2.6 nightly/alpha discussion
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That crash informs me that the FIFO data is broken again. Turn fifo off or get a quick cht:resetfifo in.
If you feel adventurous, catch the crash in Olly, and follow the instructions over here.
If you feel adventurous, catch the crash in Olly, and follow the instructions over here.
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
Ok I tried Olly, although there are hardly any "Instructions" ate the locations you linked to.
I did run ttdpatchw.exe inside Olly and after the crash I hit the pause button which changed the outcome into what you see in the sreenshot. Before hitting the pause button nothing change since the crash occurred, so if that isn't the right way of doing things enlighten me as to do it correctly.
I did run ttdpatchw.exe inside Olly and after the crash I hit the pause button which changed the outcome into what you see in the sreenshot. Before hitting the pause button nothing change since the crash occurred, so if that isn't the right way of doing things enlighten me as to do it correctly.
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Still the best OS around
Still the best OS around
You don't start TTDPatch in Olly. You attach Olly to TTDLOLADW.OVL. Those instructions were written to someone who was clearly familiar with these instructions, at which point I promptly forgot that those aren't common knowledge.
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
Ok, here goes nothing.
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Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)

Still the best OS around
Still the best OS around
That looks right. Now do one of the two suggested items; either type "db 61, 0c3", or move down to 60A50E (the POPAD) and hit <ctrl-num*> (<ctrl-shift-8> won't work-- you have to use the numpad *). Then hit olly's play button.
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
Yep that makes ttdpatch run further again.
Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)

Still the best OS around
Still the best OS around
I'm having trouble building an adjacent piece of trainstation at this location on the map.
I haven't found any other place where I'm unable to build it.
Well technically I am able to build a station, just it doesn't become a trainstation but a truckstop, even while a truckstop is already a part of that station.
I don't know if this has anything to do with it, but I wanted to move the left separate part of the station, which wasn't possible back then when I first build it, because then the stationspread limit wouldn't allow it.
additional info : the landinfocheat on the tile where the truckstop was constructed :
WARNING to JGR, this is my standard game, which means it will run slowly on your computer. 
I haven't found any other place where I'm unable to build it.
Well technically I am able to build a station, just it doesn't become a trainstation but a truckstop, even while a truckstop is already a part of that station.
I don't know if this has anything to do with it, but I wanted to move the left separate part of the station, which wasn't possible back then when I first build it, because then the stationspread limit wouldn't allow it.
additional info : the landinfocheat on the tile where the truckstop was constructed :
Code: Select all
LAND: FBBB 10 00 6C00 01 03 00 00

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Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)

Still the best OS around
Still the best OS around
I'm back...
Rob:
Could you verify whether demolishing the bus stop and then rebuilding the adjacent station reproduces the bug, as I can't reproduce it by doing that. If not then in order to fix the bug I need a savegame from before you've built the station.
In your savegame and screenshots the tile built is a bus station not a lorry loading bay.
I am assuming that the landinfo is of the tile before the station was built, as it seems to me to indicate a grass tile with hedges on the south side, and hence should not cause a bug.
I'm also assuming that you tried to merge the station with Zelzate East.
Additionally, exactly which version caused the bug?
I will have a browse through the code to see if there is any improper handling of the variable which controls the type of station to be built.
JGR
Rob:
Could you verify whether demolishing the bus stop and then rebuilding the adjacent station reproduces the bug, as I can't reproduce it by doing that. If not then in order to fix the bug I need a savegame from before you've built the station.
In your savegame and screenshots the tile built is a bus station not a lorry loading bay.
I am assuming that the landinfo is of the tile before the station was built, as it seems to me to indicate a grass tile with hedges on the south side, and hence should not cause a bug.
I'm also assuming that you tried to merge the station with Zelzate East.
Additionally, exactly which version caused the bug?
I will have a browse through the code to see if there is any improper handling of the variable which controls the type of station to be built.
JGR
Welcome backJGR wrote:I'm back...

Hmm, you may or may not believe this but after I read your message I tried to reproduce it myself, but I failed. I went back 10 versions but still not able to reproduce. I guess it's one of those illusive bugs.JGR wrote:Rob:
Could you verify whether demolishing the bus stop and then rebuilding the adjacent station reproduces the bug, as I can't reproduce it by doing that. If not then in order to fix the bug I need a savegame from before you've built the station.
In your savegame and screenshots the tile built is a bus station not a lorry loading bay.
Yes it is a bus station, my bad.
Yes on both accounts.JGR wrote:I am assuming that the landinfo is of the tile before the station was built, as it seems to me to indicate a grass tile with hedges on the south side, and hence should not cause a bug.
I'm also assuming that you tried to merge the station with Zelzate East.
I thought I put that in my message, but obviously I didn't.JGR wrote:Additionally, exactly which version caused the bug?

