New map features

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TrueSatan
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Re: New map features

Post by TrueSatan »

Oh a new version :) Guess with the fixes you did on Haftings bug report.
As usual its the 14.04 64bit Ubuntu version... on hold...
I can't attach the bundle currently. I got a entity to big error.
Guess I have to pm Owen about that, before attaching the game.
Owen fixed it :) Thanks Owen.

And :bow: Cirdan for the new version.

Cheers
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openttd-custom-g865a1a52-UNIX.tar.xz
Version: g866a152
Ubunut 14.04 LTS
(4.64 MiB) Downloaded 91 times
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cirdan
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Re: New map features

Post by cirdan »

Hafting wrote:
cirdan wrote:Can you try if this patch helps?
Worked fine in a test game. Train 1 rolled into an empty station and waited as it should. Then, it filled up as ships came in.
Thanks for testing.
Hafting wrote:Trains sometimes "leave early", but openttd has had that little oddity for years. It goes like this:
1. Train come into a station with (multiple) refit orders. Perhaps all wagons are empty and currently fit for "building materials".
2. Train pick up 12t of sand (half a car) and 50t of gravel/rocks (exactly two full cars). A few empty wagons (still fit for building materials) remains.
3. Train has orders to wait for one full load, and decides that this goal is met because the only two cars fit for gravel are completely full. This is wrong, because the train has empty wagons that can be refit for more gravel. So the train leaves with lots of empty cars.
That is hard to solve, due to the NewGRF autorefit specification. Essentially, you want a "full load any" order to wait if there are still empty wagons that could be refitted to one of the cargoes already loaded into the consist, but we do not know if that is possible until we try (the NewGRF could refuse the refit for whatever reasons). Also remember that it is possible to have an order to refit to A, B or C where each wagon can be refitted to a different subset of them, even none. I do not see a clean way to implement this.
TrueSatan wrote:Oh a new version :) Guess with the fixes you did on Haftings bug report.
You should have waited a bit longer—now there is a newer one. :-) It fixes this bug reported by Hafting. There are also some blitter-related changes in an area where we already had crashes on 64-bit systems in the past, so testing would be welcome (I still do not have a way to test 64-bit platforms).
TrueSatan
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Re: New map features

Post by TrueSatan »

Here is the latest 64 Ubtuntu 14.04 version.


Any suggestion to test the blitter stuff?
Currently I have no crashes so far with my games.
But I have to admit, I just compile yoru version and play
with the rather old JGR tracerestricted version.
Is the patch you provided with tracerestrition and shared
environment applyable with the current version?

Thanks again for the new version :bow:

Cheers
Attachments
openttd-custom-g7ac50225-UNIX.tar.xz
Ubtuntu 14.04 64bit
Version: g7ac50225
(4.64 MiB) Downloaded 68 times
Last edited by TrueSatan on 15 May 2017 20:11, edited 1 time in total.
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cirdan
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Re: New map features

Post by cirdan »

TrueSatan wrote:Any suggestion to test the blitter stuff?
Start or load a game and scroll around; also check the minimap. If I did something wrong (as last time), the game will either display garbage or crash outright—it will not be anything subtle.
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Re: New map features

Post by TrueSatan »

No crashes, moved around the map in a few zoom stages and with minimap on.
32bit and normal graphics. Looks fine so far.
No clipping tests done just browsing.
Even zoomed minimap in and out, slow and fast.
Cheers
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wallyweb
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Re: New map features

Post by wallyweb »

cirdan wrote:—now there is a newer one. :-)
:bow:
After an unanticipated GPU fully cooked to "well-done" on my triple core PC dictated a move back to my antiquated single core WindowsXP box which required a reinstall of MinGW with an updated GCC (to 5.3.0), I am back in the Windows 32bit release business.

I have attempted to include libicu which is an optional library used for handling of right-to-left scripts (e.g. Arabic and Persian) and the natural sorting of lists, however I am concerned as to its success, so if there are any players who are fluent in a right-to-left language, please report as to whether or not this worked for you.

While compiling cirdan's push, I was unsure as to whether it included his infrastructure sharing and routing restrictions patch. Applying the patch seemed to indicate that only infrastructure sharing was added to to this latest push. Rather than make a mess of things, this release is without the patch.
OpenTTD-NMF-g7ac50225-Win32.7z
(5.7 MiB) Downloaded 65 times
and we now offer JGR's tracerestrict version ...
OTTD_gd7770b1d_tracerestrict-cirdan-Win32.7z
(5.72 MiB) Downloaded 54 times
Enjoy :D
Last edited by wallyweb on 17 May 2017 21:59, edited 1 time in total.
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JGR
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Re: New map features

Post by JGR »

I've merged the most recent changes from Cirdan's repo into the tracerestrict-cirdan branch in my repo.
I've not done any significant testing though.
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wallyweb
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Re: New map features

Post by wallyweb »

JGR wrote:I've merged the most recent changes from Cirdan's repo into the tracerestrict-cirdan branch in my repo.
I've not done any significant testing though.
:bow:
The Win32 compilation is here.

Enjoy
:D
TrueSatan
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Re: New map features

Post by TrueSatan »

Thank you JGR :bow:
I will test it, but I doubt I will find any funbreaking bugs :D

As usual the Ubunt 14.04 64bit version

Oh well I ran into a crash while moving around but I guess it was not related to moving...
I was right same savegame just sitting there an waiting foe thr crash and a few ingame days l8er...

