[patch] Programmable waypoints
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Re: [patch] Programmable waypoints
It's probably pretty easy to port to chrisin, as most of this patch goes into two new files. Feel free to do so yourself, but I won't do it as it is not yet completed and there are some issues to fix (in theory it can cause desyncs now).
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Re: [patch] Programmable waypoints
Ah I see, wasn't aware of that. Well, I don't use routemarkers too much (and the programmable waypoints should replace them for what i use them for anyway)
EDIT: Okay, with the aid of some very helpful fellows on the irc, I've tried over and over to get this to compile on r11834. It won't.
EDIT: Okay, with the aid of some very helpful fellows on the irc, I've tried over and over to get this to compile on r11834. It won't.
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Re: [patch] Programmable waypoints
Appologies for the double but, I finally got her to compile but I hit intermittent crashes with her.
For example, I add a freight platform to Irlham Railway Station, and I place another waypoint on the entry to it like I have for the mainline platforms. I set the mainline platform waypoints to "must not be Bulk Freight" (the name of one of my groups) and the program crashes. I load a saved game (the game strangely autosaves even thought I have set it to off) and set it again and it just fails to do anything (it reverts to "must not be Express Passenger" as if me selecting Bulk Freight is invalid.)
I can't seem to trace the bug. just randomly crops up
For example, I add a freight platform to Irlham Railway Station, and I place another waypoint on the entry to it like I have for the mainline platforms. I set the mainline platform waypoints to "must not be Bulk Freight" (the name of one of my groups) and the program crashes. I load a saved game (the game strangely autosaves even thought I have set it to off) and set it again and it just fails to do anything (it reverts to "must not be Express Passenger" as if me selecting Bulk Freight is invalid.)
I can't seem to trace the bug. just randomly crops up
Re: [patch] Programmable waypoints
Can you post a savegame so I can see the problem myself?SquireJames wrote:Appologies for the double but, I finally got her to compile but I hit intermittent crashes with her.
For example, I add a freight platform to Irlham Railway Station, and I place another waypoint on the entry to it like I have for the mainline platforms. I set the mainline platform waypoints to "must not be Bulk Freight" (the name of one of my groups) and the program crashes. I load a saved game (the game strangely autosaves even thought I have set it to off) and set it again and it just fails to do anything (it reverts to "must not be Express Passenger" as if me selecting Bulk Freight is invalid.)
I can't seem to trace the bug. just randomly crops up
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Re: [patch] Programmable waypoints
Here you go.
Oh btw is the weird autosave function (i.e it keeps autosaving even though autosave is set to off) a result of a bug in the patch, a bug in the build or some kind of 'feature' (it isn't a true autosave, it seems to be some sort of command dump)
EDIT: Later date (1936) but, same error.

Oh btw is the weird autosave function (i.e it keeps autosaving even though autosave is set to off) a result of a bug in the patch, a bug in the build or some kind of 'feature' (it isn't a true autosave, it seems to be some sort of command dump)
EDIT: Later date (1936) but, same error.
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Re: [patch] Programmable waypoints
This autosave is there as attempt from devs to catch bug http://bugs.openttd.org/task/1335.SquireJames wrote: Oh btw is the weird autosave function (i.e it keeps autosaving even though autosave is set to off) a result of a bug in the patch, a bug in the build or some kind of 'feature' (it isn't a true autosave, it seems to be some sort of command dump)
It can't be turned off in any way (except modifying the source)
But good things is devs already found out the cause for that bug, so they have fixed it and also removed this kind of autosave. Get 11857 or newer revision to get rid of that "autosave".
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: [patch] Programmable waypoints
If I get 11857 then I can't apply the programmable signals patch, hence the point is mute 

Re: [patch] Programmable waypoints
MOOT! Points are MOOT, not MUTE!
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Re: [patch] Programmable waypoints
Technically both, since a point is also "mute" since it cannot speak 
Anyways, grammar aside, any clues as to how to solve the error? The crash says something about strings, which would imply that for some reason at random points in the program it cannot find the correct string for the programmable waypoints.

Anyways, grammar aside, any clues as to how to solve the error? The crash says something about strings, which would imply that for some reason at random points in the program it cannot find the correct string for the programmable waypoints.
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