Articulated Road Vehicles

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Lakie
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Known Bugs (r1534)

Post by Lakie »

Well, the list of known bugs, as of r1534.

Mountains Switch (RV bit) set to 3:
This seriously messes aRVs up, please do not use a value of 3 with aRVs active!.
> Whilst my attempts to stop it have slowed (quite considerably) the time taken for the consist to break apart completely, they do not stop it, hopefully me or Steven will be able to solve this.

Multiple U-turns:
If you have a consist of more than 5 full length aRV's and tell the consist to do 2 u-turns on the same tile (one after another with no delay), the collision detection will trip and add gaps to the consist. The consist shouldn't break apart though and sending it to a depot should fix it.

Collisions with trains:
Currently the code for a rv colliding with a train hasn't been updated to work with trailers. A train cannot collide with a trailer at the moment. If the parent gets hit by a train, it won't destroy the trailers.
Fix is just to disable rv / train collisions using 'newrvcrash 2', until me or Steven get round to fixing it up.


Please do report any bugs found which aren't listed above, but not until the nightly has updated please! ;)

Hope that helps people,
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by PikkaBird »

Chaps,

Any plans to extend Callback 1D (Can wagon be attached) to RVs? :)
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Carlo Ghega
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Post by Carlo Ghega »

Very, very nice too see this thread come to life again: Playing with aRV-switch put on and installed hirotrams.grf of course.

Thanks a lot for your hard work!

Best regards,

CG
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Post by Carlo Ghega »

O.K. - tried my best, hope this helps you:

Playing a small testgame with articulated trams in alpha r1536 with hirotram_785.grf I noticed the following problems: After a short while, one of the trams didn't leave the depot anymore. (as seen on aRV_SCR1.PNG, savegame starts here too).

Trying a U-turn didn't help, after stopping and selling it, the tram isn't indicated on the depot menu any more, but can still be seen on the screen. Clickin on the depot now, get's you an empty depot-menue - but at the same time the vehicle-menue of the already sold tram, saying it is stopped (as seen on aRV_SCR2.PNG). Trying to let it run again, the game crashed reproducible in r1536 (no crashfile, Olly-Screenie attached).

After upgrading to alpha r1541 I tried to reproduce the crash - first with the newer hirotram_w_987.grf and then also with hirotram_785.grf. In both cases everything went the same way as said above, only the crash doesn't occure any more. Trying now to let the (sold and theoretically nonexistant) tram run, it is still stuck. But the vehicle menue indicates the station of "current" order and the speed (actually 0 kmh/mph).

Thanks to You and espacially to Lakie for not giving up this exciting feature!
(:| Really hope this is useful to you somehow...)

Best regards,

CG

(p.s.:cfg-files and savegame in the upcoming reply)
Attachments
aRV_SCR1.PNG
aRV_SCR1.PNG (80.58 KiB) Viewed 5833 times
aRV_SCR2.PNG
aRV_SCR2.PNG (80.15 KiB) Viewed 5836 times
aRV_screenie_OllyDbg.PNG
aRV_screenie_OllyDbg.PNG (56.68 KiB) Viewed 1704 times
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Post by Carlo Ghega »

note: cfg-files as played with alpha r1541 with hirotram_w_987.grf
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newgrfw.cfg
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ttdpatch.cfg
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TRT46.SV1
(164.7 KiB) Downloaded 211 times
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Post by Lakie »

From what I gather from the debugger something has happened to the vehicles as RvProcessing is not being called for that consist.
Why it is not being called is a mystery though, it should work if it was called...

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Lakie »

After a quite a bit of debugging I found that once again that Steven's anti collision code fails to stop it colliding.
Which ultimately leads to it stopping dead.

Right as of the next nightly, it should be fixed... would be better if Steven would fix it up to work properly so that I don't have to keep adding little hack checks for them. ;)

Hope that helps,
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Carlo Ghega »

Wow - helps a lot. Thank you very much for your fast reaction and your readyness for action!

Gave it a first test this afternoon and everything seems to work well up to now.
Lakie wrote:... would be better if Steven would fix it up to work properly so that I don't have to keep adding little hack checks for them. ;)
;) Will keep on keeping on and dare to keep you informed on how it runs...

