TT-Forums Projects: Issueshttps://projects.tt-forums.net/https://projects.tt-forums.net/favicon.ico?15601711952013-10-06T11:39:51ZTT-Forums Projects
Redmine TTDPatch - Feature #202 (New): Add reading NewGRFs in .tars stored in the format OpenTTD useshttps://projects.tt-forums.net/issues/2022013-10-06T11:39:51ZLeo Giustittdhead@gmail.com
<p>Add the ability to read NewGRFs in .tars if the .tar is in the format/layout OpenTTD uses. Also allow specifying them in newgrf(w).cfg</p> Transport Empire - Bug #198 (New): Add button skins for main game menuhttps://projects.tt-forums.net/issues/1982011-11-26T20:58:50Zadam kadlubekuzurpatorex@gmail.com
<p>Currently missing. Using default, resource defined captions, not even language supporting ones.</p> TTDPatch - Bug #186 (Feedback): cargo bit mask and refittabilityhttps://projects.tt-forums.net/issues/1862009-09-26T14:32:15ZMichael Blunckttdpatch@gmail.com
<p>TTDPatch Version: 2.5 and 2.6<br />Patch Feature: newgrf</p>
<p>(For trains,) depending on the veh-ID, the behaviour of specifying cargomask bits is different:</p>
<p>1) for veh-IDs of original engines, if the cargomask property isn´t used at all or has been set to zero, a vehicle will be refittable to "foreign", unspecified, cargoes too.</p>
<p>2) for veh-IDs of original wagons, if the cargomask property isn´t used at all or has been set to zero, a vehicle will carry only the specified cargo set by prop15.</p>
<p>To handle the bug in 1), the cargo mask has to be set explicitly for the vehicle´s (single) cargo type, which makes no sense at all if the vehicle shouldn´t be refittable in the first place, but is marked in addition now as "refittable to:" in the purchase menu.</p> TTDPatch - Bug #180 (Feedback): CB10 (wagon power and visual effects) ...https://projects.tt-forums.net/issues/1802008-03-18T18:08:20ZOz Transfge124791j-temp315@yahoo.com.au
<p>TTDPatch Version: 2.6 r1825 (any)<br />Patch Feature: Callback 10</p>
<p>Using 0x00 .. 0x0F as callback result does not use visual effects as per veh prop 19 (traction).</p>
<p>With veh prop 19 (traction) set to 0x08 [diesel] and 22 (visual effects) to 0x40 [no effects]; then a cb10 result of 0x00 .. 0x0F displays steam and not diesel smoke.</p>
<p>Note : for more information also see FlySpray OpenTTD bug report #FS1855 [<a class="external" href="http://bugs.openttd.org/task/1855">http://bugs.openttd.org/task/1855</a>]</p> TTDPatch - Bug #170 (New): aRVs crash when restoring orders from a previously sold veh.https://projects.tt-forums.net/issues/1702007-09-15T01:24:08ZDale McCoydalestan@gmail.com
<p>TTDPatch Version: 2.6 r1726<br />Patch Feature: articulatedrvs</p>
<p>Pursuant to: <a class="external" href="http://www.tt-forums.net/viewtopic.php?p=626022#p626022">http://www.tt-forums.net/viewtopic.php?p=626022#p626022</a><br />It looks like RestoreEngineSchedule or InsertVehOrder needs to be patched to appropriately deal with artic RVs.</p>
<p>Stack in that crashlog is as follows:<br />EBP invalid at setordertype.ishuman.<br />Return to: InsertVehOrder+107h<br />On stack: cx, ax<br />Return to: DoAction+FEh<br />On stack: ebx<br />Return to: RestoreEngineSchedule (@5611ED)+3Bh<br />On stack: di, bx, ax, esi, edi.<br />Stack decoding failure: Not a return address. Local tests return to: <br />NewRoadVehWindowHandler (@0053EA6A)+225h<br />DoAllPlayerActions+1AAh<br />TickProcAllCompanies+E4h<br />Start_Game+174h</p> TTDPatch - Bug #162 (New): articated RV copy ordershttps://projects.tt-forums.net/issues/1622007-08-06T01:41:14ZAnonymous
<p>Original Author: wallyweb PM<br />TTDPatch Version: <= r1695<br />Patch Feature: articulatedrvs</p>
<p>It is supposed to be impossible to add stations to an articulated RV's orders, however it IS possible when copying orders from a non-articulated RV. The offending articulated RV then becomes stuck at the station entrance and must be forcibly removed with cht: deleteveh.</p> TTDPatch - Bug #151 (New): AI trains don't reserve pathshttps://projects.tt-forums.net/issues/1512007-06-20T12:56:11ZDavid Dallastonjim_spriggs@hotmail.com
<p>TTDPatch Version: 2.6a0 r1589<br />Patch Feature: PBS</p>
<p>Trains of subsidiary AI companies do not reserve paths when coming out of depots into PBS blocks, with the predictable outcome.</p>
<p>See <a class="external" href="http://www.tt-forums.net/viewtopic.php?p=599219#599219">http://www.tt-forums.net/viewtopic.php?p=599219#599219</a> for screenshot.</p> TTDPatch - Bug #148 (Feedback): callback 11 not called when train leaves depothttps://projects.tt-forums.net/issues/1482007-06-02T03:52:49ZDavid Dallastonjim_spriggs@hotmail.com
