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Community => Simutrans Help Center => Topic started by: Roads on January 08, 2012, 02:53:24 PM

Title: vehicle needed, also help with sign
Post by: Roads on January 08, 2012, 02:53:24 PM
I've recently begun playing again after being away a few years.  Starting the game in 1930 and using timeline, there is no vehicle available for the cotton field.  The game says bags or piece goods, I have piece goods but no bags and the piece goods vehicle simply will not load.  The version is 111.0 - Nov 1 2011 - r4911


Any suggestions on how I can fix this?


Also would like to get rid of the graphic for the sign.  I like having trees in the cities and use signs to keep them from being built over but the signs often ruin the effect.
Title: Re: vehicle needed, also help with sign
Post by: Combuijs on January 08, 2012, 04:03:50 PM
Which pak are you playing? Pak128?
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 08, 2012, 04:51:36 PM
Yep, 128.  Sorry for the missing that bit of info.
Title: Re: vehicle needed, also help with sign
Post by: Combuijs on January 08, 2012, 05:13:31 PM
Cotton is considered a piece good in pak128. So, the piece good vehicle should load. Probably something else is wrong, amongst others:

1) Is there a contract between the cotton farm and the textile factory you are aiming for?
2) Is the station where you load enabled for goods?
3) Is the station where you deliver enabled for goods?
4) Is the cotton farm close enough to the loading station?
5) Is the textile factory close enough to the delivery station?

If you can't work it out, post a picture, that might tell whole stories.

Good luck with finding out the problem!
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 08, 2012, 05:28:34 PM
Thanks for the reply Combuijs.


1)  I did the "connect" when I created the factories and it showed they were connected.
2)  Yes, I had a goods loading station.
3)  And yep, same goods stop at the textile factory.
4)  Yes, I made sure the loading station was within one square of the cotton farm.
5)  Yep, same for textile factory.


Actually I'm only 90% all this is true.  I didn't save that game so no way to go back and check.  All of this you mentioned is things I normally always check.  I should have checked to see if the truck would pick up the wool at the sheep farm because the cooled meat truck did pick up the meat.  I'm playing that game now with the sheep farm.  I'll go check that now, I believe it uses the same truck as the cotton farm.
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 08, 2012, 05:45:58 PM
Okay, the wool did load on the piece goods truck.

---

*embarrassed*  I must have missed something.  I built a new cotton plantation, new textile factory and the trucks worked fine.  Really sorry for the post.  :-[

---

Does not matter. It happens to any of us at times...
Title: Re: vehicle needed, also help with sign
Post by: Combuijs on January 08, 2012, 08:36:26 PM
Does not matter. It happens to any of us at times...
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 08, 2012, 09:56:21 PM
Any help with the sign?  It's been awhile but I do know a little about programming.  If there is just a little code change needed...
Title: Re: vehicle needed, also help with sign
Post by: Combuijs on January 08, 2012, 10:49:23 PM
You don't need to change code. All graphics are in the pakset. You can find pak128 source on the Sourceforge page. Just change (locally...) the signs you want to change and then use the program "makeobj" to reassemble the pak files for the signs. You can find more information about makeobj in the wiki.
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 08, 2012, 11:08:29 PM
Many thanks Combuijs.  I'll do that.


I think I did figure out my problem with loading at the cotton plantation.  The station coverage has to get at least one square of the cotton plantation's graphic "core" for lack of a better description.  What I mean is station coverage to a corner of the field will not work.  It has to be one of the four squares with the buildings and tractor.


I ran into another problem with the mall.  Unlike other factories, it appears you can only unload with a vehicle at the mall if the actual vehicle loading bay is within range of the mall.  With all other factories I have checked, if you have a line of stations, any of the stations can be in range and the vehicle will unload.


As for the signs, I'm afraid I'm lost.  At sourceforge I only saw paksets like that I'm already running, not source code.  At any rate, I don't want to change or select a new sign, I just want the "square" to be blocked from the engine building anything on it.
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 11, 2012, 08:13:49 AM
I think it has been long enough to do a "double entry" without getting into trouble.  The problem with "edit" seems to be no one ever notices that you have edited your last post...


