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Messages - Kristian

7
Incorporated Patches and Solved Bug Reports / help implementing rivers [resolved]
Dear all,
Trying to add rivers to Pak Contrast / Simutrans 102.0. I made an image file, and a dat file like this:

Obj=way
Name=river
cost=1000000
maintenance=1
topspeed=15
max_weight=1000
waytype=water
system_type=255
...


and the pak compiled without error.

I then added this to the simuconf.tab:

# rivers:
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
river_type[0] = river
river_number = 16
river_min_length = 20
river_max_length = 200


But when simutrans tries to build a river (I guess), this happens:

Message: karte_t::distribute_groundobjs_cities():   distributing groundobjs
Message: wegbauer_t::route_fuer():   setting way type to 127, besch=river, bruecke_besch=NULL
Warning: wegbauer_t::intern_calc_route():   Too many steps (1>=max 1000000) in route (too long/complex)
Message: wegbauer_t::route_fuer():   setting way type to 127, besch=river, bruecke_besch=NULL
Message: wegbauer_t::route_fuer():   setting way type to 127, besch=river, bruecke_besch=NULL
Message: wegbauer_t::route_fuer():   setting way type to 127, besch=river, bruecke_besch=NULL
Message: wegbauer_t::route_fuer():   setting way type to 127, besch=river, bruecke_besch=NULL
Message: wegbauer_t::baue():   type=127 max_n=46 start=136,54 end=168,40


Message: wegbauer_t::baue():    type=127 max_n=46 start=136,54 end=168,40
Segmentation fault


The same thing seems to happen with the standard way.river.pak. Is there a setting I am missing? Does simutrans require at least two river types?


Edit: Do I need a menu entry?
8
[NL]Nederlands (Dutch) / Re: bus
Je moet daartoe een depot/remise bouwen waar je bussen kunt kopen. Die bus kun je vervolgens een lijn toewijzen.
9
[NL]Nederlands (Dutch) / Re: Mijn vragen
  • Wat kan ik doen om te zorgen dat ik een mooie geordende stad heb?

Een meer ingewikkelde manier is om zelf een cityrules.tab te schrijven. De bijgevoegde inhoud van mijn cityrules.tab creeert bijvoorbeeld een regelmatiger stratenpatroon dan gebruikelijk (naar ik hoop, ik heb simutrans niet geinstalleerd op deze computer).


Code: [Select]

# cityrules.tab
#
# City building rules (new fashion)
#
# author: Hj. Malthaner <hansjoerg.malthaner@gmx.de>
# date:   25-Nov-03
# update: 22-Aug-04
# update: 5-Jan-05


# how far cities should be minimum apart (default 16)
minimum_city_distance = 32

# chance for renovation versus new building (bigger number => less sprawling)
renovation_percentage = 12

# at which number of inhabitants we need a new market?
industry_increase_every = 2000

# citys will not growth further along exiting roads, if the buildings density is lower (in percent)
minimum_building_desity = 33

#
# relative affinities for certain building types which can lead to clustering of certain building types
#

# avoid building next to industry
res_start_score = 0
res_near_ind = -8
res_near_com = 0
res_near_res = 8

# everywhere is good, next to com best
com_start_score = -10
com_near_ind = 1
com_near_com = 8
com_near_res = 1

# next to res means expensive filters and no truck after 10 pm => avoid this ...
ind_start_score = 0
ind_near_ind = 8
ind_near_com = 0
ind_near_res = -8


#
# now the actual building rules. They can be up to 7x7.
# allowed sizes are 3x3 5x5 and 7x7!
#

#
# Symbols in rules:
# S = must not be road
# s = must be road
# n = must be bare land
# H = must not be house
# h = must be house
# T = not a stop // added in 88.03.3

# t = is a stop // added in 88.03.
# U = allowed slope for roads

# u = forbidden slope for roads

# . = anything matches
# SPACE = next row
#
# Each row must have EXACTLY the same number of members!
#


# build houses next to straight roads
house_1 = ..... .s... Ssn.. ..... .....
house_1.chance = -3

# build houses one row behind another house
house_2 = ..... ..... ..n.. ..h.. sss..
house_2.chance = -3

# extend existing road
road_1 = ..... .S... ssn.. .S... .....
road_1.chance = -6

# crossing road
road_2 = ..... ..... SSnS. sssS. ...S.
road_2.chance = -2

# crossing road 2
road_3 = ..... ..... ..n.. sssss ..s..
road_3.chance = -7

# game start
road_4 = h.. sn. ...
road_4.chance = 7
10
Randomness Lounge / Re: Pixel city
Ah, I searched for such a topic, but couldn't find it.. Let me merge this then. :)


Edit: perhaps that wasn't such a good idea, but awell.
19
Simutrans Help Center / Re: PAK128 and PAK128.Britain
You can try to copy some of the the pak files from 128 to 128.Britain, or vice versa. For example, vehicle.player.all.pak in 128.britain should give you the player vehicles from that pak.
21
Simutrans Help Center / Re: can't build new
That is what I currently have, and what gives the first error message.

