JGR's Patch Pack
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- Tycoon
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Re: JGR's Patch Pack
What is wrong? I don't notice anything.
Re: JGR's Patch Pack
Maybe it is problem with my newgrf, I wanted to be sure if it is known general issue...
EDIT: There is a suspect:
It is my fault, not related to JGRPP, sorry for false alarm.
EDIT: There is a suspect:
Code: Select all
switch(FEAT_TRAINS, SELF, switch_steam_Russia_RZD_F_visual_effect, motion_counter % 2) {
0: return visual_effect_and_powered(VISUAL_EFFECT_STEAM, -3, DISABLE_WAGON_POWER);
return visual_effect_and_powered(VISUAL_EFFECT_STEAM, 3, DISABLE_WAGON_POWER);
}
Re: JGR's Patch Pack
i don't know if that is the cause of your issue, but NewGRF code should never cause desyncs, and if it does, it must be considered a bug in the game, not the NewGRFMcZapkie wrote: ↑15 Jan 2021 11:45 Maybe it is problem with my newgrf, I wanted to be sure if it is known general issue...
EDIT: There is a suspect:It is my fault, not related to JGRPP, sorry for false alarm.Code: Select all
switch(FEAT_TRAINS, SELF, switch_steam_Russia_RZD_F_visual_effect, motion_counter % 2) { 0: return visual_effect_and_powered(VISUAL_EFFECT_STEAM, -3, DISABLE_WAGON_POWER); return visual_effect_and_powered(VISUAL_EFFECT_STEAM, 3, DISABLE_WAGON_POWER); }
Re: JGR's Patch Pack
Unfortunately it is easy to write a NewGRF which cause desyncs, even by accident, and this is really a bug in large chunks of the NewGRF specifications.
It's nearly impossible for the game to prevent all desyncs given how lax and full of footguns the specification is.
I've got code to correct and/or mitigate some of the most common desync-inducing NewGRF patterns (and a few other issues), but this is only a small subset of the specification space.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
in this case, you could disable access to certain variables in the visual effects callback, similar to how access to variables is restricted in CB36
alternatively you can add data to the (network) savegame for additional synchronization
alternatively you can add data to the (network) savegame for additional synchronization
Re: JGR's Patch Pack
I may be missing something, but I'm looking through the code for variables and that around CB36, and I don't see any such restricted access to variables.
The specification makes no mention of this either.
Which variables specifically are these?
That is what I have done already for vehicles.
I have not been able to reproduce any desync with the savegame here under normal conditions.
A look at the desync logs would be useful.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
i misremembered. it was var61 (trains) that is restricted for certain callbacks.
Re: JGR's Patch Pack
Correct. And speaking as an newGRF developer, this is a total pain in the butt
The French Narrow Gauge Train Set is now released! Get it here
Re: JGR's Patch Pack
How this drive_through_train_depot particularly works? I enabled it, placed 2 depots back to back but thre are still 2 separate depots and train can't go trough.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
Can you post a save of what you're trying to get working and I'll have a look.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
- piratescooby
- Route Supervisor
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Re: JGR's Patch Pack
On the subject of depots, given any thought to integrating the Multitile Depot patch? It's been running pretty stable for me, and choosing between the Patchpack and the Multitile build atm is killing me
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
Re: JGR's Patch Pack
Problem solved - these depot are still separate and I addressed wrong one (exit instead of entry, thus train lost its path)
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
I haven't looked at it properly yet, at some point I'll get round to investigating it.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
After doing a bit of digging, it turns out that the motion counter is not saved in the savegame at all and is therefore reset to 0 on load, including for network clients.Eddi wrote: ↑15 Jan 2021 14:51i don't know if that is the cause of your issue, but NewGRF code should never cause desyncs, and if it does, it must be considered a bug in the game, not the NewGRFMcZapkie wrote: ↑15 Jan 2021 11:45 Maybe it is problem with my newgrf, I wanted to be sure if it is known general issue...
EDIT: There is a suspect:It is my fault, not related to JGRPP, sorry for false alarm.Code: Select all
switch(FEAT_TRAINS, SELF, switch_steam_Russia_RZD_F_visual_effect, motion_counter % 2) { 0: return visual_effect_and_powered(VISUAL_EFFECT_STEAM, -3, DISABLE_WAGON_POWER); return visual_effect_and_powered(VISUAL_EFFECT_STEAM, 3, DISABLE_WAGON_POWER); }
This seems like a definite bug, as I can't see any reason for it to not be saved. NewGRFs using it for just about anything other than animations could cause desyncs.
I'll raise an issue about this upstream a bit later.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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- Tycoon
- Posts: 1204
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: JGR's Patch Pack
I just want to ask how many trains can intersect? I know there are no more than two in the Vanilla version.
Re: JGR's Patch Pack
I'm not really sure what you mean by this. Could you please clarify?
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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- Tycoon
- Posts: 1204
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: JGR's Patch Pack
Google Translate errors ... Sorry. How many trains can safely share one route?
Re: JGR's Patch Pack
Both in this patchpack and in vanilla you can have as many trains as you want in a block (using PBS) or on a route at the same time. There is not a limit of two.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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- Tycoon
- Posts: 1204
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: JGR's Patch Pack
Thanks
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