Cargodest crash + some graphical glitches
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Cargodest crash + some graphical glitches
Hello!
I'm using r2293 currently and I have run into a cargodest bug. Savegame and necessary info are attached below.
The problem is the following:
I have a bus station (called Osnaburg Valley in the save) that doesn't accept passengers but acts as a changing place between routes at a road junction. As soon as a bus leaves passengers in the station I can't click on it any more. The station is working correctly though, buses are changing passengers there as intended. But when I try to click on the station the game crashes every single time. Also if I extend the catchment area of the station causing it to accept passengers on its own right the problem goes away instantly.
I don't see why cargo couldn't change vehicles at an interim station that doesn't accept it so I guess this is a non-intended bug. Please look into it when you have some time. Thanks a lot in advance.
I'm using r2293 currently and I have run into a cargodest bug. Savegame and necessary info are attached below.
The problem is the following:
I have a bus station (called Osnaburg Valley in the save) that doesn't accept passengers but acts as a changing place between routes at a road junction. As soon as a bus leaves passengers in the station I can't click on it any more. The station is working correctly though, buses are changing passengers there as intended. But when I try to click on the station the game crashes every single time. Also if I extend the catchment area of the station causing it to accept passengers on its own right the problem goes away instantly.
I don't see why cargo couldn't change vehicles at an interim station that doesn't accept it so I guess this is a non-intended bug. Please look into it when you have some time. Thanks a lot in advance.
- Attachments
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- TRT00.SV1
- (304.52 KiB) Downloaded 88 times
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- ttdpatch.cfg
- (43.68 KiB) Downloaded 91 times
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- newgrfw.cfg
- (1.32 KiB) Downloaded 99 times
Re: Cargodest crash + some graphical glitches
I have also experienced some graphical glitches in the same game. On the first and second picture you can see that in case of bridges spanning over sea two levels above there is seashore under one of the bridgeheads where there should be none.
On the third picture you can see a problem with text that is haunting me for some time now. Sometimes the names of toolbars (?) show up only partially and the x goes missing. If I hover my mouse over it the extent of the missing text changes back and forth. I have the same problem with displayed station names sometimes, too.
On the third picture you can see a problem with text that is haunting me for some time now. Sometimes the names of toolbars (?) show up only partially and the x goes missing. If I hover my mouse over it the extent of the missing text changes back and forth. I have the same problem with displayed station names sometimes, too.
- Attachments
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- Bridgehead1.png (69.98 KiB) Viewed 4224 times
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- Bridgehead2.png (74.11 KiB) Viewed 4224 times
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- Signs.png (57.14 KiB) Viewed 4224 times
Re: Cargodest crash + some graphical glitches
As for the cargodest problem, I will look into that shortly.
The bridge coastline issue seems to me to be a side-effect of the smooth shore graphics. You could always change back to the default ones as they should not display glitches.
It's not really feasible to redraw the bridges, as the dimensions and pillar placement coordinates are standardised (and have been for some time).
I don't know who drew that coastline or what set it's from, (perhaps check your GRF list?), but you may wish to try bringing it to their attention if you can find them/the set thread.
As for the toolbar issue, I've not observed such an issue. Is it just certain toolbars, or all of them?
It would help matters if you could post your ttdpatch.cfg, the savegame showing the cargodest problem, and indicate which version of TTD you have (DOS or windows, and which language).
Thanks for reporting these issues...
The bridge coastline issue seems to me to be a side-effect of the smooth shore graphics. You could always change back to the default ones as they should not display glitches.
It's not really feasible to redraw the bridges, as the dimensions and pillar placement coordinates are standardised (and have been for some time).
I don't know who drew that coastline or what set it's from, (perhaps check your GRF list?), but you may wish to try bringing it to their attention if you can find them/the set thread.
As for the toolbar issue, I've not observed such an issue. Is it just certain toolbars, or all of them?
It would help matters if you could post your ttdpatch.cfg, the savegame showing the cargodest problem, and indicate which version of TTD you have (DOS or windows, and which language).
Thanks for reporting these issues...
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: Cargodest crash + some graphical glitches
The ttdpatch.cfg and the savegame I've already posted. It's at the end of the first post. I use the Windows version, English language.
Also in the meantime I added a 'load only' order for one of the stops and it seems to have screwed up routing. Now passengers wanting to go beyond that stop which has the 'load only' order have become unable to route. Is cargodest supposed to work with the special go to orders? Load only and unload only would be extremely helpful orders in a cargodest game.