Still looking for any help to get rid of the sign graphic...
Title: Re: vehicle needed, also help with sign
Post by: sdog on January 11, 2012, 08:33:14 AM
if you don't enter text into the sign, you can get rid of the box containing the text on screen by switching "show station names" in the display settings dialogue.

this leaves you with the graphical representation of the sign on the map itself. here Combuijs gave you a hint to the right direction, you can use makeobject to create a new sign pak, overriding the old one. You might request that in the pak128 subforum, perhaps one of the pak maintainers has an easier suggestion. Here in the help request it is likely to be overlooked, it's a graphics request afterall -- even if it's about having no graphic.
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 11, 2012, 09:44:24 AM
Many thanks for reply sdog.  Your suggestion about having no text in the box sounds great but that didn't work.  I always keep "station names" turned off as well as "show waiting bars."  What is happening now with the sign is that if you put text into the box, the sign displays the word "text."  If you put nothing into the box, the sign displays "text."

If you turn station names on, then the sign still shows the word "text" but whatever you typed in the box appears above the sign.
Title: Re: vehicle needed, also help with sign
Post by: sdog on January 11, 2012, 09:54:07 AM
yes, i was giving you half the solution, the station names label. the other half, creating a new, empty, graphic for the sign was outlined by Comuijs.

Cf the wiki: http://en.wiki.simutrans.com/index.php/Creating_addons
You can also have a look in the addon section of the pak128 subforum, perhaps something has been made already.
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 11, 2012, 10:27:57 AM
Thanks again sdog.  I looked to see if I could mark both your post and Combuijs as helpful but didn't see how to do that.  If you can point me in the direction...would be happy to do so if that kind of thing matters.


Edit:
I did a search but couldn't find anything in addons.  There was actually not much about signs at all.  I'm afraid making the change in the pak is a steep learning curve for me, to begin with I still haven't found the pak for the signs.  For the time being I'll just do work arounds as best I can.  Sometimes the trees are big enough to mostly hide the signs...


Actually I'm not surprised I couldn't find anything on it.  Being a one percenter, it is always challenging to find a way to play a game the way I like to play it.  I love that simutrans provides way more in this respect than other games.  For example, I like to start the game with zero cities and industries.  That way I can setup scenarios such as cities growing because of location (RL Constantinople, err Istanbul, comes to mind) also, it is fun and satisfying watching tiny villages grow into big cities.
Title: Re: vehicle needed, also help with sign
Post by: VS on January 11, 2012, 03:08:29 PM
For the sign: Take both files "marked" (http://simutrans.svn.sourceforge.net/viewvc/simutrans/pak128/base/misc_GUI/), erase the picture and add one non-transparent pixel, compile with makeobj, replace original with this one.
Title: Re: vehicle needed, also help with sign
Post by: sdog on January 11, 2012, 06:59:13 PM
VS, the old sign is i think needlessly large and obtrusive, a 3 pixel high sign should do the job already, perhaps permanently replacing could be given some thought.
Title: Re: vehicle needed, also help with sign
Post by: VS on January 11, 2012, 07:50:32 PM
Who wants that - go for it, I'll gladly accept some improved version! I can easily tell that this graphic dates back to the days of "128 is just 2x64"...
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 11, 2012, 08:01:18 PM
Many thanks VS.  All I saw under "marked" was this:

Obj=cursor
Name=Marked
copyright=none
Image[0]=marked.1.0

and a graphic of sign "text"

Is that all there is to the file?  Also, can I just copy and paste that graphic into some paint package?  If these questions are just too "newbie" to answer, don't bother, I understand...I'll experiment and see if anything works.  This is beginning to make sense to me.
Title: Re: vehicle needed, also help with sign
Post by: VS on January 11, 2012, 09:33:33 PM
Argh! I have mistaken you for someone who said something to the effect that they're willing to get their hands dirty :) Sorry! I'm attaching a custom version, where the sign is much smaller (nearly invisible on trees).

