In 1750 during map generation, intercity roads (old_dirt_road) will build fords, but industry roads (bridleway) will build masonry bridges -- which is weird and annoying!
I'm trying to trace this down. The code is calling all the same code paths, the only difference is which road type is passed. When building the bridleway for industry roads, it's consistently failing the crossing check here in bauer/wegbauer.cc (I inserted the dbg->error message to spot this):
I'm not sure what's going wrong here; I believe it ought to pass the check. Anyone got any idea what's failing here?
I believe this is why it's building bridges.
// Do not check crossing permissions when the player
if((!this_way || !this_way->get_owner() || (player_builder && !this_way->get_owner()->allows_access_to(player_builder->get_player_nr()))) && (!check_crossing(zv,to,wtyp,player_builder) || !check_crossing(-zv,from,wtyp,player_builder)))
{
+ dbg->error("wegbauer.cc","Crossing check failed going to %s", to->get_pos().get_str());
return false;
}
}
{/code]
Maybe the top speed does not match? Crossing may not allow the correct speeds?
Quote from: prissi on May 13, 2023, 10:33:34 AMMaybe the top speed does not match? Crossing may not allow the correct speeds?
I suspect that Prissi is correct; this looks as though it is more likely to be a pakset issue.
As noted elsewhere this was a code bug (and I fixed it and the fix has been committed some time back)