As for the toolbar issue it's regularly happening with the railway station toolbar and with station names on the map. Most probably only at these two places, or at least I can't recall seeing it elsewhere.
And thanks for the fast answer on the shoreline problem. It's the New water v0.7 GRF by Leppka, coded by Lakie. If I turn it off the problem still remains though in that case it's definitely harder to notice and less disturbing. (There is no water at the wrong place then but only a little yellowish shoreline.) You can take a look at this problem in the above savegame, too. There is a bridge showing this glitch only 2-3 tiles away from the bugged bus station.
Sorry for keeping you busy with so many problems and thanks again for the help.
Also in the meantime I added a 'load only' order for one of the stops and it seems to have screwed up routing. Now passengers wanting to go beyond that stop which has the 'load only' order have become unable to route. Is cargodest supposed to work with the special go to orders? Load only and unload only would be extremely helpful orders in a cargodest game.
As for the toolbar issue it's regularly happening with the railway station toolbar and with station names on the map. Most probably only at these two places, or at least I can't recall seeing it elsewhere.
And thanks for the fast answer on the shoreline problem. It's the New water v0.7 GRF by Leppka, coded by Lakie. If I turn it off the problem still remains though in that case it's definitely harder to notice and less disturbing. (There is no water at the wrong place then but only a little yellowish shoreline.) You can take a look at this problem in the above savegame, too. There is a bridge showing this glitch only 2-3 tiles away from the bugged bus station.
Sorry for keeping you busy with so many problems and thanks again for the help.
Re: Cargodest crash + some graphical glitches
Sorry for not noticing you had already attached those
As for the load-only orders, I designed cargodest to still work properly with those, however I've not tested it as I couldn't think of a meaningful scenario in which I'd actually need to use it...
I'll have a look at the code and see what's going on...
As a temporary measure I can suggest using the other station construction GUI (ie. not using the locomotion GUI). I may well have a look at the code for that though and see if I can spot anything obviously wrong.
I use the traditional station name type and have not observed any problems with those, so try that and see if it fixes the problem...
Looking through your cfg file, I first noticed that forcerebuildovl is set to off.
The recommended setting is on, unless you're *sure* to delete the ovl file whenever changes TTDP version or modifying your config file. (Inevitably people forget to do this, so it is best just to set it to on).
Edit: Actually, I'm not sure about this.
I will look at the savegame and start debugging later on, I ought to do some work now...
As for the load-only orders, I designed cargodest to still work properly with those, however I've not tested it as I couldn't think of a meaningful scenario in which I'd actually need to use it...
I'll have a look at the code and see what's going on...
As a temporary measure I can suggest using the other station construction GUI (ie. not using the locomotion GUI). I may well have a look at the code for that though and see if I can spot anything obviously wrong.
I use the traditional station name type and have not observed any problems with those, so try that and see if it fixes the problem...
Looking through your cfg file, I first noticed that forcerebuildovl is set to off.
The recommended setting is on, unless you're *sure* to delete the ovl file whenever changes TTDP version or modifying your config file. (Inevitably people forget to do this, so it is best just to set it to on).
Edit: Actually, I'm not sure about this.
I will look at the savegame and start debugging later on, I ought to do some work now...
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: Cargodest crash + some graphical glitches
Well, I have two bus routes in this test game which share the first two stops. The second being the junction stop that is bugged, let's call it B. So I have an A-B-C-D-E and back route and an A-B-F-G and back route. If I set the stops at B in the outward direction as load only then passengers travelling on the first route won't use the buses of the second route for the first hop and vice versa. Otherwise they do which is suboptimal.
Another scenario is when you want to keep your regional lines separated from city lines. With load only you can make it so that your regional buses/trains can stop at more stations in a town collecting passengers yet passengers that want to travel only inside the town won't use them and take up valuable space.
---
In the meantime I managed to make a quite good screenshot on the toolbar and signs glitches. See below. It's not really important though as it's not hindering me in the game in any form. And the station signs usually correct themselves if I move away from that area on the map and then back or at worst when I reload the game. Still, it doesn't look nice. Also if opened when the railway station toolbar is already open then other building toolbars seem to be missing the x sign in the upper left corner and some text as well, but only then.
Another scenario is when you want to keep your regional lines separated from city lines. With load only you can make it so that your regional buses/trains can stop at more stations in a town collecting passengers yet passengers that want to travel only inside the town won't use them and take up valuable space.
