nightly/alpha discussion
I believe that crash, in the IDA, is at 137E7C, in PeriodicProc256Tiles. Somehow the landscape generator seems to have generated a class F tile.
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Re: 2.6 nightly/alpha discussion
here is my cfg for the report a few posts back. no newgrfs used at all apart from ttdpbase.grf
- Attachments
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- TTDPATCH.CFG
- (34.67 KiB) Downloaded 379 times
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
Re: 2.6 nightly/alpha discussion
Hmm, or some other patch overwrites memory it shouldn't. I do think that happens on the windows version too...DaleStan wrote:I believe that crash, in the IDA, is at 137E7C, in PeriodicProc256Tiles. Somehow the landscape generator seems to have generated a class F tile.
Re: 2.6 nightly/alpha discussion
wallyweb wrote:Any chance of getting this parameterized to allow for selecting values less than 250? This would be helpfull for those of us who like to play with making scenarios in the sandbox. A line in the patch configuration file would do nicely.changes.log wrote:r1967, DaleStan: With newindustries on, allow up to 250 industries on the map.
r2061 changelog.txt wrote: DaleStan: New switch, moreindustries, to control how many industries may be built by the random generator.
EDIT 1
Oops (maybe?):
It would seem we now have two (yes, 2) moreindustries switches:
Code: Select all
// `morebuildoptions' (-YB) enables more build options.
morebuildoptions.moreindustries on // allow more than one industry of the same type
Code: Select all
// `moreindustries' (-Xj) increases the maximum number of industries on the map
moreindustries 140
EDIT 2
Can this switch also be used to reduce the maximum number of industries on the map (e.g. moreindustries 20), or is there a built in minimum (90?)?
EDIT 2 v0.1.0.0.0 Alpha
I found my answer in the manual
Seeing as 90 is the minimum, is it possible to enhance the switch to reduce this value? It would make for some interesting challenges.
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Re: 2.6 nightly/alpha discussion
I tried updating to r2069 and I still get the crash. I was wondering if anything had been done or if I needed to or could do something to help in fixing it.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
Re: 2.6 nightly/alpha discussion
I guess we do. They do two different things, though.wallyweb wrote:It would seem we now have two (yes, 2) moreindustries switches:
<...>
I have not tested yet so I don't know if there is any conflict.
It can, but I'm somewhat leery, as there can be up to 37 industry types, and I don't know what would happens if the slot limit is lower than the industry count. Also, the new-game generator (which may not limited by moreindustries) can, IIRC, generate up to 70 industries, and having a game start with more industries than moreindustries says is "possible" would be excellent bug-report fodder.wallyweb wrote:Can this switch also be used to reduce the maximum number of industries on the map (e.g. moreindustries 20), or is there a built in minimum (90?)?
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
Re: 2.6 nightly/alpha discussion
OK ... so no conflicts then. We might want to be careful as to which one we tell the new players to turn on though.DaleStan wrote:I guess we do. They do two different things, though.wallyweb wrote:It would seem we now have two (yes, 2) moreindustries switches:
<...>
I have not tested yet so I don't know if there is any conflict.
Not to mention nuclear winters and stable black holes in our cyclotrons ... I'll remove this one from my "want" list.DaleStan wrote:It can, but I'm somewhat leery, as there can be up to 37 industry types, and I don't know what would happens if the slot limit is lower than the industry count. Also, the new-game generator (which may not limited by moreindustries) can, IIRC, generate up to 70 industries, and having a game start with more industries than moreindustries says is "possible" would be excellent bug-report fodder.wallyweb wrote:Can this switch also be used to reduce the maximum number of industries on the map (e.g. moreindustries 20), or is there a built in minimum (90?)?
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Re: 2.6 nightly/alpha discussion
I think have detected a small bug in the latest nightly:
When I try to demolish a road in a city with a (very) bad company-rating, I have to pay for it, but the road will not be removed. (Screen 1)
After bribing the authority i can remove the road. (Screen 2).
I have tried it with a fresh, ttdpatch-generated config, too, but I have get the same effect.
When I try to demolish a road in a city with a (very) bad company-rating, I have to pay for it, but the road will not be removed. (Screen 1)
After bribing the authority i can remove the road. (Screen 2).
I have tried it with a fresh, ttdpatch-generated config, too, but I have get the same effect.
- Attachments
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- Screen 1
- SCR3.png (81.1 KiB) Viewed 16940 times
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- Screen 2
- SCR4.png (82.72 KiB) Viewed 16942 times
Re: 2.6 nightly/alpha discussion
If trams is on, turn it off. If trams is off, turn it on. In either case, repeat the test and report back.
