[Patch] Yellow Path Signals
Moderator: OpenTTD Developers
Re: [Patch] Yellow Path Signals
Correct me if im wrong but you have loaded a savegame from trunk into yellow pbs, thats likely where the pathfinder conflict has arisen.
Re: [Patch] Yellow Path Signals
I new to patches, I should have not loaded the regular game into the patch I suppose.Leanden wrote:Correct me if im wrong but you have loaded a savegame from trunk into yellow pbs, thats likely where the pathfinder conflict has arisen.
Re: [Patch] Yellow Path Signals
in any case, providing a savegame to reproduce a crash is needed, the crash report alone is almost useless.
Re: [Patch] Yellow Path Signals
I want to install the GRF version of this, but no can do, it doesn't work. Am I missing something here.
Re: [Patch] Yellow Path Signals
yes, that there is no "GRF version" of this.
Re: [Patch] Yellow Path Signals
Very confused.Eddi wrote:yes, that there is no "GRF version" of this.
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Re: [Patch] Yellow Path Signals
The NewGRF file provides the visual changes on the screen, which are useless without the OpenTTD source code being patched so that those graphics have something to hook into.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: [Patch] Yellow Path Signals
Ah, gotcha.kamnet wrote:The NewGRF file provides the visual changes on the screen, which are useless without the OpenTTD source code being patched so that those graphics have something to hook into.
Re: [Patch] Yellow Path Signals
No, this should actually work. Yellow_PBS_8.1 should be able to load every non-patched (trunk) savegame with version 194 or less. Well.. that's the theory.. The savegame is from branch 1.6.0, which is version 194. 1.6.0 is newer than trunk r27505, but it shouldn't matter, since there wasn't any major update in between. (maybe newgrf version bump could cause something...)Leanden wrote:Correct me if im wrong but you have loaded a savegame from trunk into yellow pbs, thats likely where the pathfinder conflict has arisen.
I'm not sure, if I'm reading The Growl's crash log correctly... But it looks like you added some NewGRFs into running game, this can be the problem too.
Anyway, like Eddi said, we can get answers only from that savegame, so if you want to complete your bug report, upload the savegame.
Re: [Patch] Yellow Path Signals
I'd like to but have moved on now and can't remember what savegame it is. I've tried to read the report but it doesn't really make much sense to me. Could you help me out in helping you out.Karn wrote:No, this should actually work. Yellow_PBS_8.1 should be able to load every non-patched (trunk) savegame with version 194 or less. Well.. that's the theory.. The savegame is from branch 1.6.0, which is version 194. 1.6.0 is newer than trunk r27505, but it shouldn't matter, since there wasn't any major update in between. (maybe newgrf version bump could cause something...)Leanden wrote:Correct me if im wrong but you have loaded a savegame from trunk into yellow pbs, thats likely where the pathfinder conflict has arisen.
I'm not sure, if I'm reading The Growl's crash log correctly... But it looks like you added some NewGRFs into running game, this can be the problem too.
Anyway, like Eddi said, we can get answers only from that savegame, so if you want to complete your bug report, upload the savegame.
Re: [Patch] Yellow Path Signals
Crash at: Sat Jun 18 13:45:32 2016
In game date: 2084-03-01 (70)
If you have saves in one folder, you can sort files by date of modification and look for that ^^ real date and in game date i guess.
In game date: 2084-03-01 (70)
If you have saves in one folder, you can sort files by date of modification and look for that ^^ real date and in game date i guess.
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Re: [Patch] Yellow Path Signals
I think we've found a match. (I could find any 2084 save but the RL date matched up.)
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Re: [Patch] Yellow Path Signals
Gamelog says, it's the same game, but in the future. But this doesn't help either. To fix something, I would need to see something wrong. I would need savegame few moments before crashing (if it crashed itself) or i would need to know exact actions to crash that game. At least we know, there is some bug.
Re: [Patch] Yellow Path Signals
Is it possible to make own newgrf in nml language and use extra_callback_info2 for appropriate signal state?
(are these 'reserved' values used with this patch? https://newgrf-specs.tt-wiki.net/wiki/N ... es#signals )
(are these 'reserved' values used with this patch? https://newgrf-specs.tt-wiki.net/wiki/N ... es#signals )
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Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
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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: [Patch] Yellow Path Signals
I'm not sure, I never tested this. This line of code tells it might work
But I kinda don't understand how newgrf resolving works, it's horrible code. Best thing you can do is to try it yourself and post results here.
Code: Select all
uint32 param2 = (type << 16) | (var << 8) | state;
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