The OpenGFX folks would have to draw and code some default graphics.TrueSatan wrote:btw ever thought about 45° tunnels and bridges?
I don't need those Roller Coaster style, but sometimes 45°
like the tracks would be nice.
New map features
Moderator: OpenTTD Developers
Re: New map features
And here be the unguaranteed Windows binary:
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Re: New map features
i confirm crash with latest version, done nothing, just watched my savegame and then it crashed.
*** OpenTTD Crash Report ***
Crash at: Tue Jan 13 01:23:24 2015
In game date: 2169-06-07 (25)
Crash reason:
Exception: E1212012
Location: 7549C42D
Message: Assertion failed at line 2292 of C:/MinGW/msys/1.0/home/Adminguy/fttd/src/train_cmd.cpp: v->trackdir != TRACKDIR_DEPOT
Binary:
Version: ga7336630 (0)
NewGRF ver: 150064d0
Build date: Jan 12 2015 17:56:06
Flags: 32-bit little-endian
Registers:
EAX: 0028B094 EBX: 00000016 ECX: 00000000 EDX: 0008E3C8
ESI: 75373180 EDI: 00000000 EBP: 0028B0E4 ESP: 0028B094
EIP: 7549C42D EFLAGS: 00000246
*** OpenTTD Crash Report ***
Crash at: Tue Jan 13 01:23:24 2015
In game date: 2169-06-07 (25)
Crash reason:
Exception: E1212012
Location: 7549C42D
Message: Assertion failed at line 2292 of C:/MinGW/msys/1.0/home/Adminguy/fttd/src/train_cmd.cpp: v->trackdir != TRACKDIR_DEPOT
Binary:
Version: ga7336630 (0)
NewGRF ver: 150064d0
Build date: Jan 12 2015 17:56:06
Flags: 32-bit little-endian
Registers:
EAX: 0028B094 EBX: 00000016 ECX: 00000000 EDX: 0008E3C8
ESI: 75373180 EDI: 00000000 EBP: 0028B0E4 ESP: 0028B094
EIP: 7549C42D EFLAGS: 00000246
Re: New map features
Thank TrueSatan and romazoon for your bug report. The crash was caused by a train trying to leave a depot into a rail track block controlled by a path signal when there was already another train on it, and I traced it to an(other) overzealous assertion.
I have updated the repository with a fix for this bug.
I have updated the repository with a fix for this bug.
Re: New map features
... and here is the unguaranteed Windows binary:cirdan wrote:I have updated the repository with a fix for this bug.
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Re: New map features
And here is the freshly generated Ubuntu 14.04 64bit as well.
Not checked yet.
Works fine now, played 2 years with my old save game.
Thanks for the fast fixing again, Cirdan
Cheers
Not checked yet.
Works fine now, played 2 years with my old save game.
Thanks for the fast fixing again, Cirdan
Cheers
- Attachments
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- openttd-custom-g4568557a-UNIX.tar.xz
- Version: g4568557a
Ubuntu 14.04 64bit - (4.62 MiB) Downloaded 35 times
Re: New map features
Yosemite build for OSX
- Attachments
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- bundle.zip
- Yosemite build for OSX
- (6.42 MiB) Downloaded 38 times
Re: New map features
There is still a bug placing signals on tunnel ends.
I always build path signals, usually one-way path signals. (rightmost on the signal menu)
But when I build one of those on a tunnel end, I get instead a block signal (leftmost on the signal menu)
Strangely, such a signal also appear on the other end of the tunnel, where I wasn't building anything.
I can change signal types with the signal tool, and get what I want. But surely this is a (small) bug? The wrong signal type causes trains to get stuck until I fix the signal. Easy to spot immediately when I build a single signal on the tunnel end. But annoying when I use dragging to create a long row of signals on a long line - and somewhere a small tunnel gets the wrong signal. Something I notice later, when the trains queue up there.
I can provide savegames and images - but this should be easy enough to reproduce. Start a game, build a cheap tunnel, use the signal tool to place a single one-way path signal on the closest tunnel end. Notice how it fails as described above, as well as creating a signal not asked for on the other end. Contrast to placing a signal on a piece of non-tunnel track.
I always build path signals, usually one-way path signals. (rightmost on the signal menu)
But when I build one of those on a tunnel end, I get instead a block signal (leftmost on the signal menu)
Strangely, such a signal also appear on the other end of the tunnel, where I wasn't building anything.
I can change signal types with the signal tool, and get what I want. But surely this is a (small) bug? The wrong signal type causes trains to get stuck until I fix the signal. Easy to spot immediately when I build a single signal on the tunnel end. But annoying when I use dragging to create a long row of signals on a long line - and somewhere a small tunnel gets the wrong signal. Something I notice later, when the trains queue up there.
I can provide savegames and images - but this should be easy enough to reproduce. Start a game, build a cheap tunnel, use the signal tool to place a single one-way path signal on the closest tunnel end. Notice how it fails as described above, as well as creating a signal not asked for on the other end. Contrast to placing a signal on a piece of non-tunnel track.
Re: New map features
This post describes how signals in tunnels work.Hafting wrote:There is still a bug placing signals on tunnel ends.
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Re: New map features
Thanks for the fix Cirdan , and thanks guys for the binaries
also, i m using the opportunity of this message to make a small anounce:
I m looking for players to test Cirdan's version in multiplayer .
PM me if interested so we can sort out the details of the game.
also, i m using the opportunity of this message to make a small anounce:
I m looking for players to test Cirdan's version in multiplayer .
PM me if interested so we can sort out the details of the game.