---
In the meantime I managed to make a quite good screenshot on the toolbar and signs glitches. See below. It's not really important though as it's not hindering me in the game in any form. And the station signs usually correct themselves if I move away from that area on the map and then back or at worst when I reload the game. Still, it doesn't look nice. Also if opened when the railway station toolbar is already open then other building toolbars seem to be missing the x sign in the upper left corner and some text as well, but only then.
- Attachments
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- Signs2.png (351.8 KiB) Viewed 4184 times
Re: Cargodest crash + some graphical glitches
As for load-only orders, after some looking at the code and thinking, I suspect that some potentially not insignificant rehashes may be needed to get them to work well with cargodest.
The problem is that on arrival at a station, the single hop route creation/update routine builds a route from the last station to the current station. In the case of load-only orders, there are suddenly multiple "last stations", of which only the last is saved.
In your scenario, how does cargo get to point B, if neither of the routes unload cargo there?
I designed cargodest so that regional and express type scenarios divided cargo automatically. As routing is based on estimated time to target through the next hop (ie. fuzzy metric based packet switched networking). It's possible to make cargo be routed more strictly by adjusting some of the config parameters. (In particular setting cdstrtdiffmax to 0 or cdstrtcmpfactor to 65536 will only permit cargo to use the single quickest route to the destination (which usually means not unnecessarily using local lines, unless your express lines are overloaded or relatively slow)). However, the defaults should also do the same in most cases (and work much better than the above when networks have mesh aspects).
Using lots of load-only orders brings the question of how cargo gets to those stations (unless you're using them as pick up points only).
I've not been able to reproduce the dialog box text title issue at all. So I'm not sure what the issue is.
Try renaming ttdpttxt.dat, re-running mkpttxt.exe and/or fiddling with some of the GUI/game options and see if the problem goes away.
As for the station clicking crash, I've reproduced that and will aim to fix it ASAP.
However, today I really ought to be to be doing my uni worksheets on PDEs and fracture mechanics instead , and on the weekend, I'll be busy and not using a computer as I've got some... business to take care of .
The problem is that on arrival at a station, the single hop route creation/update routine builds a route from the last station to the current station. In the case of load-only orders, there are suddenly multiple "last stations", of which only the last is saved.
In your scenario, how does cargo get to point B, if neither of the routes unload cargo there?
I designed cargodest so that regional and express type scenarios divided cargo automatically. As routing is based on estimated time to target through the next hop (ie. fuzzy metric based packet switched networking). It's possible to make cargo be routed more strictly by adjusting some of the config parameters. (In particular setting cdstrtdiffmax to 0 or cdstrtcmpfactor to 65536 will only permit cargo to use the single quickest route to the destination (which usually means not unnecessarily using local lines, unless your express lines are overloaded or relatively slow)). However, the defaults should also do the same in most cases (and work much better than the above when networks have mesh aspects).
Using lots of load-only orders brings the question of how cargo gets to those stations (unless you're using them as pick up points only).
I've not been able to reproduce the dialog box text title issue at all. So I'm not sure what the issue is.
Try renaming ttdpttxt.dat, re-running mkpttxt.exe and/or fiddling with some of the GUI/game options and see if the problem goes away.
As for the station clicking crash, I've reproduced that and will aim to fix it ASAP.
However, today I really ought to be to be doing my uni worksheets on PDEs and fracture mechanics instead , and on the weekend, I'll be busy and not using a computer as I've got some... business to take care of .
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: Cargodest crash + some graphical glitches
Both routes would unload cargo there on the return leg. They'd be on load only when coming from A and on unload only (or simply left on normal) when coming from the other direction. This means that B offers the chance for passengers to switch from one route to the other without going into A. For example passengers going from F to C can spare the B-A and then A-B distance.JGR wrote: In your scenario, how does cargo get to point B, if neither of the routes unload cargo there?
And don't worry about the time. I'm building a map now and just test parts of it. It might take weeks till I'm finished with the pace I'm progressing. But I wouldn't hurry you otherwise either.
The bad news is that I'm experiencing some problems with through signals right now so I might have to give you even more work to do. Apologies.
Re: Cargodest crash + some graphical glitches
As you can see from the following screenshot, the glitch does not appear to be related to the water grf:JGR wrote:The bridge coastline issue seems to me to be a side-effect of the smooth shore graphics. You could always change back to the default ones as they should not display glitches.
