Chill's patchpack v14_7

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Re: Chill's patchpack v14_5

Post by NekoMaster »

Almost no patches will ever be compiled with stable releases, seeing as they're actually way behind in some things. Nightlies are truely the bleeding edge, containing code months ahead of the stables
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Re: Chill's patchpack v14_5

Post by FLHerne »

However, really old nightlies like r22555 actually are older ;-) . NekoMaster is theoretically right, but only if the current stable branch split before the most recent patchpack (it didn't).
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Re: Chill's patchpack v14_5

Post by ItsClipZz »

Anyone have a recent compiled .exe ?
i have tried to do it myself, but hit so many brick walls now
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Re: Chill's patchpack v14_5

Post by Supercheese »

ItsClipZz wrote:Anyone have a recent compiled .exe ?
i have tried to do it myself, but hit so many brick walls now
Here: http://bundles.openttdcoop.org/chillpp/releases/
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Re: Chill's patchpack v14_5

Post by tamat »

Has anybody tried to use the binaries on a multiplayer game? (Im hosting a game in ubuntu and playing from OSX and Windows)
I was able to play for 20 ingame years fine but it started to get "out of sync" more and more offen and now Im not able to join the game (it throws me after 10 seconds).
I have the suspiction that the bug is related to lost trains, because it happens more offen when I have some lost trains on my game.

Thanks.
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Re: Chill's patchpack v14_5

Post by Eddi »

that is, sadly, very difficult to solve in a build with many experimental patches.

firstly a workaround:
  1. pause the server
  2. save the game
  3. reload the game on the server
  4. let everybody join
  5. unpause
as long as nobody quits and rejoins inbetween, the chance of desyncs should be rather low.

real solutions are more problematic. if it's a desync caused by a "normal" feature, it may be already fixed in trunk. in this case, try to backport the appropriate revision to the patchpack. otherwise it may be a single patch, or a combination of patches, which cause this desync.

there is a procedure called "desync debug", which starts from a savegame from before the desync-event happened (which may be very long before the desync is noticed). but the whole process of isolating the cause is very time consuming.
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Re: Chill's patchpack v14_5

Post by wholocked »

Hi, i was wondering how to get this installed on the Mac version. I found the Mac downloads on the download site, but i can't figure out how to install it.

Thanks
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Re: Chill's patchpack v14_5

Post by oberhümer »

Unpacking the archive isn't enough?
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Re: Chill's patchpack v14_5

Post by wholocked »

EDIT: finally got it to work!
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Re: Chill's patchpack v14_5

Post by drecksgame »

hi all,
i have very trouble with this actually pack on: http://bundles.openttdcoop.org/chillpp/releases/
iam over 5 hours try on,and it works not

FAILED TO FIND A GRAPHIC SET PLEASE ACQUIRE A GRAPHICS SET FOR OPENTTD or
FAILED TO SELECT REQUESTED GRAPHIC SET 'OPENGFX'
(the same problem now over 5 hours)

I tried all the solutions from the Forum thread, but it works just do not

can you please upload a actually fullpack with all the requirements files, for windows32?
i thanks in advance!
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Re: Chill's patchpack v14_5

Post by thphwh »

Ok. I'm going to make this easy to understand because English isn't your first language.
1. Download OpenGFX from here: bundles.openttdcoop.org/opengfx/release ... -0.4.5.zip.
2. Unzip the folder.
3. Move or copy and paste the folder to the 'data' folder in the main folder (where you run it from).
4. Run OTTD


I hope this helps.
Last edited by thphwh on 13 Nov 2012 22:55, edited 1 time in total.
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Re: Chill's patchpack v14_5

Post by Yexo »

The file readme.txt has something to say about that. If you want better help, provide more information, especially: What exactly did you try (step by step)?
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Re: Chill's patchpack v14_5

Post by drecksgame »

yes thats correctly,sorry for my bad english /:

many thanks thphwh!
yes your very detailed solution helps me, and now it works!

Once again many thanks
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Re: Chill's patchpack v14_5

Post by SirXavius »

For myself, i guess i like playing the unpatched version more. I don't hafta worry about cargo going where i don't want them, i don't need traffic lights, etc. etc. I will miss the system clock, so i hafta play in window mode rather than full screen.

So maybe it's best this patch be put to rest except for those who wish to play the older versions... :( It was fun while it lasted, but i guess i for one will move on.

