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Posted: 20 Dec 2006 11:07
by SAC
I will have to agree, forcing my powers on the city councils! :P

Posted: 20 Dec 2006 14:18
by Csaboka
Here are the restrictions that refer to the whole map. There are lots more that refer to towns only (like "only X per town", "one per X inhabitants" etc). Are you interested in those restrictions as well?

Code: Select all

max 3 WTC
max 4 cathedral
max 3 stock exchange
max 24 Hotel Zvon
max 24 Hotel Praha
max 24 Hotel Regent
max 3 Hotel Pribaltiskaya
max 16 Bronze Horseman statue
max 16 John Batchelor statue
max 16 Lenin statue
max 16 Captain Cook statue
(I remembered wrong, there are 4 cathedrals allowed. The 3 limit was for TTRS2.)

Posted: 20 Dec 2006 14:51
by SAC
Yes, I'd like that info as well! :P

Interesting to see the limitations, and it would be nice to learn the limitations regarding TTRS2, (which is the one I use as I don't want to - or even have time - to create a new scenario). I believe I read somewhere that an patch update will solve some issues with on-going scenarios/games and TTRS3 :P

Posted: 20 Dec 2006 15:33
by Csaboka
SAC wrote:Yes, I'd like that info as well! :P
OK, but it will take a bit more time.
SAC wrote:I believe I read somewhere that an patch update will solve some issues with on-going scenarios/games and TTRS3 :P
Very unlikely. You just can't make a one-to-one mapping between TTRS2 and TTRS3. There are buildings in TTRS2 that aren't present in TTRS3. Those that are preserved could end up in the wrong era. You can't convert a TTRS2 savegame to a TTRS3 one without adding lots of extra code into TTDPatch (very unlikely), or making a program that reads a savegame and replaces TTRS2 buildings with TTRS3 ones using whatever rules you prefer.

Posted: 20 Dec 2006 19:00
by SAC
My mistake for not explaining better! I was referring to the below quote from the TTRS-site as a reason for not using TTRS3 at the moment;
TTDPatch 2.5 beta 9 has a bug that messes up all your buildings when you enable a building set in an existing game, and this affects TTRS3 too. Until the next beta comes out, you can either use TTRS3 in new games only, or use 2.6 alpha.

In 2.5 beta 9 and earlier, there is a problem that messes up the bridge graphics when you open the GRF Settings window, make some changes and then DON'T press Apply but close the window. To work around this, just open the window again and press Apply without changing anything.

The set uses some features that are available in 2.6 alphas only. It will work correctly in 2.5 versions as well, but these features won't be available. The differences will be very small. For example, the last remaining old water tower will be protected from destruction and becomes a historical building if you use 2.6, but this is impossible in 2.5.

Posted: 20 Dec 2006 20:40
by Zimmlock
First update TTRS3 :!:

What has been changed:
Changes in v3.01:
-Decreased the removal rating of George's statues to 500; now they can be removed with good LA rating.
-Fixed version detection - now a correct error message appears in older versions instead of invalid sprite errors.
-Fixed most problems reported by DaleStan and NFORenum.
-New airports are now default-off in OTTD.
-Added snowy roads, tunnels and crossings.
-Added other bridges (original-TTD) with Zimmlock's roads.
-Restricted the 2010-forever Modern Office Block to height level 10.
-Fixed the prison roof having incorrect magic blue.
-update of Shopping-mall.

Best regards
Csaboka and Zimmlock

Posted: 20 Dec 2006 21:00
by Colonel32
thanks, that's exactly what I needed

Posted: 20 Dec 2006 21:06
by Lakie
Cool, I was just going to download TTRS3 (for my home computer).
So now I can get the update instead. ;)

Nice job, Csaboka and Zimmlock (and others),
~ Lakie

Posted: 20 Dec 2006 21:33
by RSpeed tycoonfreak
This is cool I liked the shopping mall its even better now :D

Thaks Zimmlock and Csaboka :wink:

Posted: 20 Dec 2006 21:44
by Michael24
Testet the new ttr3, on a new map, but got this message:

