Chill's patchpack v14_7

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vtk
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Re: Chill's patchpack v14_7

Post by vtk »

Another crash report…

First of all, I'm still using an old-ish version because I haven't figured out how to compile the game myself and I haven't checked for updated binaries recently.

I had a bunch of ships distributing goods to a few cities on a large sea, and another bunch of ships ferrying passengers between those same ports. None of those ships were making money, even after I had right-sized the fleet, so I sent them all to the nearest shipyards and sold them en-masse. Well, that's where the game choked. I had about 17 ships (not sure exact count, but screenshot suggests 16-18) in one depot, and trying to sell them all at once crashed the game. Unlike the progsig bug that has been discussed in this thread recently, the crash report doesn't even reference a failed assertion that gives a hint about what went wrong. But I have a hunch.

Since some of the ships had to travel long distances to get back to the shipyards, they reported being "lost" several times along the way. One of those messages about a ship being lost was still visible on-screen when I attempted to mass-sell the ships. I think normally that message would just vanish when the ship no longer exists, but maybe this time since I was deleting so many ships at once, some cleanup code didn't have a chance to finish before a still-visible "your ship is lost" notification tried to redraw itself.

Oh yeah, and the emergency save produced a 0-byte file.

PS, it's rather annoying how a single lost vehicle can generate many "lost vehicle" notifications rapidly, and they must all be closed individually. I know vehicles shouldn't get lost normally, but there are plenty of times when modifying signals or other actions result in temporary lostness which brings up this annoyance…
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Eddi
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Re: Chill's patchpack v14_7

Post by Eddi »

i vaguely remember something has been done in trunk to reduce the number of "lost" messages in the original ship pathfinder

do you have a savegame from before the game crashed?
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Re: Chill's patchpack v14_7

Post by ChillCore »

First of all, I'm still using an old-ish version because I haven't figured out how to compile the game myself and I haven't checked for updated binaries recently.
I have added a win32 binary (including needed grfs and readmes) to the first post.
You should really update regardless of the crash you had. ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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_7

Post by TinyMusic »

When are you going to release the latest binary? There are a couple of NewGRF files that I use which are released after the latest Chilpp binary is released. Anyway, I love this patch pack, it's a shame that some of the stuff aren't in trunk yet.
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Re: Chill's patchpack v14_7

Post by Alberth »

UseYourIllusion wrote:When are you going to release the latest binary?
I am quite sure all binaries that exist for this patchpack have been released, nobody is hiding a release from you.

Perhaps you want to be more clear about what 'latest' actually means?
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Re: Chill's patchpack v14_7

Post by TinyMusic »

What I meant is that the latest binary that was released was in June last year, and I am asking if there is going to be a new one (a more-updated version) and so that I can use more NewGRFs and scenarios that were made in versions 1.2.0 and above.
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Re: Chill's patchpack v14_7

Post by Alberth »

Afaik Chillcore is not going to update the patchpack.

For a more detailed explanation, I suggest you read this topic a bit more.
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Re: Chill's patchpack v14_7

Post by ChillCore »

As Alberth explained.
There might be more updates and bugfixes later on but I will not be bumping anymore with this patchpack.

I might restart later (I most likely will at some point) which will solve your 'newer files' problem.
That being said I am hesitating between doing a patchpack again or 'just' doing smaller trunkable stuff that does find its way into trunk more easily.
Making this patchpack has thought me a lot about what players like and do not like as well as give me a better understanding on how everything relates to one another.

ps:
For the latest windows binary (v14_7) see the first post.
Otherwise you can easily check out a prepatched source and compile that. ;)

pps:
Thank you for the kind words , much apreciated.

ppps:
I have updated the first post a bit ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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_7 - So what now?

Post by florisjan78 »

Hello,

I love the patch pack, it has allowed me to play huge maps with loads of passenger trains on complex networks. Mainly thanks to the copy/paste and automated timetable features.

I have read quite a bit of the thread and I think I can conclude that 'new' windows binaries of updates releases of it are not likely to appear anymore. As the features I use are also not likely to appear in the trunk, I am now wondering where to look for an alternative, or what to wait for. Maybe I've missed it, but then still please share it with me.

Thanks a lot, not just for your answer but also for making it it possible to play openttd in this way.

Fj
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Re: Chill's patchpack v14_7 - So what now?

Post by FlameSing »

florisjan78 wrote:I am now wondering where to look for an alternative
There is Hard game pack
Sorry for my awful English.

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Re: Chill's patchpack v14_7 - So what now?

