See the attached screenshot; it is from Sala de los Pequeños, and you can see two dead ends right under the bridge.romazoon wrote:that s quite surprising as there is only humans players in that game, so i m quite surprised we putted a roadvehicule in such the position you describe !!cirdan wrote:Since any such road is a dead end
Now, this one was tricky to debug, because it required precise timing. Trains could lose their reservation when another train behind them attempted to enter the same block at the right (wrong?) time. A fix for this is in the repo, but I wonder if I should have waited for your next bug report...?romazoon wrote:a release party ? well i bring a new crash...but a train crash this time, two trains collided for no reason(a newspaper told me)...so i reloaded last save and waited for the exact date to see if it happens again and why. it was a train reserving a path and going, then in a a blink of an eye the reservation is canceled , at this moment where path is not reserved, it allow another train to start and crash!
This is to be expected. For this purpose, you should not be comparing my branch to openttd 1.4.4, but to openttd trunk.Hafting wrote:When I start the game, I get: "The currently used base set is missing a number of sprites. Please update the base graphichs set". I have zbase, and cannot see anything missing when I start a game. Openttd 1.4.4 does not give this message.
That warning was added to openttd trunk after 1.4 was forked, if I recall correctly, so my advice above applies here, too. Moreover, it is a warning that depends on world generation, which is random, so you may or may not get it depending on the generated map.Hafting wrote:I can start games. I use FIRS, and get "There were no suitable places for 'Builders yard' industries". Strange, but the game will work without those. I don't get that from openttd-1.4,4 either.
We have been using this branch for months and such a crash is unlikely to slip unnoticed for so long, so my guess is some bug related to unicode, since you are enabling unicode support and, as far as I know, nobody else is. I will try to look into this.Hafting wrote:Trying to bring up the "Game Options" dialog always crash. There is no need to even start a game, just click "Game Options" and it dies. "Game options" from within the game also crashes. Other dialogs seems to work.
I did not deliberately change anything in the map generator, so this strikes me as odd. I will see what I can do.Hafting wrote:The terrain generator seems to operate differently, generating much more sea than usual. I use 512x512 maps. If I set custom sea level to 20%, I still gets lots of sea, perhaps similiar to 60% sea in 1.4.4. Not a problem for me, I like games with lots of shipping. But it seems like I cannot get the terrain generator to make land-only games, which used to be easy enough. Using standard sea levels instead of percentages shows the same - a lot more sea than usual.
I did touch some code related to the placement of lighthouses, so this may be my fault.Hafting wrote:Another oddity is with the lighthouses. Normally, they are spread all over the map (but always close to the sea). With "new map features", the lighthouses seems to cluster along the lower left and right edges of the map. Islands there get perhaps 8 lighthouses in a row, with no lighthouses on any central or upper islands. Problems with placement code?
Map generation saw a lot of changes when the maximum height level was increased ("more height levels"). I cherry-picked them cleanly for the most part, but my branch offers more options for map generation than openttd trunk, so there may be some unforeseen interaction. Could you tell me what parameters you are using for map generation?Hafting wrote:Now the crash. When making a map, I can choose if the edges should be sea-only or not. This works fine if at least some edges are set to sea-only. If none of the map edges are sea-only, the terrain generator (Terra Genesis) crashes. Problem with slopes on the map edges?
Thank you for your detailed reports.