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21
Tutorials / Re: Links+Tutorial: Make heightmap of any part of world !
« Last post by Carl on June 24, 2017, 04:05:29 PM »
That's why it's a matter of trial and error - you have to brighten it just enough, but not too much :)
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Tutorials / Re: Links+Tutorial: Make heightmap of any part of world !
« Last post by accord2 on June 24, 2017, 04:03:17 PM »
Now the water is land and when i try to raise the sea level the continent turns water and the keeps being land :/
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Simutrans Extended Development / Trains go back at waypoint
« Last post by accord2 on June 24, 2017, 03:43:18 PM »
Hello,
I have a small problem here. In the save game you will see Bloxnell station. The trains coming from the left (monitor's left) can't go to the station at Rockingpike (monitor's right). I tried to create a waypoint between the two stations but when they reach the waypoint they just turn back. You already have two train in the area, so you can order them go to Rockingpike with the reverse schedule option. Thank you.

https://www.dropbox.com/s/juhew8llgcjj9xc/Elsingstoke%2043.7.sve?dl=0
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Tutorials / Re: Links+Tutorial: Make heightmap of any part of world !
« Last post by Carl on June 24, 2017, 02:55:25 PM »
Try adjusting the brightness of the whole image until the land you want to be coastal has a RGB of 128/128/128. This might take some trial and error.
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Tutorials / Re: Links+Tutorial: Make heightmap of any part of world !
« Last post by accord2 on June 24, 2017, 02:34:30 PM »
Hi, the RGB have a lower value than 128, 128, 128. How can I change this?
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Simutrans Extended Solved Bug Reports / Re: RNG issues
« Last post by jamespetts on June 24, 2017, 12:43:57 PM »
Splendid, thank you.
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Simutrans Extended Solved Bug Reports / Re: RNG issues
« Last post by Jando on June 24, 2017, 11:59:36 AM »
I'll re-run my tests with the newest nightly tomorrow then. Thanks.
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Simutrans Extended Development / Re: Assigning a new line to a vehicle
« Last post by jamespetts on June 24, 2017, 10:09:38 AM »
Thank you for spotting this. I have implemented this in the latest Github code, but have not had a chance to test it. Would you be able to check that it is working? I should be very grateful.
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Simutrans Extended Solved Bug Reports / Re: RNG issues
« Last post by jamespetts on June 24, 2017, 10:07:30 AM »
Thank you.

Edit: I have just pushed a fix to the random number generation algorithm: it was previously not properly seeded when running in the multi-threaded parts of the code (in particular, the passenger generation routine), meaning that there was actually not enough randomness, as lots of passengers would end up trying to go to the same place, rather than being spread out over different destinations. I do not know whether this will fix your issue, but I should be grateful if you could test and let me know whether it does. Thank you for the report.
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Simutrans Extended Solved Bug Reports / Re: RNG issues
« Last post by Jando on June 24, 2017, 10:03:07 AM »
Passenger generation inherently relies on randomness to work, as we cannot simulate each citizen's internal life. What you are describing suggests some other problem than the mere fact of randomness, however. Could you possibly post a new thread about it in more detail, with a saved game?

Hi James, I'll gather the data and make a thread in development over the weekend.
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