It was version 1413.
JGR wrote:I will have a browse through the code to see if there is any improper handling of the variable which controls the type of station to be built.
JGR
I wouldn't put to much effort in until I'm able to reproduce it again, some time.

Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)

Still the best OS around
Still the best OS around
Vehicle List Crash
Vehicle List Crash
I have already reported this issue here.
There is a related item in the bug tracker here.
The bug tracker item does not address the crash issue and is marked as "normal"
Question #1 - Should that item be updated or should the crash issue be logged as a separate bug?
Question #2 - Is there a work around other than setting sortvehlist to off?
EDIT 24 hours and no comment?
I returned to the bug tracker and found a bug posted by Lakie here
Lakie's post only refered to the plane list so I added a comment pointing to ALL FOUR LISTS
This is a serious issue because when in a game with a large number of assorted vehicles, the list is the only tool that will find a vehicle quickly.
Selectable sort criteria is nice but not essential. What is essential is a functional basic list.
I have already reported this issue here.
There is a related item in the bug tracker here.
The bug tracker item does not address the crash issue and is marked as "normal"
Question #1 - Should that item be updated or should the crash issue be logged as a separate bug?
Question #2 - Is there a work around other than setting sortvehlist to off?
EDIT 24 hours and no comment?
I returned to the bug tracker and found a bug posted by Lakie here
Lakie's post only refered to the plane list so I added a comment pointing to ALL FOUR LISTS
This is a serious issue because when in a game with a large number of assorted vehicles, the list is the only tool that will find a vehicle quickly.
Selectable sort criteria is nice but not essential. What is essential is a functional basic list.
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Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
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Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
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Update of Bug Report from wallyweb for road list window:
After some testing, the relevant switch is win2k that result in changes how TTDPatch works. If it's disabled the vehicle list seems to misbehave with the last changes on the list functions.
wallyweb tested r982 = works
r993 will break as soon win2k is off.
I guess it's a change for more then 255 vehicles:
http://svn.ttdpatch.net/trac/changeset/988
Beta 9 works, because these changes got back ported first in http://svn.ttdpatch.net/trac/changeset/1174 , so after beta 9 was released.
JGR ?
After some testing, the relevant switch is win2k that result in changes how TTDPatch works. If it's disabled the vehicle list seems to misbehave with the last changes on the list functions.
wallyweb tested r982 = works
r993 will break as soon win2k is off.
I guess it's a change for more then 255 vehicles:
http://svn.ttdpatch.net/trac/changeset/988
Beta 9 works, because these changes got back ported first in http://svn.ttdpatch.net/trac/changeset/1174 , so after beta 9 was released.
JGR ?
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Yes, there's a new nightly up, but it cannot (currently) be found in the usual place; something went wrong on the server. Look here instead.
EDIT: Server has been fixed.
EDIT: Server has been fixed.
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
Vista fix commit for nightly
After some hours of reading PE docs and the PE Header in an hex editor and testing I removed the dplay.dll dependency from patched TTD. Win2k has to be enabled before the ovl is written! This means a) enable forcerebuildovl in your config or b) remove the ttdloadw.ovl so it gets recreated.
If you disable win2k and not enabled some of the network patches, your TTDPatch Game will crash badly when you try to use the network code. (Or you let TTDPatch again apply the code loader so it rewrites the ovl)
If all works well, you should see something like this when TTDPatch installs the code loader.
- dplay.dll FIX DEBUG FileLocation: 1B478
- dplay.dll FIX DEBUG OriginalFirstThunk: 232D8
It would be nice if some Vista Users could test it, please be sure to not have a dplay.dll sometwhere so it really tests the code!
After some hours of reading PE docs and the PE Header in an hex editor and testing I removed the dplay.dll dependency from patched TTD. Win2k has to be enabled before the ovl is written! This means a) enable forcerebuildovl in your config or b) remove the ttdloadw.ovl so it gets recreated.
If you disable win2k and not enabled some of the network patches, your TTDPatch Game will crash badly when you try to use the network code. (Or you let TTDPatch again apply the code loader so it rewrites the ovl)
If all works well, you should see something like this when TTDPatch installs the code loader.
- dplay.dll FIX DEBUG FileLocation: 1B478
- dplay.dll FIX DEBUG OriginalFirstThunk: 232D8
It would be nice if some Vista Users could test it, please be sure to not have a dplay.dll sometwhere so it really tests the code!
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It seems to work fine for me, running it in Vista Business edition. It gives the two messages in your post ("- dplay.dll FIX DEBUG FileLocation: 1B478" and "- dplay.dll FIX DEBUG OriginalFirstThunk: 232D8"), then loads and runs normally. I also made sure that there was no dplay.dll anywhere on the hard disk.
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That crash is at patches/servint.asm:596, dorenewconsist.die.
Given the age of that code, I suspect save and configs are very much in order.
Given the age of that code, I suspect save and configs are very much in order.
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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- Location: Montreal
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