2.0.1 alpha / 2.5 beta discussion

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Rob
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Post by Rob »

eis_os wrote:
khamura wrote:Enhancedtunnels are fudged in a72. They seems count as track for the pathfinder, but trains can't actually enter the square. They simply bump into it, get stuck on the border of the tile, and yet, keep going. I'd expect them to turn around, but they don't, and the vehicle window shows them as going at full speed. :shock:
Huh?, could be the fix introduced by Josef to fix vehicles going stuck. Please send me a savegame before it happens. I haven't had that problem yet. Does it aswell happen with trams off?
I have exactly the same with my savegame, with or without trams on.
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eis_os
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Post by eis_os »

Well the stack get screwed totally, it's a wonder that TTD works at all. Will try to create a fix today.
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
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Patchman
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Post by Patchman »

michael blunck wrote:The usual DOS crash on start up (alpha72):

Code: Select all

memory protection fault
CS:EIP = 00AFh:00000013h
using -!v-:

Code: Select all

TTDPatch: nd string #042E at 0022F12B, found 03/04 at 00175000
Ergebnis: [Fehler!]
OK, everyone who has these crashes in DOS when starting TTDPatch, please try the attached test version. Run it like this:

Code: Select all

ttdpatch > ttdpatch.log
and

Code: Select all

ttdpatch -!v- >> ttdpatch.log
and then please attach the resulting ttdpatch.log.

[edit]Uh, forgot the attachment... here it is.
Attachments
201a73t1.zip
(383.77 KiB) Downloaded 135 times
Josef Drexler

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Post by michael blunck »

Code: Select all

TTDPatch V2.0.1 alpha 73 test 1 (DOS) wird gestartet.
TTDLOAD.OVL nicht gefunden, suche die Originaldateien:
TYCOON.EXE: No such file or directory
Kopiere TTDX.EXE nach TTDLOAD.OVL:
C:\WINDOWS\COMMAND.COM /C COPY TTDX.EXE TTDLOAD.OVL >nul
Dies ist die DOS Programmdatei.
Der genaue Programmname ist:
Transport Tycoon (Deluxe) V2.01.119 Copyright (C) 1995 Chris Sawyer
Die genaue Version ist 2.01.119  11th October 1995 18:42:07
Die verarbeitete Versionsnummer ist V2.01.119, DateigrӇe 499583
Installiere den Code-Lader.
TTDLOAD.OVL ist in Ordnung.
Die Adressen dieser Version sind bekannt.
Lade �bersetzte Spieltexte.
Starte TTDLOAD.OVL e:\



Transport Tycoon (Deluxe) V2.01.119 Copyright (C) 1995 Chris Sawyer


00000097  00401200  000000FF  00000000                                     
0000009F  00401200  000000EF  00000000                                     
000000A7  00401A00  00000000  00000000                                     
000000AF  00401200  0010FFFF  00000000                                     
000000B7  00401200  0000FFFF  00000000                                     
000000BF  00401200  0000FFFF  00000000                                     
000000C7  00401200  00000000  00000000                                     
000000CF  00001000  00000000  00000000                                     
000000D7  00401200  00012FFF  00000000                                     
00201372
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00201798
Abnormal program termination: Memory protection fault
CS:EIP = 00A7h:00000013h
Gebe Speicher frei.
Ergebnis: [Fehler!]
TTDPatch V2.0.1 alpha 73 test 1 (DOS) wird gestartet.
TTDLOAD.OVL nicht gefunden, suche die Originaldateien:
TYCOON.EXE: No such file or directory
Kopiere TTDX.EXE nach TTDLOAD.OVL:
C:\WINDOWS\COMMAND.COM /C COPY TTDX.EXE TTDLOAD.OVL >nul
Dies ist die DOS Programmdatei.
Der genaue Programmname ist:
Transport Tycoon (Deluxe) V2.01.119 Copyright (C) 1995 Chris Sawyer
Die genaue Version ist 2.01.119  11th October 1995 18:42:07
Die verarbeitete Versionsnummer ist V2.01.119, DateigrӇe 499583
Installiere den Code-Lader.
TTDLOAD.OVL ist in Ordnung.

