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PostPosted: Mon Jul 23, 2007 11:34 am 
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Engineer
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Joined: Mon Jun 25, 2007 11:24 pm
Posts: 5
Thank you for your reply 7of9,

I tried your trick to get over this date, but the next year I have the same problem. It is probably that I have to many passengers waiting at my station.

Has anybody experienced the same problem with my savegame, or is it just with the build I got.

I also tried to switch the patch off, but when I turn it back on, I get this message

Expression: v->cargo_paid_for <=v->cargo_count

The only thing that seems to help is to reduce the number of transfers a passenger can make, but that is not what I want given the network I have build.

If anyone has a solution of some kind, please respond to this post.

Greetz, Mathijs Jansen


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PostPosted: Mon Jul 23, 2007 1:51 pm 
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Director
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Joined: Mon Nov 15, 2004 7:46 pm
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Location: Berlin, Germany
Some older version of the patch have this problem. HTere is nothing, that can be done about, but to remove the assertions from the source code (just the numbers will be inconsistent for a single player game).

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I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com


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PostPosted: Mon Jul 23, 2007 6:49 pm 
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Engineer
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Joined: Mon Jun 25, 2007 11:24 pm
Posts: 5
I use the most recent version of the patch, which is revision 10198, so that should not be the problem.

How can I remove this assertion from the source code? and what parts can be removed. I am not a programmer, so could you be a little more specific?

Also I thought changing the number of transfers which are made solved the problem, but now the game crashes on another date. It always happens at the start of a new month when the game is autosaved.


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PostPosted: Mon Jul 23, 2007 9:52 pm 
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Director
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Joined: Mon Nov 15, 2004 7:46 pm
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Location: Berlin, Germany
There is the error message saying assert xyz==abc failed at line 999 in module vehikel.cc (or something like this, depends on your compiler.) Go to the file, find the command at the line mentioned (give +-5 lines) something like "assert(xyz==abc);" and remove it. However, you game might still break, depends on how severe condition was checked; but I think this was mainly there to stop network errors.

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I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com


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PostPosted: Tue Jul 24, 2007 5:40 pm 
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Traffic Manager
Traffic Manager

Joined: Sat Mar 31, 2007 1:11 pm
Posts: 140
Location: Amsterdam
Prissi, have you heard of any plans how Passengers/Mail with Specific Destinations will one day be implemented? You stopped your work on this patch, because cargo_packets made it to trunk. But that also implies that with cargo_packets, the trunk is sort of ready for a different implementation of your patch...

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A game worth playing is a game worth modding :-)


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PostPosted: Tue Jul 24, 2007 7:22 pm 
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Director
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Posts: 625
Location: Berlin, Germany
It shoudl be easy to implement it. However, it was a lot of work done twice and wasted. Also my patch only uses one vehicle information dialoge instead four different ones, and imho I was using a much more efficient implementation (Lists<->Array, which is very bad due to pointer overhead and search speed) and many things more.

It would be relatively easy to change my patch to the new system, but I am a little fed up (communication was rather oneway most of the time) and RL is cutting into my time heavily. (And I seldomly play OTTD, I like simutrans much more. The passenger destination was rather a coding execersize and to avoid the (nowadays nearly unheard) accusation, that simutrans is not sharing enough.

Also I found it interesting to try out a different way of passenger creating and routing. This could have been also easily extended to goods (just by avoiding going back).

But this exercize is left to the reader. It took me about three days to do the first version of the patch. If you hurry, then the code is not cold yet and you could still use most of the parts.

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I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com


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PostPosted: Mon Mar 17, 2008 6:07 pm 
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Engineer
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Joined: Tue Jul 03, 2007 5:50 pm
Posts: 68
Hey im not sure who to adress this too but ill say it anyway.

Ive attempted several times to install the .zip's of this patch that i have found but they keep either crashing my game or preventing me from loading any of my saved games.

I have no idea how to use the .diff or any of that as i only know how to use .grf's so if someone could help me i would be very greatful.


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PostPosted: Mon Mar 17, 2008 6:22 pm 
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Tycoon
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Joined: Sat Feb 15, 2003 5:32 pm
Posts: 1084
Location: Paris, France
This patch is outdated.

Try the Gonzola's Pack that uses the new PaxDest patch.
viewtopic.php?f=33&t=36127 (the pack with downloadable game)
viewtopic.php?f=33&t=33501 (the patch alone)

If Chrissicom can deal with it, we would se also an updated version of the ChrisIN with that patch.
viewtopic.php?f=33&t=36622


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PostPosted: Mon Mar 17, 2008 6:28 pm 
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Engineer
Engineer

Joined: Tue Jul 03, 2007 5:50 pm
Posts: 68
MagicBuzz wrote:
This patch is outdated.

Try the Gonzola's Pack that uses the new PaxDest patch.
viewtopic.php?f=33&t=36127 (the pack with downloadable game)
viewtopic.php?f=33&t=33501 (the patch alone)

If Chrissicom can deal with it, we would se also an updated version of the ChrisIN with that patch.
viewtopic.php?f=33&t=36622



Thank you for the help, but trying to find a download i understand how to install is giving me a headache.