Thanks Chill,if you're still with us, for making it more interesting and fun! :))
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Re: Chill's patchpack v14_5

Post by ChillCore »

SirXavius wrote: For myself, i guess i like playing the unpatched version more.
I completely understand ... If you consider both my patchpack and trunk being patchpacks based on r22555, while ignoring the difference in included features, then trunk is the bigger, better, and more stable one.
I don't hafta worry about cargo going where i don't want them, i don't need traffic lights, etc. etc.
Both can be disabled or in the case of trafficlights enabled but not used which will have the same effect.
I will miss the system clock, so i hafta play in window mode rather than full screen.
I too like this patch very much, small but very useful. Actually this is a rather small patch and should not be to hard to update and clean up for trunk, I think.
So maybe it's best this patch be put to rest except for those who wish to play the older versions...
I agree that this patchpack is pretty much dead in terms of progress. I mean I, or someone, could could still fiddle a bit with the code and/or add a few more patches to make it better and perhaps a bit more stable. However updating it to trunk and testing if everything still works would mean pretty much the same effort as starting from scratch.
:( It was fun while it lasted, but i guess i for one will move on.
Indeed it was fun while it lasted but there is no need to feel sad.
Other patchpacks are and will be available to play with and trunk is there too.
Thanks Chill,if you're still with us, for making it more interesting and fun! :))
My pleasure, I hope it was as much fun for you as it was for me.
Thank you for the kind words, I apreciate it very much. :)

Also, yes I am still here, although not as active as I would like to be due to RL.
I read the development logs every few days, I try to follow what goes on here on the forums while placing the occasional comment, but I really lack the time to do anything significant. :(



Not wanting to sound cheesy or anything but ...
I would like to take the oppertunity once again to thank everyone involved for your help, feedback or whatever it was you did or say.
I never intended the patchpack to become this big and I certainly never expected it to be stable-ish the way it is.
I could never have done it without your help. :bow:

I hope we can do this again some time soon, I really do. ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v14_5

Post by Valle »

Thank you for all you've done for the community with this patch pack, ChillCore. I had and still have tons of fun with it. I got stuck at version h4f8131fc and have been running a multiplayer game on it - with breaks - since early this summer.

Unfortunately, this week the game began to act up (actually, not only in this savegame - crashes also occured in a far newer, smaller game) and I am running out of ideas trying to find a successful solution to the crash. Could you please help me regarding that if possible? I run h4f8131fc on Mac OS X 10.6.8. I tried a fresh openttd.cfg file, I tried a completely new Documents/OpenTTD folder, yet neither helped - I even ended up re-downloading the Mac build of the game just to be sure that it's not the cause of the problem.

The following error happened: Either while swapping the played savegame in multiplayer with a guest on my server or while saving the game or while closing OpenTTD, the game crashed and gave me the error message posted in the attachments below. Also, the application has been refusing to launch with "fullscreen = true" for a similar number of days by now. Something has gone very wrong, even an older version of the savegame that evidently worked in multiplayer with a guest on board is now crashing if I switch to it with somebody (the same person as when the savegame was created) on board. I am literally running out of ideas.

Code: Select all

Process:         openttd [944]
Path:            /Users/valle/Downloads/openttd-chillpp-h4f8131fc-macosx-universal/OpenTTD.app/Contents/MacOS/openttd
Identifier:      org.openttd.openttd
Version:         h4f8131fc (h4f8131fc)
Code Type:       X86 (Native)
Parent Process:  launchd [98]

Date/Time:       2012-12-14 23:24:19.929 +0100
OS Version:      Mac OS X 10.6.8 (10K549)
Report Version:  6

Interval Since Last Report:          8628112 sec
Crashes Since Last Report:           32
Per-App Interval Since Last Report:  1659629 sec
Per-App Crashes Since Last Report:   6
Anonymous UUID:                      107E0BD4-B126-4301-9160-763148056E3B

Exception Type:  EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread:  0  Dispatch queue: com.apple.main-thread

Application Specific Information:
abort() called

Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   libSystem.B.dylib             	0x9a95fc5a __kill + 10
1   libSystem.B.dylib             	0x9a95fc4c kill$UNIX2003 + 32
2   libSystem.B.dylib             	0x9a9f25a5 raise + 26
3   libSystem.B.dylib             	0x9aa086e4 abort + 93
4   org.openttd.openttd           	0x001fd6e5 error(char const*, ...) + 85
5   org.openttd.openttd           	0x00030009 SQClosure::~SQClosure() + 441
6   ???                           	0x1ff9c108 0 + 536461576

