[Patch] Yellow Path Signals

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Leanden
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Re: [Patch] Yellow Path Signals

Post by Leanden »

Correct me if im wrong but you have loaded a savegame from trunk into yellow pbs, thats likely where the pathfinder conflict has arisen.
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The Growl
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Re: [Patch] Yellow Path Signals

Post by The Growl »

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 new to patches, I should have not loaded the regular game into the patch I suppose.
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Re: [Patch] Yellow Path Signals

Post by Eddi »

in any case, providing a savegame to reproduce a crash is needed, the crash report alone is almost useless.
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Re: [Patch] Yellow Path Signals

Post by The Growl »

I want to install the GRF version of this, but no can do, it doesn't work. Am I missing something here.
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Re: [Patch] Yellow Path Signals

Post by Eddi »

yes, that there is no "GRF version" of this.
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The Growl
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Re: [Patch] Yellow Path Signals

Post by The Growl »

Eddi wrote:yes, that there is no "GRF version" of this.
Very confused.
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kamnet
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Re: [Patch] Yellow Path Signals

Post by kamnet »

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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The Growl
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Re: [Patch] Yellow Path Signals

Post by The Growl »

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.
Ah, gotcha. :rolleyes:
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Re: [Patch] Yellow Path Signals

Post by Karn »

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.
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...)

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.
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Re: [Patch] Yellow Path Signals

Post by The Growl »

Karn wrote:
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.
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...)

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.
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. :P
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Re: [Patch] Yellow Path Signals

Post by Karn »

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.
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The Growl
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Re: [Patch] Yellow Path Signals

Post by The Growl »

I think we've found a match. (I could find any 2084 save but the RL date matched up.)
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Karn
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Re: [Patch] Yellow Path Signals

Post by Karn »

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.
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Re: [Patch] Yellow Path Signals

Post by Wahazar »

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 )
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Re: [Patch] Yellow Path Signals

Post by Karn »

I'm not sure, I never tested this. This line of code tells it might work

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uint32 param2 = (type << 16) | (var << 8) | state;
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.
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