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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Aug 11, 2017 12:48 pm 
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No it doesn't: it still crashed when I did the same thing with the same NewGRF.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Aug 11, 2017 2:49 pm 
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This looks to be a fault with the GRF in question. It's probably worth forwarding a bug report to whoever maintains it.
I will look into replacing the assertion with something less user-unfriendly at some point soonish.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Aug 11, 2017 3:04 pm 
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I shall let myself know. I'll check teh sounds, but I don't get why it doesn't work on your patch pack.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Aug 11, 2017 3:21 pm 
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Gwyd wrote:
No it doesn't: it still crashed when I did the same thing with the same NewGRF.
Yes, so it's not because the internals of the savegame were messed up in some way. If a fresh game worked, the former would be the cause. That is, messed up savegame got eliminated as cause, because it crashes consistently rather than just in that one savegame.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Aug 11, 2017 6:54 pm 
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I think I made something of a mistake. I changed the daylength in one save, and when I opened another save it had messed with all of the timetabling and dispatch scheduling in that save, despite the daylength being the same. Is there any way to fix this without deleting all of the schedules and starting over?


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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Aug 11, 2017 7:09 pm 
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Gwyd wrote:
I shall let myself know. I'll check teh sounds, but I don't get why it doesn't work on your patch pack.

Sorry, didn't know that it was your GRF.
The sound in question appears to have 2 channels.
I've added some checks which log a suitable error message instead of aborting.
It'll be in the next release.

p4nzer wrote:
I think I made something of a mistake. I changed the daylength in one save, and when I opened another save it had messed with all of the timetabling and dispatch scheduling in that save, despite the daylength being the same. Is there any way to fix this without deleting all of the schedules and starting over?

I'll look into it, if you could post the savegame that would be helpful.

Edit:
I'm not sure that I understand what you have done.
If you changed the day length and then overwrote your good savegame with it, then yes, you will most likely need to adjust scheduled dispatch start dates (i.e. by using the start date button).
If changing the daylength in one game and loading an unrelated game somehow adjusted your scheduled dispatches in the unrelated game, relative to just loading it directly, that would be a bug.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Aug 16, 2017 6:08 pm 
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It would appear that daylength is a global variable, which I didn't know. Changing it back made everything go back to normal.

edit: but yes, changing daylength in one save overwrote schedules in every save.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Aug 16, 2017 7:31 pm 
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p4nzer wrote:
It would appear that daylength is a global variable, which I didn't know. Changing it back made everything go back to normal.

edit: but yes, changing daylength in one save overwrote schedules in every save.

The day length variable is saved to and loaded from the savegame. I cannot reproduce any problem of this type.
Are you sure that you are not changing the client time display settings instead? (Ticks per minute, etc.)

The only potential problem that I can find with scheduled dispatch is multiplayer-related.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Aug 16, 2017 8:44 pm 
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While I have not tested in multiplayer, I have written the schedule dispatch with multi-player in mind (that is also why date/time stuff in the patch is stored in complicated way) and unless I miss, I believe it would work as-is in multiplayer. Working with tick system under the day-length patch is confusing :P

Minute-per-day and minute offset are global setting, though if you revert everything back it should make everything looks normal again. Note that those two settings are purely for UI, so if those are changed, and while the dispatch schedule and timetable will look very weird, it is actually functioning the same (i.e. dispatching train on the same interval as before the change).


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Aug 16, 2017 9:58 pm 
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ino wrote:
While I have not tested in multiplayer, I have written the schedule dispatch with multi-player in mind (that is also why date/time stuff in the patch is stored in complicated way) and unless I miss, I believe it would work as-is in multiplayer. Working with tick system under the day-length patch is confusing :P

Minute-per-day and minute offset are global setting, though if you revert everything back it should make everything looks normal again. Note that those two settings are purely for UI, so if those are changed, and while the dispatch schedule and timetable will look very weird, it is actually functioning the same (i.e. dispatching train on the same interval as before the change).

It mostly looks fine to me. OrderList::ResetScheduledDispatch() looks problematic though as it is called in command context and depends on the local setting for whether time is displayed in minutes, and the ticks per minute.
In an MP game, a CMD_SCHEDULED_DISPATCH enable command on a vehicle which hadn't previously been used with scheduled dispatch looks like it would initialise the vehicle with different values on the different machines.
In the past similar constructs around these two settings have caused desync bug reports.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Aug 17, 2017 4:11 am 
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JGR wrote:
It mostly looks fine to me. OrderList::ResetScheduledDispatch() looks problematic though as it is called in command context and depends on the local setting for whether time is displayed in minutes, and the ticks per minute.
In an MP game, a CMD_SCHEDULED_DISPATCH enable command on a vehicle which hadn't previously been used with scheduled dispatch looks like it would initialise the vehicle with different values on the different machines.
In the past similar constructs around these two settings have caused desync bug reports.


Ouch. Totally forgotten about that. Will fix.


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