As to the two files - yes, that's all there is to it. (Kind of simple, no? :D ) The text is what is in the DAT file and the picture is what shows in the game (in this case, to be precise, only the lower left quarter). You just use makeobj to turn this into a pak and... that's it :)
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 11, 2012, 11:25:13 PM
VS, maybe you weren't completely mistaken.  I just need to find the dirt to get my hands dirty.  :)


About the only real stuff I've ever done was some mod changes to Civ and uh, one of the Elder Scrolls games.  That was a long time ago and before that a long, long time ago I did a lot of FoxPro and Oracle stuff at work.


I appreciate very, very much what you have done, I'll download your file and use it.  From what you say it sounds like it will be fine.  Still, you have explained enough that I can experiment and maybe do some stuff myself.


UPDATE:


There was no original cursor.marked.pak in the file folder.  I moved yours there but has no effect on the game.  In the British pak 128 there is a  cursor.marked.pak  Will check to see the differences...


The difference in the British pak is the sign actually indicates it has some wording on it.  If you click on the sign it has the wording you originally typed in and is highlighted such that you can change it if you want.
Title: Re: vehicle needed, also help with sign
Post by: VS on January 12, 2012, 12:33:41 PM
Ah, there are more cursors etc. merged into GUI.128.pak... You could put this file into addons folder (Documents/simutrans/pak128). Or, try renaming it so that it starts with Z... so that it is loaded after the original and overwrites it ;)
Title: Re: vehicle needed, also help with sign
Post by: Roads on January 12, 2012, 05:27:42 PM
VS, you are a great guy! *cheer*


Setting the file up as an addon worked.


Also I had used MS paint and simply deleted the sign, filled the space where it was with the same color as the surrounding area and saved it.  I ran makeobj with the file I had saved and the .dat file and it WORKED!


If I turn the station names off, click on sign and type nothing into the field, I'm left with a square that looks exactly as if you had done nothing to it at all!  Thank you very, very much!


Looking at your tools downloads now...
Title: Re: vehicle needed, also help with sign
Post by: Roads on August 08, 2012, 08:50:00 AM
This no longer works with version 2.1.0 of pak128

Yep, just now getting around to trying it along with v111.3.1 of the game.

I have found in the source code pak/128-src/base/misc_GUI, the files, marked.dat and marked.png
From looking at the creation date of the files, it looks to me like the files are the same as in the previous version of pak128

Any idea why this is no longer working?

Also, great, great, great looking buildings Fabio!

I was disappointed the little parking lot with the trees and cars was not included.  The one without the trees was not in the previous version though.  No idea why that was since it was in the source file.


MODIFY:  If this is any trouble at all, just please ignore.  I've got an idea...thinking I can take that blank sign and use it as a house.  Maybe it will not affect the game in any appreciable way if I make it a level 1.


Also just want to note that Joker's buildings will not display in this latest pak.

Title: Re: vehicle needed, also help with sign
Post by: prissi on August 08, 2012, 12:44:18 PM
Sorry what did not work? Overlay things by addons should still work. Only the location of the addon folder rmoved recently.
Title: Re: vehicle needed, also help with sign
Post by: Roads on August 08, 2012, 03:34:02 PM
Prissi, the little addon that makes the sign display nothing.  What you have left is the original landscape but the engine will no longer build on it because it is designated as used by the sign, either player or public player.

I thought at first this was not because of v111.3.1 of the game but rather a problem with version 2.1.0 of pak128.  However, I have tested this and it does appear to be a problem with the new version of the game engine.  Oddly enough, when I run the game under v111.3.1, I don't get the popup screen for language choice and the music which I always have turned off does not play.  If I then run the old version of the game again, I am prompted for the language choice and the music and sounds begin playing.
Title: Re: vehicle needed, also help with sign
Post by: prissi on August 08, 2012, 07:36:32 PM
So what is the problem.

(The music playing/language selection stems from the fact, that the old simutrans realizes the settings are from a future version and thus have to use default values. Hence music on and asking for language. The newer version can of course load the older setting, since it know their format.)
Title: Re: vehicle needed, also help with sign
Post by: Roads on August 08, 2012, 11:47:10 PM
The problem is that now the sign displays.




MODIFY:  I am now in panic mode! :(


Trying to find a work around using houses does not work.  There is a good reason for this.  Even though the background is blank, the building process destroys the trees on the square.  So sure the engine will no longer build on that square but you can't keep the trees on it either or add any since the engine reads a house on that location.