WARNUNG! Diese Programmversion ist unbekannt. Wir k”nnen versuchen, TTD
         trotzdem zu starten, und die notwendigen Informationen nebenher
         zu sammeln. Falls das aber fehlschl„gt, wird TTD eine Schutz-
         verletzung erzeugen und abst�rzen.

         Je nach Ihrem Betriebssystem kann dadurch auch der Computer
         abst�rzen und es kann zu Datenverlusten kommen. Bitte lesen Sie
         Abschnitt 4.13 in der Datei TTDPATCH.TXT f�r weitere Informationen.

Antworten Sie nur dann mit 'j', wenn sie sich der Auswirkungen bewuát sind.
SIE SIND GEWARNT WORDEN!
M”chten Sie TTD trotzdem starten? j
Ich werde mein Bestes geben...
Lade �bersetzte Spieltexte.
Starte TTDLOAD.OVL e:\



Transport Tycoon (Deluxe) V2.01.119 Copyright (C) 1995 Chris Sawyer


00000097  00401200  000000FF  00000000                                     
0000009F  00401200  000000FF  00000000                                     
000000A7  00401A00  00000000  00000000                                     
000000AF  00401200  0010FFFF  00000000                                     
000000B7  00401200  0000FFFF  00000000                                     
000000BF  00401200  0000FFFF  00000000                                     
000000C7  00401200  00000000  00000000                                     
000000CF  00001000  00000000  00000000                                     
000000D7  00401200  00012FFF  00000000                                     
00201372
00201380
00201387
0020138E
00201394
0020139E
002013A9
002013AF
002013B5
002013BC
002013C6
002013CC
002013D3
002013D9
002013DF
002013E5
002013EB
002013F1
002013F9
00201400
00201406
0020140D
00201413
0020141A
00201422
00201429
00201430
00201436
0020143D
00201444
0020144A
00201450
00201456
0020145C
00201464
0020146C
00201472
00201478
0020147F
00201485
0020148B
00201491
00201497
0020149D
002014A3
002014AA
002014B0
002014B9
002014BF
002014C5
002014CC
002014D3
002014DA
002014E6
002014ED
002014F3
002014F9
002014FF
00201505
0020150B
00201511
00201518
00201521
0020152A
00201530
00201536
0020155C
00201564
0020156F
0020157B
00201582
00201588
0020158E
00201595
0020159F
002015A6
002015B3
002015B9
002015BF
002015D3
002015D9
002015DF
002015E6
002015EC
002015F4
002015FD
00201605
0020160C
00201612
00201618
00201625
0020162B
00201634
0020163A
00201640
0020164E
00201654
0020165D
00201675
0020167B
00201682
00201689
0020168F
00201695
002016D9
002016F3
002016F9
00201705
0020170B
00201712
00201718
0020171E
00201737
00201741
00201748
00201757
0020175E
0020176A
00201770
0020177F
0020178C
00201798
TTDPatch: nd string #042E at 0022F1DB, found 03/04 at 00175000

Gebe Speicher frei.
Ergebnis: [Fehler!]
regards
Michael[/code]
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OzTrans
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Post by OzTrans »

According to the wiki and the linter, the following action-3 is valid, but it crashes the game if any but the first listed ID is selected in the construction window :

Code: Select all

419 * 17     03 04 08 0A 0B 0C 0D 0E 0F 10 11 01 FF EF 00 DF 00
... and these action-3's, which do the same thing, are no trouble at all :

Code: Select all

419 * 10     03 04 01 0A 01 FF EF 00 DF 00
420 * 10     03 04 01 0B 01 FF EF 00 DF 00
421 * 10     03 04 01 0C 01 FF EF 00 DF 00
422 * 10     03 04 01 0D 01 FF EF 00 DF 00
423 * 10     03 04 01 0E 01 FF EF 00 DF 00
424 * 10     03 04 01 0F 01 FF EF 00 DF 00
425 * 10     03 04 01 10 01 FF EF 00 DF 00
426 * 10     03 04 01 11 01 FF EF 00 DF 00
Note : TTDPatch for WIN alpha 69 and 71
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Post by Patchman »

The action 3 looks fine, and I suspect it is but that something else randomly overwrites memory. The register that's supposed to hold a point to the action 3 data instead contains "aTAC".