<p>cb11 (and possibly other callbacks) don't appear to be run when the train leaves the depot, or when a vehicle is bought or sold. The callback seems to be run only when the train arrives at the depot, or when dragging-and-dropping vehicles. This means if you buy or sell a vehicle in the depot but do not drag-or-drop vehicles in or out of the train, the train vehicles can end up the wrong length.</p> TTDPatch - Bug #142 (New): capacity for articulated vehshttps://projects.tt-forums.net/issues/1422007-05-06T11:37:43ZMichael Blunckttdpatch@gmail.com
<p>TTDPatch Version: r1536 as well as beta9<br />Patch Feature: newtrains</p>
<p>Articulated coaches/waggons made from 2 vehicles with the same ID are showing double capacity in the train window but specified capacity in the buy menu.</p> TTDPatch - Bug #138 (New): articulated locomotive powerhttps://projects.tt-forums.net/issues/1382007-04-13T14:21:15ZDavid Dallastonjim_spriggs@hotmail.com
<p>TTDPatch Version: r1486<br />Patch Feature: newtrains</p>
<p>An articulated locomotive made from 2 vehicles with the same ID ends up with double horsepower. The horsepower looks right in the buy menu and when you first build it, but it doubles the first time the train leaves the depot.</p> TTDPatch - Bug #130 (New): crash und certain conditions with fifo enabledhttps://projects.tt-forums.net/issues/1302007-02-09T00:30:57ZAnonymous
<p>Original Author: code<br />TTDPatch Version: 2.6 alpha r1397 win<br />Patch Feature: fifo loading</p>
<p>The game i attached crashes as soon as a train leaves the right platform of 'Heidelfeld Berg'. 'Leaves' means it switches to the next destination in the list.<br />The game does not crash when FiFo loading is disabled or "Cht: ResetFiFo" is applied. After using this cheat, the train is able to leave, but the game will crash as soon as the next train tries to leave that platform.<br />The crash occurs both when the train switches to the next destination itsself or when i manually force it to go to the next destination.<br />In the savegame i am attaching, Train 4 will trigger the crash.</p> TTDPatch - Feature #113 (In Progress): Additional lines for CB 23 text stringshttps://projects.tt-forums.net/issues/1132006-11-25T21:40:07ZOz Transfge124791j-temp315@yahoo.com.au
<p>TTDPatch Version: 2.5 beta 9<br />Patch Feature: Callback 23</p>
<p>This is not a bug, but it would be desireable to have at least another 2 (preferably 3) lines available in the purchase detail window for CB 23 informational text.</p> TTDPatch - Bug #109 (New): CB 36 setting property 09 (speed for trains) still not working.https://projects.tt-forums.net/issues/1092006-11-11T21:31:16ZOz Transfge124791j-temp315@yahoo.com.au
<p>TTDPatch Version: 2.5 beta 9 WIN<br />Patch Feature: Callback 36</p>
<p>Checking vehicle variable 60 while in CB 36, retrieves information from train <a class="issue tracker-1 status-5 priority-4 priority-default closed" title="Bug: tunnel removing doesn't check for train (Closed)" href="https://projects.tt-forums.net/issues/1">#1</a> instead of train in question. More details to follow.</p>
<p>BTW, vehicle variable 42 works now as expected.</p> TTDPatch - Bug #108 (New): Cargo Type FFh and no refittable cargos available, stuffs up vehicle p...https://projects.tt-forums.net/issues/1082006-11-11T21:27:23ZOz Transfge124791j-temp315@yahoo.com.au
<p>TTDPatch Version: 2.5 beta 9 WIN<br />Patch Feature: Purchase Window</p>
<p>Using cargo type FFh (Type B) as primary cargo and if there are no refittable cargos available the information in the vehicle purchase window is incorrect. This situation is quite possible, if the external new cargo/industry set fails to deliver or has not been activated.</p>
<p>a) Capacity: an incorrect cargo shown; should be 'N/A'<br />b) an extra blank line<br />c) Usage information missing (CB 23 text)</p>
<p>left panels, for comparison<br />right panels, top : no suitable refittable cargos for this wagon available in game; bottom : refittable cargos of iron ore and copper ore available, these cargos are new cargos in an arctic game. Everything is correct.</p>
<p>TTDPatch 2.5 beta 9 (WIN) in arctic climate.</p> TTDPatch - Bug #103 (New): AI builds over everythinghttps://projects.tt-forums.net/issues/1032006-10-30T17:38:50ZAnonymous
<p>Original Author: Unicornz<br />TTDPatch Version: r1161</p>
<p>THe Ai seems to be able to build over anything in the game. I.E. it will build an airport over bus stations, factories railtracks, in fact anything at all</p>