JGR's Patch Pack

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gebik
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Re: JGR's Patch Pack

Post by gebik »

Okay, so here is the save:
crash braking.sav
savegame
(414.39 KiB) Downloaded 63 times
Steps to reproduce:
-leave the game paused
-delete shared orders of the only group of trains of company RegioJet (name of group contains something like "delete orders", and nobody made other group in this game) It is first company created in the game.
-look for station (names in Czech :( ). The name should contain "here it crashes" or something similar. It is station originally named "Rapotice západ".
-unpause the game
-wait for the first train from the mentioned group to come there
-watch what happens

The game uses NewGRFs, all of them are at BaNaNaS and a gamescript, which is there too. Do not mind a warning about Alpine mode in OGFX+ Landscape, forgot to change settings of that NewGRF before start of game.
Version is 0.40.2 and it was in multiplayer.
Are you an eye candy player? Check out Invisible engine set! viewtopic.php?f=67&t=88934
You can write to me in English, or Czech. Můžete mi psát česky nebo anglicky.

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Re: JGR's Patch Pack

Post by JGR »

MLG wrote: 27 Feb 2021 15:28 Okay, so here is the save: crash braking.sav
Steps to reproduce:
-leave the game paused
-delete shared orders of the only group of trains of company RegioJet (name of group contains something like "delete orders", and nobody made other group in this game) It is first company created in the game.
-look for station (names in Czech :( ). The name should contain "here it crashes" or something similar. It is station originally named "Rapotice západ".
-unpause the game
-wait for the first train from the mentioned group to come there
-watch what happens

The game uses NewGRFs, all of them are at BaNaNaS and a gamescript, which is there too. Do not mind a warning about Alpine mode in OGFX+ Landscape, forgot to change settings of that NewGRF before start of game.
Version is 0.40.2 and it was in multiplayer.
Thanks, this is fixed now. It will be in the next release.
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Re: JGR's Patch Pack

Post by fridaemon »

Hi JGR ;)

I'm back again.
1st problem - hiden vehicles are back again (without changing newgrf list) - but it's not so bad.

2nd problem - much worse - I can't open saved game :shock: I've tried autosave0 but It's the same.

Image
Last edited by fridaemon on 27 Feb 2021 20:54, edited 1 time in total.
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Re: JGR's Patch Pack

Post by JGR »

fridaemon wrote: 27 Feb 2021 19:21 Hi JGR ;)

I'm back again.
1st problem - hiden vehicles are back again (without changing newgrf list) - but it's not so bad.

2nd problem - much worse - I can't open saved game :shock: I've tried autosave0 but It's the same.

Image
The gamelog suggests that you've been changing GRF parameters, which is the same thing.

NRT is a bit fragile as features go, and does not cope well with any sort of type mismatches.
This is admittedly a bit annoying. For me at least it makes debugging NRT issues and savegames which use difficult to find NRT GRFs unnecessarily difficult.
I'll look into this more, but for now I'd suggest going back to your working backup.

Edit: This appears to be a custom bridge head issue, there is a bridge which has road and tram at one end, and only tram at the other. There is a vehicle which was let out without orders and got stuck trying to exit the tram only end.
This bridge was probably created by https://github.com/JGRennison/OpenTTD-p ... 44c9462c8e, which is fixed already. I'd suggest switching to a newer version.

I can fix your savegame, but it would be helpful to have all the missing GRFs. (Typically, it's mostly Auz stuff. I seem to have hundreds of copies of these already, but seemingly no two saves use the same version).