Code: Select all

Crash at: Wed May 17 22:22:56 2017
In game date: 2525-06-13 (30)

Crash reason:
 Signal:  Aborted (6)
 Message: Assertion failed at line 1818 of /nmfjgr/OpenTTD-patches/src/economy.cpp: v->cargo_cap >= v->cargo.StoredCount()

Binary:
 Version:    gd7770b1d-tracerestrict-cirdan (0)
 NewGRF ver: 18006cb8
 Build date: May 18 2017 00:15:44
 Flags:      64-bit little-endian
If you need the full crash package just tell me.
I am using FIRS2 in my savegame and it worked flawless until today with the new version.

Add: It crashed only on games with bridges over stations.
I used older savegames without those and there were no crashes.


Cheers
Attachments
openttd-custom-gd7770b1d-tracerestrict-cirdan-UNIX.tar.xz
Ubuntu 14.04
Version: gd7770b1d-tracerestrict-cirdan
(4.67 MiB) Downloaded 55 times
Last edited by TrueSatan on 18 May 2017 22:36, edited 1 time in total.
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cirdan
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Re: New map features

Post by cirdan »

A savegame that triggers the crash would be useful to debug it.
TrueSatan
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Re: New map features

Post by TrueSatan »

Okay here is the crash save (one of those)
Its with JGR's tracerestricted version, can't open my other files with your version.
Usually use the tracerestricted version to play my games.

But beware I use some newgrf's
I will added my config as well.
Cheers
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Crashlog-save-config.zip
(2.62 MiB) Downloaded 55 times
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cirdan
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Re: New map features

Post by cirdan »

Thank you. Is the crash reproducible? Can you make a savegame just before the game crashes?

Edit:
The assertion that you triggered is there to ensure that a vehicle is not carrying more cargo than its nominal capacity. Now, your road vehicle #786 says that its capacity is 241 passengers but the purchase window says that the capacity of that model is 240. The gamelog shows quite a few NewGRF additions and changes, so I am going to blame those modifications for the capacity mismatch and assume that the code is fine.
TrueSatan
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Re: New map features

Post by TrueSatan »

Sure I can.
There are three different saves that now are crashing nearly instantly.
Different newgrf as well.
The Fish and Ships one is the savegame only a few days before the actual crash happens.
And I checked I got on all three the cargo crash.
Very odd.

Cheers
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3 different games crshing.zip
(9.01 MiB) Downloaded 59 times
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cirdan
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Re: New map features

Post by cirdan »

Thank you. Your savegames confirm my suspicions that there was something fishy regarding vehicle capacities. The vehicle that triggers the crash is carrying more cargo than its nominal model capacity, and the loading code chokes on that. I stand by my initial assessment that NewGRF changes are to blame here.
TrueSatan
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Re: New map features

Post by TrueSatan »

Maybe its the vacuum tube. it has some very high capacity for passengers and
mail.
Maybe I will check on it l8er with a fresh game. not sure if i ever used those trains
on my rather old savegames when I only played with your version.
Or I used the vacuum trains only on the tracerestriction version.


Well lets have some tests haha
I tested a few things and looked at one of my older saves.
I had vacuum trains in them as well and those are running fine in yours and
JGR's version. So I hope you will find something :)
Something changes between the last tracerestriction and the current one.

Thanks and Cheers
Last edited by TrueSatan on 20 May 2017 16:52, edited 1 time in total.
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cirdan
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Re: New map features

Post by cirdan »

It is not related to the capacity of vehicles as such, but to the fact that there are inconsistencies in your games. For instance, in the first of your three games, road vehicle 786 is carrying 241 passengers, but its model capacity is 240.
TrueSatan
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Re: New map features

Post by TrueSatan »

How is that possible?
And why it was running fine all the time?
Those savegames I was giving you run on the older
version of tracerestriction without crashing.

No doubt there is something wrong, but is there something
that can be done?
Edit:
I have loaded the savegame in the older tracerestriction version and well I see that
the Houston Metrorail of this package:
viewtopic.php?f=26&t=71217
has 241 Passengers loaded and yes only 240 are available by design.
So I guess there is some bug in the newgrf.
Interesting that it worked unnoticed until now lol

Thanks and Cheers
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cirdan
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Re: New map features

Post by cirdan »

TrueSatan wrote:How is that possible? And why it was running fine all the time? Those savegames I was giving you run on the older version of tracerestriction without crashing.
I recently changed the code that loads and unloads vehicles and added some assertions along the way, and your overloaded vehicles are tripping over them.
TrueSatan wrote:No doubt there is something wrong, but is there something that can be done?
There is a reason why changing NewGRFs midgame is disallowed by default. In your particular case, you are doomed as soon as one of your whacky vehicles stops at a station. If you want to salvage your game, I would advise you to keep playing with an older revision (commit 4b76b141d6a8 is what changed the code in question, so you can try its parent, as the savegame version has not changed since then), send all suspicious vehicles for autorenew, check that the capacity of the new vehicles is reset to a sane value (vehicle properties and model specifications match), save the game and try again with current master. Finding which vehicles need autorenew is left as an exercise, or you could replace all vehicles en masse.
TrueSatan
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Re: New map features

Post by TrueSatan »

Strange... but it can not only be the new newgrf I added l8er on.
Those two saves I attached are from the very beginning of the game (compared
to the savegame I gave you earlier)
the 2050 runs fine and the 2087 crashes.
But there were no newgrf changes made :/
I c the difference in build window (design) and what
is shown in the window for the vehicle.
But I am absolutely clueless what has happened.

Either one of the newgrf makes something very bad in the background or
the current original code in trunk has a major bug.

Thanks for finding out. Can you tell me if its again a road vehicle with the
wrong number of capacity?

Thanks and cheers
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fish and ships good n bad.zip
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cirdan
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Re: New map features

Post by cirdan »

It seems that you were right and there was a bug in the code after all. Can you try the attached patch?
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fix.diff
(906 Bytes) Downloaded 59 times
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