Post by damerell »

FlameSing wrote:There is Hard game pack
If you turn off the construction cost multipliers _and_ the extra cost for construction in towns you can have a pretty normal game - you've still got infra maintenance and tax, but of course they only kick in once you're already grown to a decent size.
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Re: Chill's patchpack v14_7

Post by ChillCore »

Hello florisjan78,
Thank you for the kind words.
The newest binary and patches are in the first post, the newest source ready to compile, as is after checkout, at openttdcoop.

Newer versions may or may not be posted later on, eg. fixing the glitches with current OpenGFX, tuning a bit, maybe fixing a few bugs here or there and/or adding a few more features eg. my custom TGP patch will probably end up in the patchpack too.
However I will not bump beyond r22555 not with this one and there are no promisses on the above.

Quite honestly the patchpack in its current state is as good as stable unless you dissregard the known bugs.
If I stop messing with it now it will work equally well in 10 years still. ;)
Also I have been trying to let this patchpack die a silent death but apperently I made it too good and it refuses to do so. :mrgreen:
Still over 500 downloads (and I have no idea on previous or current download numbers from openttdcoop) despite having barely seen any active development for over a year now ...

I will at some point make a new one but first I want to see where trunk is going after april 1st.
There is no point in adding things that may or may not end up in trunk and that I will then have to remove again later, and before you ask .. no I have no clue what Devs may or may not have up their sleeves. They are quite capable of suprising us from time to time in pleasant ways.



As an alternative I would say HardPack too.
I did give Vaulter the last versions of patches I used and he did use some of them. ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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_7

Post by suburbansky »

First of all: Great pack, indeed! :)

However, I think that problem mentioned about the Departure Boards patch mentioned about two years ago remains unresolved. I can't set a "start date" for a timetable, and this basically ruins the entire timetable functionality, since it becomes impossible to set up synchronised timetables (i.e. having a train to leave each hour at 15 minutes past the hour from station X). Is there no way to fix this? It works fine in the original patch.

BTW, a suggestion for further additions: The diagonal level crossings seem quite a good feature... I wonder why this hasn't been included in the trunk long ago.
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Re: Chill's patchpack v14_7

Post by ChillCore »

Why thank you for the kind words, suburbansky.
Welcome to the forums.

You are confusing the behaviour of a few patches with one another, I am afraid.
Turn of autoseparation and do not use automated timetables.
You will find everything working as you expect again; if not ask again please.

Thank you for the suggestion, much apreciated. ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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_7

Post by suburbansky »

ChillCore wrote:Why thank you for the kind words, suburbansky.
Welcome to the forums.

You are confusing the behaviour of a few patches with one another, I am afraid.
Turn of autoseparation and do not use automated timetables.
You will find everything working as you expect again; if not ask again please.

Thank you for the suggestion, much apreciated. ;)
Ah! That does the trick... (I can't see what autoseparation does, anyway, but then again I haven't yet read into it.) Thanks for your help, much appreciated!
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Re: Chill's patchpack v14_7

Post by ChillCore »

- Automated timetables adjusts entire timetables, according to actual time taken to complete a route/part of a route.
- Autosparation adjusts vehicles' timetable start date times, according to total time taken and nr of vehicles using a route. (its buggy with depot orders and waypoints)
- 'All' the Departureboards do is show you a lot of information and a 24h clock/timetable; it does not adjust vehicles orders nor timetables in any way.

Pls also check 'chipp_todo.txt' that should be in your downloaded package aand feel free to ask for additional info about a problem that is mentioned. ;)



ps:
The search bar at the bottom of a page allows you to search the thread you are reading.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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_7

Post by jonnie47 »

Help needed. I am not sure if i am doing this correct, but i downloaded what i think i need, i then get invalid grf or incompatable grf not found. this then changes to invalid language pack found, and then errors out.
any help would be greatly appreciated.

Many Thanks
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Re: Chill's patchpack v14_7

Post by Eddi »

do not overwrite an existing openttd installation. just unpack all contents of the download in a new folder, then add a graphics set. remember that this patchpack is very old, so you might need an equally old graphics set.
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Re: Chill's patchpack v14_7

Post by jonnie47 »

Thanks. Are there any new builds of this patch or is this the only working build available? sorry to be a pain but i am awfull at all that patching stuff
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Re: Chill's patchpack v14_7

Post by kamnet »

v14_7 is the latest build, and likely the last build unless there is a particular bug that ChillCore fixes. It will not be bumped up for newer versions of OpenTTD or to add or remove patches.
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