I guess ill have to wait till its perfected and someone makes a zip or grf of it. :oops:


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PostPosted: Wed Mar 19, 2008 5:18 pm 
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Route Supervisor
Route Supervisor

Joined: Fri Sep 24, 2004 3:47 pm
Posts: 454
Aphfaneire wrote:
MagicBuzz wrote:
This patch is outdated.

Try the Gonzola's Pack that uses the new PaxDest patch.
viewtopic.php?f=33&t=36127 (the pack with downloadable game)
viewtopic.php?f=33&t=33501 (the patch alone)

If Chrissicom can deal with it, we would se also an updated version of the ChrisIN with that patch.
viewtopic.php?f=33&t=36622



Thank you for the help, but trying to find a download i understand how to install is giving me a headache.

I guess ill have to wait till its perfected and someone makes a zip or grf of it. :oops:


I know how you feel. Installing patches can seem like an impossible task for the first time. Thankfully, there's a pre-built version of Gonozal's patch pack (I found the link in the first post of the thread about it). You'll still need to copy some datafiles from your original (O)TTD directory, because they're copyrighted. If I'm not mistaken you simply need to copy the entire contents of the "data" folder.

If you want to apply a patch yourself, Build OTTD seems to be the easiest way.


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PostPosted: Fri Mar 21, 2008 6:54 pm 
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Engineer
Engineer

Joined: Tue Jul 03, 2007 5:50 pm
Posts: 68
Ive been trying the OTTD Build thing but im not sure if im getting its settings right.

I followed the wiki but my openttd folder isnt exactly neat and my ttd source graphics actually come from a very old downloaded version whose source files are scattered inside my folder and i dont know which ones they are. All my subsequent upgrades have used those files, but the ottd build doesnt seem to pick up the game code in my ottd folder.

Either that or im totally lost and didnt something wrongly. :oops:

I sent build ottd to pick up its files from my ottd folder, should i have sent it too the data folder?
Or do i do something completly different?


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PostPosted: Tue Mar 25, 2008 10:12 am 
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Engineer
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Joined: Wed Oct 17, 2007 8:15 pm
Posts: 18
Having tried both, I'd recommend MinGW over BuildOTTD. I've never had any problems compiling with the former (on XP), but I wasn't able to get the latter to work. MinGW also gives you a lot more information than BuildOTTD (the code of which is in fact derived from Mingw), so you can work out why a particular patch or other piece of code doesn't install.
Looking at the OTTD wiki, installing Mingw does look pretty daunting and/or tedious, but I really think it's worth it. One more thing, rather than use standard SVN to get the source, try TortoiseSVN instead. Instead of a command line, Tortoise uses an intuitive graphical interface which you can learn in a few minutes.


Last edited by fare dodger on Tue Mar 25, 2008 2:48 pm, edited 1 time in total.

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PostPosted: Tue Mar 25, 2008 11:02 am 
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Route Supervisor
Route Supervisor

Joined: Fri Sep 24, 2004 3:47 pm
Posts: 454
Aphfaneire wrote:
Ive been trying the OTTD Build thing but im not sure if im getting its settings right.

I followed the wiki but my openttd folder isnt exactly neat and my ttd source graphics actually come from a very old downloaded version whose source files are scattered inside my folder and i dont know which ones they are. All my subsequent upgrades have used those files, but the ottd build doesnt seem to pick up the game code in my ottd folder.

Either that or im totally lost and didnt something wrongly. :oops:

I sent build ottd to pick up its files from my ottd folder, should i have sent it too the data folder?
Or do i do something completly different?


I think if OTTD works, it would have been installed properly. And I think you can just point buildOTTD to your OTTD install.

If you want to use the pre-compiled version of Gonozal's pack, just look for the folder called "data" in your original OTTD folder. Copy all it's contents to the "data" sub-folder of whatever folder you chose to install the Gonozal version to. This is what I did, and it worked for me.


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PostPosted: Thu Mar 27, 2008 11:46 am 
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Transport Coordinator
Transport Coordinator

Joined: Thu Mar 30, 2006 12:05 pm
Posts: 329
Location: Germany
Do the passengers search for a fast route? Or do they just use the firstroute that is provided.

Example:

Passengers want from station A to station Z. They can do by train - fast.
Or they can use several busses togo from A over different stations to Z.

If the train comes the passengers taske this ride,
if the bus comes Does it takes passengers, too?

Is there any priority system, so passengers prefer the faster route?


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 Post subject: bugreport
PostPosted: Thu Mar 27, 2008 12:39 pm 
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Transport Coordinator
Transport Coordinator

Joined: Thu Mar 30, 2006 12:05 pm
Posts: 329
Location: Germany
I've poseted in the wrong thread - sorry.


Last edited by zypa on Fri Mar 28, 2008 9:13 am, edited 1 time in total.

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PostPosted: Thu Mar 27, 2008 7:58 pm 
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Director
Director
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Joined: Mon Nov 15, 2004 7:46 pm
Posts: 625
Location: Berlin, Germany
You are sure, you are using these passenger patch? Because this one would generate the same number as Otted would, just redistribute them differently. I suppose, you are actually using the new passenger destinations, with a different approach. See the other thread.

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I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com


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