Mop Generic NRT Road Vehicle Development (was Trolleybi)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Emperor Jake
Tycoon
Tycoon
Posts: 3083
Joined: 24 Apr 2007 09:37
Location: Straya

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by Emperor Jake » 06 Oct 2019 06:55

Hi, not sure if you're aware but this set somehow causes desyncs in multiplayer games when certain tram vehicles are built. Known affected vehicles so far include Kaimuki Articulated Electric Tram and Yarra Electric Light Rail Vehicle. Possibly other articulated trams, non-articulated ones didn't seem to pose a problem. I haven't tested this further but the server's desync output might help. If needed I can PM you the savegame and needed GRFs.

Code: Select all

*** Jake #1 has joined the game (Client #6)
*** Game unpaused (connecting clients)
dbg: [net] Received 32762 bytes of client desync log
dbg: [net] Received 4422 bytes of client desync log
dbg: [net] 'Jake #1' reported an error and is closing its connection (desync error)
*** Jake #1 has left the game (desync error)
Desync encountered (server), generating desync log...
dbg: [desync] vehicle cache mismatch: -c--: type 1, vehicle 24632 (24632), company 1, unit number 44, wagon 0, engine: Yarra Light Rail Vehicle, GRF: 44450602, Mop Generic NRT Vehicles 0.6.5, mops_generic_nrt_road_vehicles_-0.6.5/moprv65.grf
dbg: [desync] vehicle cache mismatch: -c--: type 1, vehicle 24633 (24632), company 1, unit number 44, wagon 1, engine: Yarra Light Rail Vehicle, GRF: 44450602, Mop Generic NRT Vehicles 0.6.5, mops_generic_nrt_road_vehicles_-0.6.5/moprv65.grf
dbg: [desync] vehicle cache mismatch: -c--: type 1, vehicle 24634 (24632), company 1, unit number 44, wagon 2, engine: Yarra Light Rail Vehicle, GRF: 44450602, Mop Generic NRT Vehicles 0.6.5, mops_generic_nrt_road_vehicles_-0.6.5/moprv65.grf
Desync log written to /home/pi/.local/share/openttd/desync-server-20191006T062540Z.log. Please add this file to any bug reports.

Desync savegame written to /home/pi/.local/share/openttd/desync-server-20191006T062540Z.sav. Please add this file and the last (auto)save to any bug reports.

*** Jake #1 has left the game (connection lost)
dbg: [net] Closed client connection 6
dbg: [net] [udp] queried (extended: 0) from 192.168.1.27
*** Jake has left the game (leaving)
dbg: [net] Closed client connection 4
Anyway, I hope this set keeps being worked on, it's got great potential :D
--Stuff I made (or helped make)--
ImageImageImageImage

--My Award-Winning Screenshots and Videos--

User avatar
supermop
Tycoon
Tycoon
Posts: 1045
Joined: 21 Feb 2010 00:15
Location: Fitzroy North - 96

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by supermop » 09 Oct 2019 03:04

Emperor Jake wrote:
06 Oct 2019 06:55
Hi, not sure if you're aware but this set somehow causes desyncs in multiplayer games when certain tram vehicles are built. Known affected vehicles so far include Kaimuki Articulated Electric Tram and Yarra Electric Light Rail Vehicle. Possibly other articulated trams, non-articulated ones didn't seem to pose a problem. I haven't tested this further but the server's desync output might help. If needed I can PM you the savegame and needed GRFs.

Code: Select all

*** Jake #1 has joined the game (Client #6)
*** Game unpaused (connecting clients)
dbg: [net] Received 32762 bytes of client desync log
dbg: [net] Received 4422 bytes of client desync log
dbg: [net] 'Jake #1' reported an error and is closing its connection (desync error)
*** Jake #1 has left the game (desync error)
Desync encountered (server), generating desync log...
dbg: [desync] vehicle cache mismatch: -c--: type 1, vehicle 24632 (24632), company 1, unit number 44, wagon 0, engine: Yarra Light Rail Vehicle, GRF: 44450602, Mop Generic NRT Vehicles 0.6.5, mops_generic_nrt_road_vehicles_-0.6.5/moprv65.grf
dbg: [desync] vehicle cache mismatch: -c--: type 1, vehicle 24633 (24632), company 1, unit number 44, wagon 1, engine: Yarra Light Rail Vehicle, GRF: 44450602, Mop Generic NRT Vehicles 0.6.5, mops_generic_nrt_road_vehicles_-0.6.5/moprv65.grf
dbg: [desync] vehicle cache mismatch: -c--: type 1, vehicle 24634 (24632), company 1, unit number 44, wagon 2, engine: Yarra Light Rail Vehicle, GRF: 44450602, Mop Generic NRT Vehicles 0.6.5, mops_generic_nrt_road_vehicles_-0.6.5/moprv65.grf
Desync log written to /home/pi/.local/share/openttd/desync-server-20191006T062540Z.log. Please add this file to any bug reports.

