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Scripting Scenarios and AI / Re: [Online] Script to replace "nettool"
« Last post by Yona-TYT on Today at 09:55:03 PM »
A better idea would be to implement the nettool functionality in the gui.

Yes, it's better, I just wonder why they did not do it before.  ???

And no, this would not have prevented the bug that you linked. This was independent of nettool.
A bit confused then, does nettol conflict with the script? Or is it a error in my regions scenario?
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Web & Wiki / Re: Broken: Experimental Server Listing
« Last post by jamespetts on Today at 09:38:30 PM »
I am afraid that I do not have a logo with the Extended text; it was not I who made the old "Experimental" logo.

Is the old listing server address already set to redirect to the new one? If so, the new listing server is not working, as the Bridgewater-Brunel server would be announcing every 15 minutes or so, and would have been redirected by the old server to the new one.
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Web & Wiki / Re: Broken: Experimental Server Listing
« Last post by Vladki on Today at 09:27:39 PM »
Do you have some logo with extended text? This one was already available with the code.

Please test the new listing server and if it is ok, change the address in code. I hope that this one will stay. However the old address should be redirect to the new one as well.



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Web & Wiki / Re: Broken: Experimental Server Listing
« Last post by jamespetts on Today at 09:08:09 PM »
Thank you for setting that up. Can I confirm that you would like me to alter the game's code to point to this new listing server instead of the current one?

Also, I notice that the old "Experimental" graphic is still used - could this be changed, I wonder?

Thank you for this.
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That is odd - I have not been able to reproduce an actual crash at all. The important thing for performance is your CPU, but yours seems as if it is likely to be at least as powerful as mine (and even if it is a laptop version, that would not account for it getting stuck if it is running overnight unless it has overheated so drastically as to cause it to scale back to a small fraction of its capability, which seems doubtful). Can you post screenshots of your settings to make sure that I reproduce them precisely?
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Web & Wiki / Re: Broken: Experimental Server Listing
« Last post by Vladki on Today at 08:19:16 PM »
New game listing server for extended is running at http://list.extended.simutrans.org:8080/list
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Tutorials / Re: Links+Tutorial: Make heightmap of any part of world !
« Last post by Carl on Today at 07:08:10 PM »
Check two things - first, when you load the ppm in an image editing program, is the RGB of the land areas at least 128, 128, 128? Second, try changing the water level in Simutrans map creation.
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This bug is not fixed. The difference between this and #17057 is that here the trains are scheduled to stop on the station ahead of the choose signal, while in 17057, the were not (it was a pass through station).
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Part of the problem still persists:

Getting out of on-staff area is also a bit unusual. Train does not stop at the exit box, reserves the path to next signal and stays in on-staff mode. It changes to other mode upon approach to another signal. I think the train should stop on exit as well, as the staff has to be returned to the box, and then it should continue in drive-by sight mode.

At least in my game it does not cause any deadlocks, just it is not the expected behavior.
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Unfortunately it is not fixed. I have uploaded a new save game. http://server.exp.simutrans.com/debug-saves/long-block3.sve
Look at station Jablonica with longblock start signals. There is a train that has recently reversed, and reserved way to cerova-lieskove stop, and then directiona reservation to Dubrava loop. The reservation does not end on the tile with one-way sign, but it just has a gap of 3 tiles and continues further on. The last tile of the gap is waypoint in that trains schedule. The blue reservation between dubrava and bukova belongs to a train in opposite direction, which is just departing from smolenice. Again, you can see a gap in the blue reservation at bukova loop. This time the waypoint is in the middle of platform. Most striking is the fact that the train in jablonica is waiting for clearance, even though the whole path to Dubrava is clear. If you let the game run, the train from smolenice will arrive to home signal at dubrava and stop there, because the tile ahead of home signal is reserved by the train from Jablonica.

What I would expect is, that the track between dubrava and bukova would not be reserved at all, until one of the trains approaches one of those loops (home signals are 3-aspect), and makes reservation further ahead. Then the trains should pass each other in one of those loops.

There are more longblock signals at station Boleraz (again as start signals), If the track ahead is clear you may catch more examples of directional reservations going through one-way signs.
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