Loads of cheers for a rather quite big bit of debugging!!!

Best regards,

Carlo
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Post by Carlo Ghega »

Hello again - really hope not to get annoying by bringing the next monthly instalment!

After testing around a bit I tried to integrate aRVs in a bigger game with version r1547 and got the following problems: Seems that after a certain time of smooth playing (about 2 game-years) at least one of the trams gets stuck in a depot again.

The vehicle-menue indicates the depot where the tram got stuck (and currently remains) as destination, while at least one part of the tram "dances" around in the city, like known from the Mountains-Switch-set-to-3-bug (as seen on the screenies).
Stopping and selling the tram got me rid of the problem initially, but when trying to replace it with another one (in this case of the same type) I got a crash (as seen on olly_aRV2.png).

Giving it some more tests, it seems that the crash occures (at least in this game) anytime I want to replace an existing RV with one of the following four aRV-Trams: the Dortmund-70-, the 3900-, the 3000- and the 5000-Series. While it seems to work with the other aRV-types, and it is still no problem to build the entire four as a complete new vehicle (without a predetermined vehicle-number and route).

Once again thank you for your efforts,

very best regards,

Carlo

p.s.: Savegame in the upcoming reply, cfg-files are exactly the same as four posts above.
Attachments
olly-aRV2.PNG
olly-aRV2.PNG (59.52 KiB) Viewed 1720 times
aRV_SCR4.PNG
aRV_SCR4.PNG (59.57 KiB) Viewed 5399 times
aRV_SCR3.PNG
aRV_SCR3.PNG (103.06 KiB) Viewed 5402 times
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Post by Carlo Ghega »

Savegame:
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Post by DaleStan »

Carlo Ghega wrote:Hello again - really hope not to get annoying by bringing the next monthly instalment!
The bug reports aren't annoying, but your insistence on producing OllyDbg screenshots that Should Not Be is. Can you[0] please contact Oleh Yuschuk (link on this page, since I can't seem to get bbCode to generate a mailto), tell him you're having this problem[1], and do anything he asks to help him figure out what's going on?

[0] This also applies to anyone else who reliably gets screenshots that look like the attachment -- the important details are marked, and the actual number that appears doesn't matter, just as long as it's the same all the way down.

[1] It may help to mention my name, just to make sure he knows you're reporting the same problem I already have, except that you can actually make it happen.
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Post by Lakie »

If you could give a crash log it might be more helpful...

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by DaleStan »

I'd bet Carlo's doing all that extra work because he isn't getting a crashlog. And I just don't see how we can blame him for the broken Olly screenies, no matter how little information they provide. (EIP is, at least, correct, so you can get the instruction that's causing the crash.)
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
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Post by Lakie »

True, but if my memory is right that bug occurs if you end a function and go to a bad address...
(which would indicate an error with the stack)...

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by eis_os »

It may be Oleh fault, it may be aswell Windows already has cleaned up stuff it shouldn't (The register context is recieved different), aswell he works on a new version, I am unsure if he can help there...
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Post by RK »

Is it possible that the offsets between connected articualted vehicles are wrong?
I tried all possible solutions, e.g. reducing the shortening level of the middle part - but that changed nothing of the fact that the vehicles melt together in /\ - views.
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Post by MJS »

Wow! Nice tram!
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Post by Lakie »

If you have a copy of the grf I could look at it, although current I am having my exams so don't expect anything to change any time soon.

I am aware that the spacing between vehicles is less than that of trains.
Short of copying the rail vehicle processing and somehow merging it with Road vehicles, the distances will be pretty much always less than that of trains...

[Edit] Please note that the RV details window uses train spacing to draw it...

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Raichase »

Thats a fantastic tram.

Lakie, have been following your blog via PlanetTT-forums, and am very impressed with the progress you guys are making. Please keep it up, it's great to see updates.

Thanks!
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Post by MJS »

These are my settings which don't show me aRVs as aRVs except in the vehicle window. Have I missed a setting somewhere? I'm using r1557.
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TRP37.SV1
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