Error loading new graphics:
File "newgrf/ttr3w.grf" has unvalid
sprite# 2.247 (Code 10/24)

Posted: 20 Dec 2006 21:56
by wallyweb
Csaboka wrote:Here are the restrictions that refer to the whole map. There are lots more that refer to towns only (like "only X per town", "one per X inhabitants" etc). Are you interested in those restrictions as well?
(I remembered wrong, there are 4 cathedrals allowed. The 3 limit was for TTRS2.)
Thanks Csaboka. Those were what I was looking for. Although I don't need the other values, I noticed SAC can use them and I guess they could come in handy. :D
This might be something for the readme file. :wink:

Posted: 20 Dec 2006 21:59
by Csaboka
@Michael24: I can't reproduce your problem. Could you please post your ttdpatch.cfg and newgrfw.cfg files? Oh, and please tell us which version of TTDPatch you use (it is displayed in the title bar of the main menu window).

Posted: 20 Dec 2006 22:08
by Michael24
ITs version 2.5 Beta 8.

Also: With the ttr3 v.3.00, i Only got a few ekstra buildings. The rest was standard in TTDeluxe.

Posted: 20 Dec 2006 22:15
by Csaboka
TTRS3 requires 2.5 beta 9 or later. I don't know why it doesn't complain for you with the normal error message, though. I can't reproduce the problem even with using your cfg, so I have no idea. Anyway, please try it with beta 9, it will probably make it work.

Posted: 20 Dec 2006 22:57
by Patchman
Michael24 wrote:ITs version 2.5 Beta 8.

Also: With the ttr3 v.3.00, i Only got a few ekstra buildings. The rest was standard in TTDeluxe.
You don't have TTRS3 in your newgrfw.cfg, only TTRS2.

Posted: 20 Dec 2006 23:42
by Darkvater
I haven't had a chance to play with TTRSV3 yet, but saw some stunning pictures of it, for which I'd like to congratulate all who participated, but also a disturbing one. See attached image.

It is from a multiplayer game of OpenTTD. You can clearly see client and server playing, yet with different road graphics. These different graphics, although inlikely since they're at the moment just Action 0x0A I suppose can wreak havoc on a multiplayer game, causing (possible) desyncs.

The TTRSV3 readme says:
The other problem is a limitation of TTDPatch: the roads can't change automatically in 1970. To work around this, you can do two things when you reach 1970 in your game: a) open the GRF Settings window and press Apply without changing anything; b) save the game and load it back. Any of these two will make the new roads appear.
It's not your fault, well not atleast newroads or something similar is finished ;).

Would it be possible to have a grf parameter not to update the roads on load? It'd probably look weird though...

Posted: 21 Dec 2006 01:05
by Michael24
Csaboka wrote:TTRS3 requires 2.5 beta 9 or later. I don't know why it doesn't complain for you with the normal error message, though. I can't reproduce the problem even with using your cfg, so I have no idea. Anyway, please try it with beta 9, it will probably make it work.
Okei, that worked! :D

Thanks for helping!

Posted: 21 Dec 2006 01:07
by Michael24
Patchman wrote:
Michael24 wrote:ITs version 2.5 Beta 8.

Also: With the ttr3 v.3.00, i Only got a few ekstra buildings. The rest was standard in TTDeluxe.
You don't have TTRS3 in your newgrfw.cfg, only TTRS2.
Yeeah, It might been a good idea if i did'nt change that just before adding the attachments here... :roll:

Posted: 21 Dec 2006 01:33
by DanMacK
Had this w/ver 3 and ver 0.3a of the Canadian Train Set. Ver 3.01 sseems to have solved that conflict, but now it conflicts w/the NABS...

Posted: 21 Dec 2006 01:49
by Patchman
DanMacK wrote:Had this w/ver 3 and ver 0.3a of the Canadian Train Set. Ver 3.01 sseems to have solved that conflict, but now it conflicts w/the NABS...
This means too many new buildings are defined. There are only 255 slots for newhouses, including the old TTD houses. If you go over, you get a resource conflict.

This includes buildings already on the map from a set that you have now deactivated, so if you start the game with NABS, its slots will still be in use, and the TTRS3 can't activate.