Skip to main content
Topic: vehicle change in PAK128/openPAK128 (Read 5289 times) previous topic - next topic

vehicle change in PAK128/openPAK128

I am running a game with Pak128-888. Trying to download the latest nightly I found only the openPak128 version 928 which I downloaded. In my game all the busses are now replaced by trolleybusses which cannot find a route because there is no electrification.

Re: vehicle change in PAK128/openPAK128

Reply #1
Could you please retest with a nightly revision 3283 (that will be generated tonight) ?

There is also a compatibility zip file that contains all non-open objects, maybe this helps:
http://128.simutrans.com/download/pak128-compatibility-1.4.4.zip
Parsley, sage, rosemary, and maggikraut.

Re: vehicle change in PAK128/openPAK128

Reply #2
This shouldn't happen, only if the loader tries to be smart about too much...?

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: vehicle change in PAK128/openPAK128

Reply #3
This shouldn't happen, only if the loader tries to be smart about too much...?
This happens if a svegame is loaded but some vehicle-pak is missing (and no entry in compat.tab).
Parsley, sage, rosemary, and maggikraut.

Re: vehicle change in PAK128/openPAK128

Reply #4
This aspect of open nightlies is something I'll tackle when I have time, and so far I hoped that missing vehicles will simply trigger "could not load game". If they don't, too bad. It's a nightly after all... ;)

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: vehicle change in PAK128/openPAK128

Reply #5
Certainly a compat.tab would help ;) otherwise there is some clever replacement method in place, that now avoid to build elettric vehicles.
Parsley, sage, rosemary, and maggikraut.

Re: vehicle change in PAK128/openPAK128

Reply #6
There is also a compatibility zip file that contains all non-open objects, maybe this helps:
http://128.simutrans.com/download/pak128-compatibility-1.4.4.zip

Doesn't help

Could you please retest with a nightly revision 3283 (that will be generated tonight) ?

Could only find R3286. Now all my busses are replaced by the Hydrogen bus! Anyway, they can now find a route. ;D

In my old game there are 72 vehicles in the depot for p****engers/mail, now there are only 44.
Timeline is off

Re: vehicle change in PAK128/openPAK128

Reply #7
In my old game there are 72 vehicles in the depot for p****engers/mail, now there are only 44.
Timeline is off
that means vehicle in depots are lost somehow?

Can you upload your savegame?
Parsley, sage, rosemary, and maggikraut.


Re: vehicle change in PAK128/openPAK128

Reply #9
I tried again to continue my game, now with R3418 and OpenPak128-974. Installed all items from pak128-compatibility but still without success.
Not only cars, busses and trains are missing in the depots, also highspeed bridges are replaced by low speed ones and even some trains are driving at very low speed without any locomotive at all. :o

Re: vehicle change in PAK128/openPAK128

Reply #10
Not only cars, busses and trains are missing in the depots, also highspeed bridges are replaced by low speed ones and even some trains are driving at very low speed without any locomotive at all. :o
AFAIK there's enough difference between "open" pak128 and "standard" pak128 to make any compatibility-pak useless... I better think of them as different paks (different internal object names and things like that, you know). Sorry :(
Btw, if you want veeeery much to update that old game yours, you could try to use the old "standard" pak128, and add there the "open" pak128 vehicles that you want (just add or replace an existing vehicle). Even doing that might require building a custom compat.tab file, besides lots of patience :S

Re: vehicle change in PAK128/openPAK128

Reply #11
Well, a good written compatibility.tab is useful. I could do this during conversion from pak64 to open source, and I doubt this fails on pak128. It just needs to convert an entry whenever something is taken out/added, so it is just some work. However, since pak128 can be p****d with the tools, a name list of entries to be replaced should be generated easily.

Re: vehicle change in PAK128/openPAK128

Reply #12
For everyone soooo upset by inability to play with latest nightly:

So far there are only some items removed. Obviously it would be nice to wait until I can proces what I can add, and do the compatibility then ;) Which should be SOON F*KING ENOUGH, thank you for reminding me every two hours. Until that happens, it's simply a nightly in a broken state. Use previous nightly. Or organize yourselves and upload last not-open nightly somewhere. There's even a login to 128 site, ask a devotee or webteam member to upload it there or whatever you want.

Once I sort this out, any member with longer good standing in community is welcome to take over pak128 as it was.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!


Re: vehicle change in PAK128/openPAK128

Reply #14
Yes.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: vehicle change in PAK128/openPAK128

Reply #15
Hi

A doubt ... if the pak128 files are overwritten with those of openpak128 I get an openpak128 with added all unfree items?
Some problem with translations?

Giuseppe

Re: vehicle change in PAK128/openPAK128

Reply #16
I think current version is not compatible any more with standard pak 128 (different object names, etc.), so let me suggest not to overwrite all objects pak 128 standard ones. In the other hand, you can take ONLY those vehicles you want from the standard pak and add them to the open pak, which is what I usually do ;D
Example: There is a lack of ships in open pak, so I take some ships from standard pak and add them to the open folder.
Hope it helps, Giuseppe.