Search found 55 matches

by sidekikd34
Sat Nov 14, 2015 12:29 am
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 399333

Re: Cargo & Industry fixes for 1.06

I'm with you there.
by sidekikd34
Fri Oct 23, 2015 6:30 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 399333

Re: Cargo & Industry fixes for 1.06

Nice work! !!clap!!
by sidekikd34
Thu Oct 22, 2015 5:51 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 399333

Re: Cargo & Industry fixes for 1.06

I can get up a screenie if you need, but the problem is that the second part of the building, the upgrade that grows out perpendicular to the original, overlaps outside the footprint, into adjacent buildings, and looks weird. Basically, if you put two Auto Plants facing each other, the upgrades woul...
by sidekikd34
Mon Jul 28, 2014 9:18 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

Here's my Machine Shop files. I finally got the 2D previews coded properly so it all works. If you do get the cannons eliminated, could you post the relevant files? I'm keeping each building modified in its own PK4 so I can more easily enable or disable them for testing. I've just zipped the collect...
by sidekikd34
Mon Jul 28, 2014 5:37 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

Here's my skin file, whoever wants to can feel free to make the cannons go away. Any thoughts on the 2D files?
by sidekikd34
Sun Jul 27, 2014 10:12 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

If you alpha them out, they'll still appear at night. It'll be like the TM landfill where you can still see the guard towers at night. Isn't it just the lights from the guard towers that appears, not the towers themselves? I would think the unlit cannons should be able to disappear easier than anyt...
by sidekikd34
Sat Jul 26, 2014 9:47 am
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

I'm guessing, just from looking at PJay and Milo's notes, it's probably some ID# or hex string that conflicts with something coded into the original game. Obviously there never was a Machine Shop before, so it can't really be the building itself, but something in the code. Perhaps the building used ...
by sidekikd34
Fri Jul 25, 2014 8:55 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

Here's the repackaged Warehouse Replacements.

*edit: Maybe didn't like parentheses. Try this one.
by sidekikd34
Fri Jul 25, 2014 7:52 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

OK I got the new skin to work if using the Warehouse 3DP. In the BTY I changed the 3DP call to Warehouse and didn't install the Machine Shop 3DP files, and it's all good now. Weird. I can repackage the update without those conflicting files, if you like, or Blackhawk can do it if he prefers.
by sidekikd34
Fri Jul 25, 2014 7:24 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

Gumboots wrote:A machine shop tweak causes a dining car crash? That's one for the record books.
Seems about right for RT3. Nobody can guess how stuff is interconnected in the bowels of the engine.
by sidekikd34
Fri Jul 25, 2014 6:15 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

OK, did as you suggested, and I have narrowed down the issue somewhat. I took my 1.05 install, made a clean 1.06, made a copy, and started adding back in the stuff I had before. I can use Blackhawk's 1.06 fix involving Ceramics, Concrete, the Church and Machine Shop. I can also use the test Quarry. ...
by sidekikd34
Wed Jul 23, 2014 2:23 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

Since you're the only one reporting this problem, that would seem to indicate that it's not a typo in 1.06 itself. Maybe it's something you did? I don't know. Yeah, it would seem so. Can't imagine how, although it could be a Windows 7 thing, or something about the order I installed things, or somet...
by sidekikd34
Wed Jul 23, 2014 12:19 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 399333

Re: Cargo & Industry fixes for 1.06

In hunting through the files working on my other thread about the Dining Car crash, I discovered something that I had previously overlooked. I had adjusted the weights of the Caboose and Diner to match the Passenger car type of their era, but I just realized there's a separate cargo entry for Passen...
by sidekikd34
Wed Jul 23, 2014 11:47 am
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

Tried it in Battle for California, same crash. The Dining Car is broken from 1900-1950. Importing the 1.05 version of the files doesn't fix it, but 1.05 works fine on its own. I'm thinking a typo in a file somewhere in 1.06, but I don't know where to look. I'm suspicious of the ASM files for locos a...
by sidekikd34
Mon Jul 21, 2014 1:27 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

OK, it's related to the use of the Dining Car between 1900-1949, which is DinerC. It's not the file itself, however, because I copied the 1.05 cars back in, and it still crashes when using that era Dining Car. I'm thinking it's an error in another file that's called by the DinerC.
by sidekikd34
Mon Jul 21, 2014 12:22 pm
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

Naah, I only changed the weight of those cars, nothing else. I double-checked and nothing seems out of place in the hex editor. The locos is an interesting thought though. Perhaps there's something about a loco in there that didn't exist in the campaign, and the game doesn't know what to do with it?...
by sidekikd34
Mon Jul 21, 2014 11:43 am
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Re: Year 1900 crash

I don't remember reading about cheat codes that will change the date. Did you see this in Milo's notes? In the 1.06 PDF document in the RT3/Patches folder it mentions expert hot-keys. I have no idea what these are either. Maybe they are accessible from the debugging mode as debugging was mentioned....
by sidekikd34
Sun Jul 20, 2014 1:54 am
Forum: RT III Version 1.06
Topic: Year 1900 crash
Replies: 38
Views: 27015

Year 1900 crash

Has anyone else had the problem that 1.06 crashes at the end of January 1900 in scenarios that start in the 1800s? I'm getting this consistently in two different scenarios. They're the original campaign scenarios, Texas is one that crosses the century, as well as the Third Republic (France). Could i...
by sidekikd34
Fri Jul 18, 2014 4:37 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 399333

Re: Cargo & Industry fixes for 1.06

Yeah, that's not a good solution to me. If we could change the rotation of the footprint, we'd be all set, because several buildings are the same size but rotated 90 degrees...
by sidekikd34
Fri Jul 18, 2014 11:20 am
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 399333

Re: Cargo & Industry fixes for 1.06

From this picture you can tell the Auto Plant has the same footprint problem: Unfortunately, I don't know how to fix it. :-( The Auto Plant seems to be the only building that upgrades to be significantly larger than its base footprint. Unfortunately it's also the only building that size, so I can't...