Code: [Select]
Obj=building
Name=ShipStop
# must be 1*2
# 1_1 is the land sqare
Dims=1,2,4
NoInfo=1
Level=1
type=stop
waytype=water
enables_pax=1
BackImage[0][0][0][0][0][0]=dock.1.1
BackImage[0][1][0][0][0][0]=dock.0.1
BackImage[1][0][0][0][0][0]=dock.1.0
BackImage[1][0][1][0][0][0]=dock.0.0
BackImage[2][0][0][0][0][0]=dock.0.3
BackImage[2][1][0][0][0][0]=dock.1.3
BackImage[3][0][0][0][0][0]=dock.0.2
BackImage[3][0][1][0][0][0]=dock.1.2
icon=> dock.0.4
cursor=bdz.0.0
22
Simutrans Help Center / can't build new ship stop [solved]
I am trying to get my old pakContrast to work with simutrans 102. I have recompiled the pak with makeobj 49.

When I try to build a harbor, I get an error message

Quote
Can't build a terminal station here! An end piece of flat road/track is needed.

The log shows something like this

Code: [Select]
Message: wkz_halt_aux():        building ShipStop on square 36,45 for waytype 3
Message: gui_textarea_t::recalc_size(): reset size to 171,33
Message: create_win():  ins_win=1
Message: create_win():  new ins_win=2

I wondered if the syntax for harbors had changed, so I consulted the pak64-source. These files
http://simutrans.svn.sourceforge.net/viewvc/simutrans/pak64/player/playerbuildings.dat?view=markup
http://simutrans.svn.sourceforge.net/viewvc/simutrans/pak64/player/big-hafen.dat?revision=146&view=markup
show

Code: [Select]
type=harbour

but when I try that, makeobj says

Code: [Select]
FATAL ERROR: building_writer_t::write_obj()
harbour is obsolete type for ShipStop

and refuses to compile.

Any help is welcome.
23
Bug Reports / Re: brightness of LCD backlight changes when I start simutrans
I'm not sure how to check. The man page says
Quote
X Version 11
xorg-server 1.4.0.90

My machine is a Thinkpad X61s, which apparently has an Intel X3100 integrated graphics chip.


Edit:
There seem to be two backlight settings. One "permanent" in gconf, and one "temporary", which is changed with the Fn-brightness keys on the laptop. Simutrans seems to be changing the temporary ones. I am not entirely certain about the way in which temporary and permanent settings interact.
24
Bug Reports / brightness of LCD backlight changes when I start simutrans
Hello,

After a long time of inactivity, I am now trying simutrans 102-stable on linux (basically ubuntu server 8.04 + fluxbox + gnome power manager).

When I start simutrans, the monitor increases in brightness to 100%, and stays att full brightness even after I close simutrans. This happens irrespective of whether I run on AC or battery power.

Is this intended behavior?

kind regards,
Kristian
25
Simutrans Help Center / Re: strategies to keep p****engers happy
Code: [Select]
Obj=building
Name=Station_building
NoInfo=1
type=extension
waytype=track
enables_pax=1
level=4
dims=1,1,2
cursor=bdz.0.0
icon=> buildings.5.4
BackImage[0][0][0][0][0][0]=buildings.5.2
BackImage[1][0][0][0][0][0]=buildings.5.3
needs_ground=1

My first guess would be that you just replace "track" with "road" or something similar. I am starting to forget this stuff. (I promise will work a bit on simutrans again when the academic year is over, and the conference/travel season begins.  ;))
26
Simutrans Help Center / Re: strategies to keep p****engers happy
Ah, now I'm starting to understand. :)

Personally, I have never taken placing extension buildings of the "wrong" type as cheating. In fact, in creating my own pak sets, I have always ****umed that players would place buildings from the other menus. This helps keep the individual menus from overcrowding because of unnecessary duplication.

It is relatively easy to create new bus stops (pak files, that is) with higher capacity. IIRC, they will automatically be priced accordingly. I could even look into doing that tonight, if you wish.

32
Pak64.Contrast / Re: Pak Contrast 808 released
Screenshots attached.

Thumbnails in the next post.

Pak Contrast is a minimalistic pak set. Its features concentrate on m****ive p****enger networks and urban planning. Default maintenance costs are low, and construction costs high. The player should not feel financially constrained to invent creative rail solutions, but should instead take on the challenge of transporting large p****enger flows as efficiently as possible.

http://addons.simutrans.com/?special=Contrast+Set&todo=search

[attachment deleted by admin]
33
Pak64.Contrast / Re: Pak Contrast 808 released
No it is not; they are separate enterprises.

Pak Abo is "stable" and waiting for some kind soul to keep it updated for the newest simutrans versions. I am still "developing" Pak Contrast, but I do not currently have much time for it, as I am teaching, taking courses, and doing research at the same time.

Do you need screenshots of Pak Contrast?