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#91
Simutrans-Extended bug reports / Re: All industries lose connec...
Last post by jamespetts - March 31, 2024, 11:56:23 AM
Thank you very much for your report and apologies for not having had the chance to respond hitherto. Generally, finding and fixing bugs is only really possible (within the resources of amateur developers such as those who work on Simutrans, at least) with a reliable reproduction case. That means a saved game in which the fault can reliably be reproduced (if necessary, by following specific instructions) within a reasonable time so that we can look inside the game code when the problem occurs or get a backtrace for any crash.

I note that Ranran has had trouble reproducing the crash from the saved game, suggesting that the bug may be hard to find. Unfortunately, intermittent bugs are typically difficult to reproduce and track down. If we can get a reliable reproduction case, especially for the crash, that would be very helpful (although it might turn out that the crash is just a symptom of all the industries losing their connexions, and that what we need to track down is the earlier point in time when this happens).
#92
Simutrans-Extended closed bug reports / Re: Crash with new line
Last post by jamespetts - March 31, 2024, 11:51:41 AM
Thank you very much for the report and the fix. Apologies for not having had a chance hitherto, but I have now merged this. This should now work correctly in to-morrow's nightly build.
#93
Simutrans Help Center / Re: Passengers don't enter tra...
Last post by Antonin - March 29, 2024, 03:04:17 PM
Maybe my problem is the same as the OP. I have 2 cities, with a bus line connecting them. City A has a bus stop on its outer edge with 700 people waiting. About 200 want to go to City B. I built a rail line between the 2 cities, but nobody will ride it. The train stop is right next to the overcrowded bus stop.
#94
Extension Requests / Re: traffic lights and signals
Last post by prissi - March 29, 2024, 01:38:26 PM
Since the traffic lights are switching in a sync_step, it is trivial to remove them if the underlying way has less than a straight ribi. Added in r11104
#95
Extension Requests / Re: traffic lights and signals
Last post by Andarix - March 29, 2024, 06:40:33 AM
If the owner checks, human traffic lights can be excluded from being removed.
#96
Pull request #647 incorporates some recent commits from standard.
Anti-aliased fonts are an important innovation in Simutrans, and I decided to move forward with the goal of incorporating them into extended.

However, due to the interference of one lazy Japanese, this work would require a lot of time.
Important code remains broken and conflicting, and folder structure changes cannot be incorporated.

Anyway, since the amount of changes has increased, I will submit the changes once. Incorporation of font reform will still be a long way off.
#97
Extension Requests / Re: traffic lights and signals
Last post by Andarix - March 28, 2024, 06:20:29 PM
The background to this concern is Script AI. They are now also building traffic lights. They still need some optimization.

It's just that the traffic light belongs to a different player than the player who removes the intersection. This should mean that such double traffic lights could be present on the maps quite often. Especially with sets/maps that favor road traffic.

Another option would be to make it generally public so that it can be removed. However, the question then becomes whether the phases can be changed by everyone or not. In network games, this is likely to lead to mutual hindrance if everyone is allowed to change the phases.
#98
Extension Requests / Re: traffic lights and signals
Last post by Isaac Eiland-Hall - March 28, 2024, 05:23:48 PM
Just a quick request for consideration: I have found it useful to have a traffic light on a road without an intersection to direct trucks/busses to help with spacing - a medium-long red with a short enough green so that only one vehicle gets through...

But if this is not enough to justify leaving the functionality, no worries. It's probably not worth it to ask for someone to write code to support an alternate light that could be specifically placed on road for that purpose (I.e. placed not on an intersection). I can't imagine it's a common usage, although I've seen the strategy discussed a couple of times over the years. :)

(I think changing it to be removed once there are fewer than 2 ribis would probably keep that functionality)
#99
Extension Requests / Re: traffic lights and signals
Last post by prissi - March 28, 2024, 01:45:27 PM
That traffic light works like a pedestrian crossing and was left intentionally. But it is easy to remove it once there are only two ribis left.
#100
Extension Requests / traffic lights and signals
Last post by Andarix - March 28, 2024, 09:43:51 AM
Traffic lights should be automatically removed when an intersection is no longer an intersection due to road demolition. The traffic lights are then in a field that is actually forbidden.
Even removing the traffic light may not always be possible because it can belong to another player.

The same applies to signals on rails. If there are invalid tracks due to renovations, signals should be removed.

If a signal field becomes an end tile, the signal is no longer displayed visually. If the signal field becomes an intersection, then the signal is on a field that is actually forbidden.

Screenshot 2024-03-28 103439.png

Alternatively, construction activities that lead to invalid conditions would have to be prevented.