Thread 1:  Dispatch queue: com.apple.libdispatch-manager
0   libSystem.B.dylib             	0x9a925382 kevent + 10
1   libSystem.B.dylib             	0x9a925a9c _dispatch_mgr_invoke + 215
2   libSystem.B.dylib             	0x9a924f59 _dispatch_queue_invoke + 163
3   libSystem.B.dylib             	0x9a924cfe _dispatch_worker_thread2 + 240
4   libSystem.B.dylib             	0x9a924781 _pthread_wqthread + 390
5   libSystem.B.dylib             	0x9a9245c6 start_wqthread + 30

Thread 2:
0   libSystem.B.dylib             	0x9a8feb5a semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib             	0x9a92c6e1 _pthread_cond_wait + 1066
2   libSystem.B.dylib             	0x9a95b5a8 pthread_cond_timedwait_relative_np + 47
3   com.apple.audio.CoreAudio     	0x946543ab CAGuard::WaitFor(unsigned long long) + 219
4   com.apple.audio.CoreAudio     	0x946573dd CAGuard::WaitUntil(unsigned long long) + 289
5   com.apple.audio.CoreAudio     	0x94654cda HP_IOThread::WorkLoop() + 1892
6   com.apple.audio.CoreAudio     	0x94654571 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7   com.apple.audio.CoreAudio     	0x94654488 CAPThread::Entry(CAPThread*) + 140
8   libSystem.B.dylib             	0x9a92c259 _pthread_start + 345
9   libSystem.B.dylib             	0x9a92c0de thread_start + 34

Thread 3:
0   libSystem.B.dylib             	0x9a905b57 szone_free_definite_size + 780
1   libSystem.B.dylib             	0x9a9055e8 free + 244
2   org.openttd.openttd           	0x00174506 void MultiCommodityFlow::Dijkstra<CapacityAnnotation>(unsigned int, std::vector<Path*, std::allocator<Path*> >&, bool) + 246

Thread 4:
0   libSystem.B.dylib             	0x9a924412 __workq_kernreturn + 10
1   libSystem.B.dylib             	0x9a9249a8 _pthread_wqthread + 941
2   libSystem.B.dylib             	0x9a9245c6 start_wqthread + 30

Thread 5:
0   libSystem.B.dylib             	0x9a924412 __workq_kernreturn + 10
1   libSystem.B.dylib             	0x9a9249a8 _pthread_wqthread + 941
2   libSystem.B.dylib             	0x9a9245c6 start_wqthread + 30

Thread 6:
0   libSystem.B.dylib             	0x9a92caa2 __semwait_signal + 10
1   libSystem.B.dylib             	0x9a9589c5 nanosleep$UNIX2003 + 188
2   libSystem.B.dylib             	0x9a958903 usleep$UNIX2003 + 61
3   com.apple.AppKit              	0x97bb5e2d -[NSUIHeartBeat _heartBeatThread:] + 2039
4   com.apple.Foundation          	0x96e604c4 -[NSThread main] + 45
5   com.apple.Foundation          	0x96e60474 __NSThread__main__ + 1499
6   libSystem.B.dylib             	0x9a92c259 _pthread_start + 345
7   libSystem.B.dylib             	0x9a92c0de thread_start + 34

Thread 7:

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00000000  ebx: 0x9aa08693  ecx: 0xbffeae5c  edx: 0x9a95fc5a
  edi: 0x00000009  esi: 0xbffeaeec  ebp: 0xbffeae78  esp: 0xbffeae5c
   ss: 0x0000001f  efl: 0x00000286  eip: 0x9a95fc5a   cs: 0x00000007
   ds: 0x0000001f   es: 0x0000001f   fs: 0x00000000   gs: 0x00000037
  cr2: 0x7c749000

Binary Images:
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  0xef2000 -   0xef6ff3  com.apple.audio.AudioIPCPlugIn 1.1.6 (1.1.6) <E9CB576C-283B-1DB2-0C69-E7C914BD7922> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn
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Attachments
ottdCPP-wtfcrash.png
ottdCPP-wtfcrash.png (24.14 KiB) Viewed 3065 times
Alpinbahn AG, 2358-01-18.sav
The savegame with recently added programmable signals. Same crash with a savegame from 9th December, one that evidently worked in MP.
(1.23 MiB) Downloaded 99 times
Eddi
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Re: Chill's patchpack v14_5

Post by Eddi »

sounds like a crash in squirrel (AI/GameScript handling), likely has nothing to do with this patchpack, in this case.