Of course, you could always obscure it by planting some trees...
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Re: Cargodest crash + some graphical glitches
The crash when viewing the station window after unloading routed cargo at a station which had a previously empty cargo slot due to not setting the enroutesource cargoslot field in the routed cargo unload code should now be fixed as of r2295.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: Cargodest crash + some graphical glitches
So I went to http://nightly.ttdpatch.net/latest/ perchance to find a TTDPatch-nightly-r2295-win32.zip for installation 'pon my drive known as hard,JGR wrote:... should now be fixed as of r2295.
But alas, the file was not there to be found ... a changelog.txt does not an application make,
So I proceeded to the Parent Directory/ but once again, the trunk was similarly bare.
Perhaps a compilation was not compiled, or perhaps some greedy downloader took all the file.
Would that someone would a correction provide in order that we may all enjoy JGR's fine fix this day.
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Re: Cargodest crash + some graphical glitches
No build logs whatsoever. Methinks the compile farm broke.
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.
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Re: Cargodest crash + some graphical glitches
/me wonders who or what broke it and how long it will take to fix. Probably as long as it takes.
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Re: Cargodest crash + some graphical glitches
Well, cargodest seems to have matured, works fine until now (I´m in 1930). Good work.
However, that bug with "window shading" reported for r2263 seems to be still there:
On another note: would it be possible to make available an updated mkpttxt.exe to get the new strings translated?
regards
Michael
However, that bug with "window shading" reported for r2263 seems to be still there:
Code: Select all
TTD V0019EE00 Crash Log by TTDPatch 2.6 alpha 0 r2293 (Windows)
Exception C000001D at 0187:0063B8B6
EAX EBX ECX EDX
00000002 00000007 00000000 000000D5
ESI EDI ESP EBP
004D0FD4 004F8F44 00D4F834 0065BD0B
DS ES FS GS SS Flags
018F 018F 1397 0000 018F 00010202
0000FFFF 0000FFFF 00000037 ######## 0000FFFF (Segment limits)
0040F700 0040F700 0000F300 ######## 0040F700 (Access rights)
Bytes at DS:EIP
0F 0B C3 80 FA 00 74 08 80 FA 09 74 03 80 FA 0D
Stack Dump:
00D4F848 00606A29 00000001 00000016 00000000 0063B279 06090001 0065BD0B
0056FD24 004D0FD4 009D027E 00D30002 018F003E 00C2103E 0056FB3A 004D0FD4
00400170 003E00D3 00554D5F 0056F16C 004F8651 000000D0 0056BAEA 0055B1EE
0055B091 00D4FDA4 00405A18 00000000 81A37BF9 00D20000 00000001 6F6E6D6C
Handler Stack Dump (at 018F:00D4F7D4):
00004003 00000000 400BE420 0000000A 00000000 00001397 0000018F 0000018F
004F8F44 004D0FD4 00000007 000000D5 00000000 00000002 0065BD0B 0063B8B6
00000187 00010202 00D4F834 0000018F 00606AF1 004D0FD4 004D0FD4 00000170
00D4F848 00606A29 00000001 00000016 00000000 0063B279 06090001 0065BD0B
Patch flags:
DFFEFFBF 1FC81BFF E1F96DFD 185664E5 00000000 00000000 23A83A9D A0800002
000000A8 00040008 00000000 00001000 00000001 0000000A 01222204 00000000
94000400 00016666 003FFFFF 000001F4 00000002 00000003 000005DC FDDB005A
009607D0 01900096 016D005A 76260280 13B14EC4 01E00280 13880258 07B75555
003C0064 370A0514 19280A28 5014140A 14501E14 1E14141E 003F3C1E EF081400
F0F0F0FF FF0001F0
On another note: would it be possible to make available an updated mkpttxt.exe to get the new strings translated?
regards
Michael
Re: Cargodest crash + some graphical glitches
OK, that bug is fixed now. I didn't notice that it had been reported...
As for mkpttxt.exe, I don't know who if anyone is maintaining the compile farm (or even if it works ATM)... I suppose it wouldn't be too difficult for them to change the script to upload that too...
As for mkpttxt.exe, I don't know who if anyone is maintaining the compile farm (or even if it works ATM)... I suppose it wouldn't be too difficult for them to change the script to upload that too...
Ex TTDPatch Coder
Patch Pack, Github
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