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Wrong displaying of townhalls - townhalls in two elevations

Started by Václav, August 27, 2011, 01:00:12 PM

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Václav

I really don't know when it happened (I tried versions 4718, 4775 and 4781 - and it is in all of them) - but today I found something very strange - townhall built in two elevations - see attached picture. It is very confusing situation because after rebuilding into next evolution step there are two townhalls built over each other - the first is in one elevation - and other is in else elevation.


Right bottom tile is wrong placed - there it should be in the same level as other parts of building - but it is not.

Chybami se člověk učí - ale někteří lidé jsou nepoučitelní

Ters

I have a town hall like that myself, but it has been that way for a long time now. At the time I discovered it, I thought I remembered a bug report about this not long before. The bug had been fixed, but I guess once a town hall has been affected, it remains an anomaly in the game data unrelated to the version of the game executable. I might have guessed completely wrong, though.

Václav

I quickly went through this board and board of already solved problems - and it was not called.

Chybami se člověk učí - ale někteří lidé jsou nepoučitelní


Václav

... number of version called in last post of that topic is very low - 4345 - and what is more important, it seems that it was tied to Experimental.

Chybami se člověk učí - ale někteří lidé jsou nepoučitelní

Ters

The fix was applied to Simutrans standard, so I guess it was affected too. If your game has never been played with a version of Simutrans that old, or you are absolutely sure the town hall looked right in a later version, then it must be something else or the fix was incomplete. My game is that old.

Václav

#6
Yes, I am sure that townhall looked right in a later version - because I started my current game in July. From that month I have only one nightly - 4718 (and I update my nightly very often) and if I accept that I could begin that game with one previous version, that it was 4669 - but still: it was right.

-->
... I looked into old games - and found that originally that townhall was in one elevation - and what is more important, there was not reason for this behaviour - because that townhall was on flat land - slopes were around it on two sides.


Chybami se člověk učí - ale někteří lidé jsou nepoučitelní

greenling

It s Possible that´s the bug lay in the Dat files!
Can you be check the datfile VaclavMacurek? 
Opening hours 20:00 - 23:00
(In Night from friday on saturday and saturday on sunday it possibly that i be keep longer in Forum.)
I am The Assistant from Pakfilearcheologist!
Working on a big Problem!

infernalmachine

I've run into 2 related problems with factories in the past month, also using recent nightlies. (Using pak128open.)

In two separate games, I've had cotton plantations move on me between nightly versions.  I'm guessing this is related to the fact they only use 3 of the 4 squares in their 2x2 grid (the factory part, not the fields). I'm guessing that if you have changed the map orientation before saving, that can cause a problem when loading the save file in a new version?

But I've encountered an even stranger issue with a two-level grain mill just last week.  When I started the game, the grain mill (which is a 3x1 factory) was on flat land.  I was landscaping adjacent to the mill, but closer to sea level, when I tried to lower land which conflicted with one end of the mill (2 levels up).  Normally, the game doesn't allow this, and presents a warning and doesn't allow the landscape change.  But in this case, it actually destroyed the end square of the mill and completed the lower land request.  I was left with a 2x1 grain mill on the map but which was no longer connected to the canal stop that was serving it.

Since I couldn't fix the canal stop, I just saved the game and then reloaded it -- mostly to see what would happen.  It recreated the mill as 3x1, but with the previously destroyed square one level lower.  The mill was now connected to my canal stop again and I proceeded to play the game as usual.

Here's 3 pics (with and without buildings and wider view):



Clearly this shouldn't have happened  In fact, I've never seen the lower land tool do this before.  But it makes me wonder if a previous nightly (just prior to r4778) introduced these anomalies (the factory being destructible by landscaping and the two level factory/town hall).

It also makes me wonder if I've located the "bug" in my http://forum.simutrans.com/index.php?topic=7868.0 post?

prissi

Factories are not saved tile by tile but as hole. Thus, as long as not (0,0) tile of a factory is destroyed, the whole factory will be restored during reloading and creating the situation in question.

I could not delete an part of the factory. If this can be reproducably achieved, then you can do all those tricks. This is not related to the townhalls, as they even use slightly different place search routines.

Václav

Situation described by infernalmachine is surely strange - but that what I described is more confusing because as is visible on my screenshot number 2, there was not reason for such destruction of townhall - because slopes were around it.

Chybami se člověk učí - ale někteří lidé jsou nepoučitelní

prissi

Once wrongly built (there was a version that contained an error) a townhall or factory stays like this. And since deletions fails, another is built on top of it. During reloading the old will rebuilt and then the new one on top. Very likely ending such a game causes an error during deletion of the map.

Ters

I have no problems deleting my screwed up city hall (as public player). Well, except that the city disappears along with it. I think I still have at least one savegame hanging around on the file-upload site. The city is Hillstead if you want to look at it.