the fullscreen thing, have you checked the known bugs? (also of release/nightly) the OSX port is notoriously undermaintained. there may be (partial) fixes on the bugtracker, but they are usually making things worse for other people
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ChillCore
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Re: Chill's patchpack v14_5

Post by ChillCore »

Valle wrote: Thank you for all you've done for the community with this patch pack, ChillCore. I had and still have tons of fun with it. I got stuck at version h4f8131fc and have been running a multiplayer game on it - with breaks - since early this summer.
My pleasure.
I intend to finish my game myself too one of these days. ;)
Unfortunately, this week the game began to act up (actually, not only in this savegame - crashes also occured in a far newer, smaller game) and I am running out of ideas trying to find a successful solution to the crash. Could you please help me regarding that if possible? I run h4f8131fc on Mac OS X 10.6.8. I tried a fresh openttd.cfg file, I tried a completely new Documents/OpenTTD folder, yet neither helped - I even ended up re-downloading the Mac build of the game just to be sure that it's not the cause of the problem.

The following error happened: Either while swapping the played savegame in multiplayer with a guest on my server or while saving the game or while closing OpenTTD, the game crashed and gave me the error message posted in the attachments below. Also, the application has been refusing to launch with "fullscreen = true" for a similar number of days by now. Something has gone very wrong, even an older version of the savegame that evidently worked in multiplayer with a guest on board is now crashing if I switch to it with somebody (the same person as when the savegame was created) on board. I am literally running out of ideas.
I can load your game fine and it has been running for a little while now without crashing, jun 7th in the meantime ...
Also I can save it and reload it again without problems but I do need to mention that I have loaded it in singleplayer.
Not sure what is going on. Do you have instructions on how to make it crash?

Maybe you could try downloading a windows version and running it under wine (or equivalent) to see if that makes a difference in regards of the fullscreen mode? Like Eddi mentions it could perhaps be an OS X thingie.

I like those winding tracks up the mountains. ;)

Eddi wrote: sounds like a crash in squirrel (AI/GameScript handling), likely has nothing to do with this patchpack, in this case.
No AIs activate in this game and GameScripts did not yet exist in r22555 IIRC.
Can squirrel then still cause a crash somewhere midgame?
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Eddi
Tycoon
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Re: Chill's patchpack v14_5

Post by Eddi »

on second reading, this sounds like CargoDist:

Code: Select all

2   org.openttd.openttd              0x00174506 void MultiCommodityFlow::Dijkstra<CapacityAnnotation>(unsigned int, std::vector<Path*, std::allocator<Path*> >&, bool) + 246
which is also consistent with all the threading stuff...
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Valle
Transport Coordinator
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Location: Germany

Re: Chill's patchpack v14_5

Post by Valle »

Eddi and ChillCore, thanks a lot for taking a look at my problem.
ChillCore wrote:I can load your game fine and it has been running for a little while now without crashing, jun 7th in the meantime ...
Also I can save it and reload it again without problems but I do need to mention that I have loaded it in singleplayer.
Not sure what is going on. Do you have instructions on how to make it crash?

Maybe you could try downloading a windows version and running it under wine (or equivalent) to see if that makes a difference in regards of the fullscreen mode? Like Eddi mentions it could perhaps be an OS X thingie.

I like those winding tracks up the mountains. ;)
I'm glad you like it. :)

Crashing it: More recently, I had to have guests join via a newer savegame (256x128) from which I then usually tried to switch to the large map of the savegame above (which I don't appear on the tracker on with anymore).
The game crashes as soon as 1) somebody tries to connect to the second savegame of a multiplayer session or 2) if I attempt switching from savegame 1 to savegame 2 with a guest on my server. Newly created games don't seem to affect this - once I began an MP session with a fresh map, switched to savegame 1 with a guest aboard successfully and crashed while then trying to load savegame 2.

Just to try it again 5 minutes ago, I switched from hosting the large map (map 1 of the session) to hosting the small map to allow my guest to join. As soon as he tried to connect, TTD crashed and threw the error window I posted in the attachments up there at me.

Summary: It appears that the MP-join crash only happens in whichever is the second loaded savegame of a single gaming session. The saving crash also appears to be limited to whichever is the second loaded savegame of a gaming/multiplayer session, regardless if I play alone or with two people, though. The third crash possibility is quitting the game after saving (or just quitting it after loading savegame #2 while playing savegame #1 - it definitely crashed in MP).
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