If the problem is reproducible with only that file in newgrfw.cfg, please send me the grf file in question.
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WWTBAM
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Post by WWTBAM »

i tried your test version and it crashed before starting with nothing in the comandline and my usual cfg. Im also going to post the cfg i didnt get to send you patchman.
Attachments
a 72 crash 003.txt
(1.54 KiB) Downloaded 143 times
a 72 crash.txt
(1.53 KiB) Downloaded 133 times
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wallyweb
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A72 Crash

Post by wallyweb »

I got a crash in A72 when dragging the mouse during a game saved from A71.
Details et.al. are in the attached zip.

EDIT: This appears to be the same issue as reported several times by others in the Problems Topic.

The zip in this post contains crash logs, cfg's, a save game and a .txt accurate problem description.
Attachments
dragCrash.zip
Details etc. are in here
(214.8 KiB) Downloaded 125 times
Peter1x9
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Post by Peter1x9 »

I got the same crash as well. Seconds before the crash, I noticed that I still could not get my buses to go to the depots. Disabling trams and restarting my savegame worked just fine.
I'm currently running a new game with the latest alpha (and trams enabled) to see if the crash only happens with savegames from older alphas. It's currently running ok, but I haven't got to the point where road vehicles are introduced yet.
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ISA
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Re: A72 Crash

Post by ISA »

wallyweb wrote:I got a crash in A72 when dragging the mouse during a game saved from A71.
Details et.al. are in the attached zip.

EDIT: This appears to be the same issue as reported several times by others in the Problems Topic.

The zip in this post contains crash logs, cfg's, a save game and a .txt accurate problem description.
I put trams off and no crashes!
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Re: A72 Crash

Post by wallyweb »

ISA wrote:
wallyweb wrote:I got a crash in A72 when dragging the mouse during a game saved from A71.
Details et.al. are in the attached zip.

EDIT: This appears to be the same issue as reported several times by others in the Problems Topic.

The zip in this post contains crash logs, cfg's, a save game and a .txt accurate problem description.
I put trams off and no crashes!
Hmmm ... I am still able to load the game and drag and scan within a limited area. It is only when I approach the center of the map that I get a crash. the trams grf is on but none have been built. Read the text in my zip file for details.
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ISA
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Re: A72 Crash

Post by ISA »

wallyweb wrote: Hmmm ... I am still able to load the game and drag and scan within a limited area. It is only when I approach the center of the map that I get a crash. the trams grf is on but none have been built. Read the text in my zip file for details.
Do I understand you right, you switch trams in ur cfg Off? Ever1 else it helped! :?
EDIT: if it wont help! sry then to bother you! :oops:
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Post by stevenh »

I broke the drawing of road bridges in a72!
If you happen to have a save game, it'll load fine, until you try to scroll to an area where there is road travelling under any type of bridge.
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Post by wallyweb »

stevenh wrote:I broke the drawing of road bridges in a72!
If you happen to have a save game, it'll load fine, until you try to scroll to an area where there is road travelling under any type of bridge.
That sounds like it might be my issue.
If so, the bridge doesn't need to be on screen ... just on a line running N to S. I'll test it when I get home. There is a save game in my zip above if you want to see for yourself. :wink:

EDIT: Hotfix A3 fixed it! :D
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Post by Villem »

I seem to have a problem in my MegaRail game where road depots randomly apperear on landscape next to roads, and when i remove the road, the depot disapperears, but if the road is added again, it reapperears. dynamiting the depot does nothing, query tool called it a railway track piece..,

I also have tram track graphics apperearing on roads when removing road/rail crossings, or rail bridges over roads, and the tram track grf wasn't even on

Also many other oddities, like base for a monorail track apperearing, game says its railway track, and i when i dynamite it it doesn't disapperear and the game still says theres a railway track there.
And when i try using railway track removal tool, i think the game crashed from what i remember.

This only started happening after loading the game, before that the game acted fine, but on loading the first bug depot appeared in a town in middle of nowhere.