Desync savegame written to /home/pi/.local/share/openttd/desync-server-20191006T062540Z.sav. Please add this file and the last (auto)save to any bug reports.

*** Jake #1 has left the game (connection lost)
dbg: [net] Closed client connection 6
dbg: [net] [udp] queried (extended: 0) from 192.168.1.27
*** Jake has left the game (leaving)
dbg: [net] Closed client connection 4
Anyway, I hope this set keeps being worked on, it's got great potential :D
Whoa, I must be in way over my head, not sure what I messed up to cause desyncs! I have not touched this in over a year but I do still dearly want to keep working on it. I imagine it's going to take a lot of IRC time to figure out what is going on, but many of the trams have non-deterministic liveries so maybe that is part of the issue?
Diesel Power wrote:
02 Aug 2019 23:36
Can we have articulated open trucks in the next release (as and when)? There are only open ridgids available and and open RVs are the only ones that can carry plant fibres in FIRS 3. So it's either ridgids or trams, it kinda limits our options.
Great set!
The open trucks are my favorite, but I always sort of saw them as the expedient/backcountry/developing world runabout rather than a proper specialized truck (I even wanted them to be refittable to passengers). The idea was less capacity but greater flexibility. I never got around to open trailers when expanding to semi-trucks as they seemed redundant and lacking a compelling prototype, but I must have missed that plant fibers were un-served. Is there a truck bed type that seems better suited to plant fibers? If I have to make 4-12 new trucks anyway, they might as well be something more interesting!

Diesel Power
Traffic Manager
Traffic Manager
Posts: 169
Joined: 18 Jun 2016 19:05

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by Diesel Power » 09 Nov 2019 21:52

Plant fibres in the covered hopper (shredded maize) or Flat trucks (straw bales) would suit best. speaking of which... I'm getting some strange graphical glitches on some of the trucks. Seems to mainly affect the covered hoppers. I'm using JGR PP 0.32 rc5
Attachments
The Snow Shifters, 23rd Feb 2027.png
(161.37 KiB) Not downloaded yet

Lesarthois
Engineer
Engineer
Posts: 61
Joined: 29 Apr 2017 19:49

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by Lesarthois » 12 Nov 2019 16:01

Hello!

I upgraded from the version of RATT I was using to OpenTTD nightly, since it now support RATT.
And I run into an issue with trolleybus/trolley vehicles, as they does not appears in-game.

Other vehicles appears in game fine, along with ratt-modified HEQS and Road Hog vehicles, so I know that the RATT specific functionnalities are working.
Am I missing something?
I tried this with OpenTTD nightly 20190908 and the more recent, 20191011. Same thing either way, so I have to assume it's on my end.
Is there something specific like a NewGRF for trolley roads I need to add, or an option in-game?
The electric road vehicles are activated in-game (in the MOP GRF options at least).
I use Country Roads and SUV, but even with both those NewGRF disabled (had to try in case they were causing weird conflicts) trolley vehicles and roads still doesn't appears.
I added the RATT roads NewGRF but still no luck.

I'm not sure this is the best place to ask, but I'll gladly take my question to a better topic if pointed to me.

User avatar
kamnet
Moderator
Moderator
Posts: 6848
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by kamnet » 12 Nov 2019 16:34

Lesarthois wrote:
12 Nov 2019 16:01
Is there something specific like a NewGRF for trolley roads I need to add, or an option in-game?
Yes, you need to use a NewGRF road set that that support electrified road vehicles. IIRC right now that is only Docklands, found here: viewtopic.php?f=67&t=75941

Lesarthois
Engineer
Engineer
Posts: 61
Joined: 29 Apr 2017 19:49

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by Lesarthois » 12 Nov 2019 16:39

Oh, that was the missing link :)
As I said, I upgraded from RATT to nightlies about last week and at first I didn't noticed the lack of electrobusses.
Perfect :) Dockland as a bit too much roads for my tastes, but better than nothing :]

User avatar
Emperor Jake
Tycoon
Tycoon
Posts: 3083
Joined: 24 Apr 2007 09:37
Location: Straya

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by Emperor Jake » 13 Nov 2019 00:56

kamnet wrote:
12 Nov 2019 16:34

Yes, you need to use a NewGRF road set that that support electrified road vehicles. IIRC right now that is only Docklands, found here: viewtopic.php?f=67&t=75941
There is also Unspooled and U&RATT :wink:
--Stuff I made (or helped make)--
ImageImageImageImage

--My Award-Winning Screenshots and Videos--

Lesarthois
Engineer
Engineer
Posts: 61
Joined: 29 Apr 2017 19:49

Re: Mop Generic NRT Road Vehicle Development (was Trolleybi)

Post by Lesarthois » 13 Nov 2019 14:55

More choices, good to know :)

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 7 guests