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
Re: 2.6 nightly/alpha discussion
With trams off it works normal:
With bad company rating I get the message that the local authority forbid me the demolition and no money is to pay.
BTW: What is about the stuck vehicles in the bus terminals? Some day ago someone said, he need a savegame before a bus get stucked.
I have a save game <3 jears before, does this helps to?
With bad company rating I get the message that the local authority forbid me the demolition and no money is to pay.
BTW: What is about the stuck vehicles in the bus terminals? Some day ago someone said, he need a savegame before a bus get stucked.
I have a save game <3 jears before, does this helps to?
Re: 2.6 nightly/alpha discussion
By TTDP I assume you mean TTDPatch ...Bennythen00b wrote:Where do i get the latest version of TTDP?
First go here. Bookmark or add that page to your favorites ... You will be visiting it often.
On that page you can get TTDPatch 2.0 rev 1 but there are newer beta and alpha versions witch are required for many of the newer graphic sets.
In the menu on the left select Source Code to go to a page where you will be able to get 2.5 beta 9.
But, there's more
On the bleeding edge we have the alphas (2.6 alpha rxxxx) which are made available as nightlies. On that same page look for the link to nightly.ttdpatch.net
Enjoy!
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Re: 2.6 nightly/alpha discussion
Yay, thanks!
But how do I build on tunnel entrances, get programmable signals and that stuff? (If this counts as Off Topic, tell me.)
Edit: I found out how, I need to edit the ttdpatch.cfg.
Thanks again wallyweb!
Edit2: But i still dont know about those programmable signals and waypoints, and i couldnt find anything on google or here on the forums. How do i activate/build them?
But how do I build on tunnel entrances, get programmable signals and that stuff? (If this counts as Off Topic, tell me.)
Edit: I found out how, I need to edit the ttdpatch.cfg.
Thanks again wallyweb!
Edit2: But i still dont know about those programmable signals and waypoints, and i couldnt find anything on google or here on the forums. How do i activate/build them?
Re: 2.6 nightly/alpha discussion
This should be fixed in 2078.pETe! wrote:I think have detected a small bug in the latest nightly:
When I try to demolish a road in a city with a (very) bad company-rating, I have to pay for it, but the road will not be removed.
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
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Re: 2.6 nightly/alpha discussion
Everything can be found by using the forum´s search function, visiting the TTDPatch manual, or asking google.Bennythen00b wrote: Edit2: But i still dont know about those programmable signals and waypoints, and i couldnt find anything on google or here on the forums. How do i activate/build them?
E.g.,
TTDPatch Manual: Signalling: http://wiki.ttdpatch.net/tiki-index.php?page=Signalling
Path-Based-Signalling: http://wiki.ttdpatch.net/tiki-index.php ... Signalling
Routing Restrictions: http://wiki.ttdpatch.net/tiki-index.php ... ions:Alpha
Programmable Signals: http://wiki.ttdpatch.net/tiki-index.php ... nals:Alpha
Through Signals: http://wiki.ttdpatch.net/tiki-index.php ... nals:Alpha
Invertible Signals: http://wiki.ttdpatch.net/tiki-index.php ... nals:Alpha
Uwe´s Signalling Guide: http://uwe.s2000.ws/ttdx/
Signalling: http://uwe.s2000.ws/ttdx/signal/index.php?lang=en
HTH
regards
Michael
Re: 2.6 nightly/alpha discussion
BTW: Why are these options not created automatical by the writecfg option?Through Signals: http://wiki.ttdpatch.net/tiki-index.php ... nals:Alpha
Invertible Signals: http://wiki.ttdpatch.net/tiki-index.php ... nals:Alpha
Re: 2.6 nightly/alpha discussion
If you're using a recent enough nightly, they are. Upgrade and look again.
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
Re: 2.6 nightly/alpha discussion
Actually, I've been unable to get the cfg to upgrade without deleting it since I upgraded sometime in October.DaleStan wrote:If you're using a recent enough nightly, they are. Upgrade and look again.
Re: 2.6 nightly/alpha discussion
If writecfg is not working, I need a demonstration. The config before you start TTDPatch, the exact command line used to start TTDPatch, and the config after you exit TTDPatch.
I also need to know how the second config file differs from what you expected to see.
I also need to know how the second config file differs from what you expected to see.
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
Re: 2.6 nightly/alpha discussion
Turns out it was me misremembering the update being made automatically without requiring an extra command.DaleStan wrote:If writecfg is not working, I need a demonstration. The config before you start TTDPatch, the exact command line used to start TTDPatch, and the config after you exit TTDPatch.
I also need to know how the second config file differs from what you expected to see.
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