So I'm back to the cursor business and best I can figure out it is in this file - GUI.128.pak


Researching, I found this thread [size=78%]http://forum.simutrans.com/index.php?topic=5142.0 (http://forum.simutrans.com/index.php?topic=5142.0)[/size]


which seems to me there may have been some unresolved difficulty with the file earlier this year.


The problem for me of course is that I'm pretty much clueless on this stuff.  I realize that this is not something very many people care about and I'm willing to work on it but it's kinda like asking a first grader to balance your checkbook.


That said, I love those trees and if there is anything I can do, just point me in the direction.

Title: Re: vehicle needed, also help with sign
Post by: Ters on August 09, 2012, 08:02:05 AM
If the sign you altered the graphics for displays the unaltered graphics, the game is clearly not loading your altered graphics. Either you've overwritten your altered graphics in the upgrade process, or it's got something to do with the addon directory relocation prissi mentioned.
Title: Re: vehicle needed, also help with sign
Post by: Roads on August 09, 2012, 12:35:04 PM
Ters, no doubt it has something to do with the new version because it is not only my graphic won't display anymore, Joker's buildings won't display either and they most certainly will under the old version.

I'm not a huge fan of Joker's buildings so I could live with that but that alone is an indication something has changed.  There is something else that seems odd but it may have always been the case.  It looks like the buildings, or at least some of them from the addons are not listed in the "build urban buildings" list for public player.  I added a building to test this and could not find it in the list until I moved it from the addons directory to the pak128 directory.  Yet I have several buildings in the addon directory, including Gelion's and they are listed on the public player list.

So there could be more than one problem here.  I did try moving my file which is named cursor.marked.pak from the addon to the pak128 directory and it still did not work.
Title: Re: vehicle needed, also help with sign
Post by: prissi on August 09, 2012, 12:42:12 PM
in the pak128 directory things are read in the order they are found on the harddisk, which may be random. Thus you pak might be read before the official one and then never is used.

You need to create under my files/simutrans a folder addons in in there a folder pak128. Then copy the marker there. These are the addons, that will be loaded after the pak has been completely loaded.

Otherwise install pak64 with addons using the online installer. Then search for "addons" in either simutrans program directory or simutrans "my files".
Title: Re: vehicle needed, also help with sign
Post by: Roads on August 09, 2012, 01:16:37 PM
I'm using Windows XP

I created this "Documents and Settings/David/My Documents/Simutrans/pak128/addons and put all my addon files into it.

This did not help or change anything from what has been happening.

Also I had said that all of Gelion's buildings will display.  One will not - the soap factory.


MODIFY:

Also have tried it this way "Documents and Settings/David/My Documents/Simutrans/addons/pak128

No change


MODIFY:


*sigh* Now my old version v111.0 is acting just like v111.3


Neither the cursor, nor Joker's buildings nor Gelion's soap factory will display.  The only diff between the two versions is that v111.3 has a message saying the buildings are replaced.  Their replacement is plain landscape...
Title: Re: vehicle needed, also help with sign
Post by: grampybear on August 09, 2012, 03:13:16 PM
I too use Windows XP and my file set is....documents and settings/owner/my documents/simutrans pak128/Pak128. running vs 111.0-5862 nightly. Game pak contains all my addons, and I have many, some going back before vs 100, even some from other pak128's. My game pak is very large (484 mb) but starts and runs with no problems and all the addons show up in proper place.
Title: Re: vehicle needed, also help with sign
Post by: prissi on August 09, 2012, 03:20:42 PM
Documents and Settings/David/My Documents/Simutrans/addons/pak128
IS correct for the current version (if your pak128 folder is still called pak128 and not something else)

However, thus assumes you did not install a portable version. If there is a folder Documents and Settings/David/My Documents/Simutrans/save, which actually contains your latest savegames, then the above folder should work with 111.3.1
Title: Re: vehicle needed, also help with sign
Post by: Roads on August 09, 2012, 03:36:27 PM
Prissi!!!  You have solved the problem!

Many, many thanks!

The problem was I had my addon files in the folder called Addons.  As soon as I moved them to the /Addons/pak128 folder, everything works perfectly.