Re: New map features
Thanks for clearing that up! I misunderstood this the whole time. It did not occur to me that signalling would work differently in tunnels. It works very well in testing, I can get two trains into a tunnel at the same time - if the tunnel has signals at both ends. That is useful.I still think it'd be less confusing if the tunnel entry signal matched the signal I tried to place - i.e. a path signal when I am using path signals. But it works, and that is the important thing.wallyweb wrote:This post describes how signals in tunnels work.
Re: New map features
You're welcome.Hafting wrote:Thanks for clearing that up!
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Re: New map features
Trying to compile 64bit release with VS Express 2013 and I get the following error, not sure how to fix it
Code: Select all
Error 154 error C2280: 'std::unique_ptr<char,TextfileDesc::delete_free>::unique_ptr(const std::unique_ptr<char,TextfileDesc::delete_free> &)' : attempting to reference a deleted function (..\src\settings_gui.cpp) C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\include\vector 678 1 openttd
Re: New map features
The post wallyweb pointed you to explains how signals in tunnels work, as well as I can. It is not the same as regular signals, but they are not regular signals, after all. As for the signal into the tunnel, it does not really matter if it is a one-way normal block signal or a one-way path signal, as there is no difference in behaviour between them (in this particular case). But, if you would rather have a path signal, I will see how much work it would be to allow it.Hafting wrote:Thanks for clearing that up! I misunderstood this the whole time. It did not occur to me that signalling would work differently in tunnels. It works very well in testing, I can get two trains into a tunnel at the same time - if the tunnel has signals at both ends. That is useful. I still think it'd be less confusing if the tunnel entry signal matched the signal I tried to place - i.e. a path signal when I am using path signals. But it works, and that is the important thing.wallyweb wrote:This post describes how signals in tunnels work.
Your compiler complains that std::unique_ptr has no copy constructor, which is the whole point of std::unique_ptr. The question is then why and where your compiler needs such a copy constructor, but your report is not detailed enough. Is that all the output from the compiler? There should be some context around that error line.Eddy Arfik wrote:Trying to compile 64bit release with VS Express 2013 and I get the following error, not sure how to fix itCode: Select all
Error 154 error C2280: [...]
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Re: New map features
Attached is the full compiler output logcirdan wrote:Your compiler complains that std::unique_ptr has no copy constructor, which is the whole point of std::unique_ptr. The question is then why and where your compiler needs such a copy constructor, but your report is not detailed enough. Is that all the output from the compiler? There should be some context around that error line.
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- openttd_vs100.log.txt
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Re: New map features
Thank you. Your compiler is broken: It is trying to generate the default copy constructor for class TextfileDesc, which is not possible, since one of its members is a std::unique_ptr, which lacks a copy constructor itself. According to the standard, since TextfileDesc does not explicitly declare any copy (or move) constructor, one is declared implicitly as defaulted (12.8 [class.copy] 7) and defined as deleted (12.8 [class.copy] 11) because of its std::unique_ptr data member, so your compiler is trying to do something that it should not (and is impossible). Complain fiercely.
(Of course, that will not give you a binary on the short run. Try adding the lineat the end of the declaration of struct TextfileDesc, around line 67 in textfile.h.)
(Of course, that will not give you a binary on the short run. Try adding the line
Code: Select all
TextfileDesc (const TextfileDesc &) = delete;
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Re: New map features
Apparently Microsoft are aware of the error, and suggest explicitly defining a move constructor as a workaround until it is fixed, but I'm not really familiar with c++ so not sure about that. Anyway I tried the code you suggested and I'm now getting a similar yet different error, attached is new build logcirdan wrote:Thank you. Your compiler is broken: It is trying to generate the default copy constructor for class TextfileDesc, which is not possible, since one of its members is a std::unique_ptr, which lacks a copy constructor itself. According to the standard, since TextfileDesc does not explicitly declare any copy (or move) constructor, one is declared implicitly as defaulted (12.8 [class.copy] 7) and defined as deleted (12.8 [class.copy] 11) because of its std::unique_ptr data member, so your compiler is trying to do something that it should not (and is impossible). Complain fiercely.
(Of course, that will not give you a binary on the short run. Try adding the lineat the end of the declaration of struct TextfileDesc, around line 67 in textfile.h.)Code: Select all
TextfileDesc (const TextfileDesc &) = delete;
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Re: New map features
Not sure why but buying a plane (was.grf) and assigning it a airport to fly to and from freezes the build . I'm using wallyweb 's latest build (if I'm right) (build g4568557a). Also happens with av8 but not the default openttd ones
Re: New map features
Does this happen with OTTD trunk?te_lanus wrote:Not sure why but buying a plane (was.grf) and assigning it a airport to fly to and from freezes the build . I'm using wallyweb 's latest build (if I'm right) (build g4568557a). Also happens with av8 but not the default openttd ones
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Re: New map features
As far as I know, av8 is pretty often used. If there is such a problem in trunk, I am sure we'd get swamped by bug reports about the 1.5.0-beta1
Being a retired OpenTTD developer does not mean I know what I am doing.
Re: New map features
I see. So the problem is that the compiler is trying to use the copy constructor in the return from BaseSet::GetTextFile, and possibly other places, instead of the move constructor. Could you try replacing the line I suggested you to add by this one?Eddy Arfik wrote:Apparently Microsoft are aware of the error, and suggest explicitly defining a move constructor as a workaround until it is fixed, but I'm not really familiar with c++ so not sure about that. Anyway I tried the code you suggested and I'm now getting a similar yet different error, attached is new build log
Code: Select all
TextfileDesc (TextfileDesc &&) = default;
I cannot reproduce this on my build. Could you upload a savegame as close as possible to the freeze and detailed instructions to reproduce it from that point?te_lanus wrote:Not sure why but buying a plane (was.grf) and assigning it a airport to fly to and from freezes the build . I'm using wallyweb 's latest build (if I'm right) (build g4568557a). Also happens with av8 but not the default openttd ones
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