The crash log for that day had this to say:

Code: Select all

TTD V0019E000 Crash Log by TTDPatch 2.0.1 alpha 73 (Windows)

Exception C0000005 at 001B:00541FB7

EAX       EBX       ECX       EDX
000006F0  0000AA6F  000D0AA0  00008C08

ESI       EDI       ESP       EBP
00000010  1001000F  0007A784  00430000

DS        ES        FS        GS        SS        Flags
0023      0023      003B      0000      0023      00010206
FFFFFFFF  FFFFFFFF  00000FFF  ########  FFFFFFFF (Segment limits)
00CFF300  00CFF300  0040F300  ########  00CFF300 (Access rights)

Bytes at DS:EIP
8B 1F E8 AF C8 0D 00 83 C7 04 8B 1F 0B DB 74 4C

Stack Dump:
0055F1A3  00080000  00000001  0A800010  07100003  0007F9B0  06C00A30  0056E358
000011C6  0007A7B4  0A3006C0  00000008  000011C6  0007A7C4  0A4006B0  00000008
000011C6  0007A7D4  0A5006A0  00000008  000011C6  0007A7E4  0A4006C0  00000008
000011C6  0007A7F4  0A5006B0  00000008  000011C6  0007A804  0A6006A0  00000008

Handler Stack Dump (at 0023:0007A534):
00004009  3C000000  3FFD9BF4  00000000  00000000  0000003B  00000023  00000023
1001000F  00000010  0000AA6F  00008C08  000D0AA0  000006F0  00430000  00541FB7
0000001B  00010206  0007A784  00000023  0000027F  00000000  00000000  00000000
00000000  00000000  00001F80  00000020  FFFFFFFF  FFBBBDC0  0000FFFF  00000000

Patch flags:
FFECF7FF  FFFEFFFF  FFFFFFF4  0002FFFF  00000000  00000000  01BDAA9C  A0800000
00000074  00000000  00001000  00000001  FFFF3E80  009607B2  01900096  016D005A
76260500  13B14EC4  02580320  13880258  05143DE5  0A28370A  140A1928  1E145014
141E1450  3C1E1E14  003C5A3F  FFFF2814  F0F0F0F0
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stevenh
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Post by stevenh »

Megarail seems to have issues! :o

From what I can determine, the game was saved a loooooong time ago and the array that hold the tile data have left over bytes in them.
Now, these usually wouldn't cause a fuss, but since I am now using the spaces where the garbage exists, everything is showing up.

All of this should only occur if you have trams=on.
If you don't have the LATEST grf loaded (the 'ghosting depots' would indicate you don't have the latest) and trams=on then there is bound to be graphical issues.
Akalamanaia wrote:I also have tram track graphics apperearing on roads when removing road/rail crossings, or rail bridges over roads, and the tram track grf wasn't even on...
Known bug, working on it. But again, this means you have trams=on without the GRF loaded? :shock:
Akalamanaia wrote:Also many other oddities, like base for a monorail track apperearing, game says its railway track, and i when i dynamite it it doesn't disapperear and the game still says theres a railway track there.
And when i try using railway track removal tool, i think the game crashed from what i remember.
I can't reproduce this... but I have MegaRail running right now...
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Post by Csaboka »

stevenh wrote:From what I can determine, the game was saved a loooooong time ago and the array that hold the tile data have left over bytes in them.
Now, these usually wouldn't cause a fuss, but since I am now using the spaces where the garbage exists, everything is showing up.
Well, I think you should really care about savegames saved without your switch. You should have a check while loading the game, and if your switch wasn't on at save-time, you should clear everything that might contain garbage.

For an example, you can look at how I did it for newhouses. (Look at clearhouseidsfromlandscape in newhouse.asm and how it's called from loadsave.asm. Also, look at landscape6init in l6array.asm, it shows how you should clean things from L6 and L7 if your switch wasn't on at save-time.)
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Post by Patchman »

But this is the Megarail scenario, so it doesn't have any L6 or L7 saved, right?

So far the assumption that the unused bits in L1..L5 are zero have been pretty good, I'm not sure why this is broken in Megarail.
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Post by Villem »

Got rid of the ghost depots by turning trams off, but i still got this base for a monorail track that claims its a railway track piece, and i can dynamite over it even though its owned by a other company.
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habell
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Post by habell »

Since patch a73 I’ve had several crashes, for no apparent reason.
The problem is that it seems random. When I load a game there is no problem for about 30 minutes then it crashes. When I saved the game just before that and reload that game it will not crash at the exact moment it did before?

Attached several crashlogs from the past few days.
Attachments
TTDlx_win_crashes.zip
Crashlogs a73
(4.87 KiB) Downloaded 127 times
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