Code: Select all

dbg: [grf] NewGRF 4D690000 (tunel.grf) not found; checksum CB005E9C2920A7AE4606EB7BB0335A76, name: 'Zeleznicni tunely'
dbg: [grf] NewGRF 46520102 (stolenobjects.grf) not found; checksum 385CB68F677EFB1704A8231F4F5AD192, name: 'Stolen Objects'
dbg: [grf] NewGRF 4E520155 (infra.grf) not found; checksum FFE5E5515BD9CAA2E21CE2B9DDF0540A, name: 'STOLEN INFRA'
dbg: [grf] NewGRF 47474750 (AuzCarParksAndSubwayOverlays.grf) not found; checksum 5556448647BF0A01A9D2308E16BCA7CA, name: 'Auz Car Parks and Subway Overlays'
dbg: [grf] NewGRF 47473335 (AuzTownObjects.grf) not found; checksum 1F2055F3F70DD122B502C36FBB6E444D, name: 'Auz Town Objects'
dbg: [grf] NewGRF 47477003 (AuzIndObjects.grf) not found; checksum 6C1CDDAF3E6A3ED5D91031B160DCB1B7, name: 'Auz Industry Objects'
dbg: [grf] NewGRF 47477007 (AuzWaterObjects.grf) not found; checksum 84DB1AB2AD7B5A183A3247102177CFDA, name: 'Auz Water Objects'
dbg: [grf] NewGRF 52425209 (AuzWaterAddOns.grf) not found; checksum 5272168FC85E3E5EE4B80F8E4F626D34, name: 'Auz Water Object Add-ons'
dbg: [grf] NewGRF 47477001 (AuzFarmObjects.grf) not found; checksum D000E832E6B8A5F3F3B541D0BBD7E5C7, name: 'Auz Farm Objects'
dbg: [grf] NewGRF 47477002 (AuzFencesObjects.grf) not found; checksum 2F4E5E7563D02C0CC70F816EDDCB3B04, name: 'Auz Fences Objects'
dbg: [grf] NewGRF 52425919 (AuzObjectsAddOns.grf) not found; checksum 293E0A12907F7BD884DB4AD13D61BF52, name: 'Auz Object Add Ons'
dbg: [grf] NewGRF 47475959 (AuzSportObjects.grf) not found; checksum F65F894F1E153F973109EAE961399B6E, name: 'Auz Sport Objects'
dbg: [grf] NewGRF 47472055 (AuzRattRoadsObjects.grf) not found; checksum 75361B29BFC65DF6DF175A4662206500, name: 'Auz Ratt Road Objects'
dbg: [grf] NewGRF 52425924 (TownWallAddOns.grf) not found; checksum F9D2C5D2517A01BBC9402E0B5D28976A, name: 'Town Walls Object and Auz Add-Ons'
dbg: [grf] NewGRF 52530002 (sears.grf) not found; checksum 49B1B0D17E9C5D46D11D51664A44A6A4, name: 'Sears Tower'
dbg: [grf] NewGRF 50430105 (mcdonalds.grf) not found; checksum CBE5AFC3F7CA6E284B78C5D4F7DCC95A, name: 'McDonald's'
dbg: [grf] NewGRF 504A4348 (highhqw.grf) not found; checksum 992CA1748EB3A25F349B529DD5BB0481, name: 'Higher Headquarters for Windows v1.80'
dbg: [grf] NewGRF 46520110 (plfood.grf) not found; checksum 97C3780B5D89AFA7A264BA8CA83E0E1F, name: 'Plaza as Food Industry'
dbg: [grf] NewGRF 46520120 (plazamail.grf) not found; checksum 40EC7EAE8C7AF9082A94B6C92CA440C4, name: 'Plaza producing Mail'
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Re: JGR's Patch Pack

Post by fridaemon »

I'm gonna send you zip fail to private messages.
I've tried play from last good saved game, I did nothing, It run few months, I saved it and opened with the same error. :roll:

You're glad, thank you :bow:
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Re: JGR's Patch Pack

Post by JGR »

fridaemon wrote: 27 Feb 2021 20:39 I'm gonna send you zip fail to private messages.
I've tried play from last good saved game, I did nothing, It run few months, I saved it and opened with the same error. :roll:

You're glad, thank you :bow:
I've attached the fixed save. You will need to update to JGRPP 0.40.2 or later.
Attachments
Avant & Entreprise a.s., 2030-03-28 - fixed.sav
(2.46 MiB) Downloaded 64 times
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Re: JGR's Patch Pack

Post by fridaemon »

JGR wrote: 27 Feb 2021 21:36
Thank you so much!

Oh, 40.2?? When did it happen? 😳 OK, I'm gonna do it :)
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Re: JGR's Patch Pack

Post by Tintinfan »

Hello again,

Thanks as always for your help and keeping this going. :D We've been playing with the "Realistic" train braking model - which is nice in that it removes all the signal types you dont really need and I personally am a fan of the reservation ahead/new braking model.

Our main complaint though is that once a signal layout has been built and trains are running, it can get quite difficult to change/add signals due to the path reservations as this nice message...
Image
...pops up until you've stopped the trains and cleared the line. Now I understand this is probably done to prevent accidents from happening (or maybe its part of the physics model?), but it also leads to some rather annoying waiting around to get trains clear of junctions just to change the signals or add more in.

Other than that, I am quite happy with the new model you've built in. This is just meant as feedback as to what might make it a little bit better to play with. :)
Regards,

Tinny/Tintinfan. :)
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Re: JGR's Patch Pack

Post by fridaemon »

I don't know what hapenned with 40.2 version but apocalypse came to my game ... people began to die. In last hour 4 trains crashed, two airplanes too. In last versions it worked properly. Signals are good.

Image

other deaths come ... worse than corona ...
Image
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Re: JGR's Patch Pack

Post by JGR »

fridaemon wrote: 28 Feb 2021 19:45 I don't know what hapenned with 40.2 version but apocalypse came to my game ... people began to die. In last hour 4 trains crashed, two airplanes too. In last versions it worked properly. Signals are good.
Apologies, it seems that I introduced a regression into the original acceleration model for trains :(. In general this model is rarely used.
Can I suggest switching to the "realistic" acceleration model until the next release. Hopefully that won't be long.
Tintinfan wrote: 28 Feb 2021 12:28 Hello again,

Thanks as always for your help and keeping this going. :D We've been playing with the "Realistic" train braking model - which is nice in that it removes all the signal types you dont really need and I personally am a fan of the reservation ahead/new braking model.

Our main complaint though is that once a signal layout has been built and trains are running, it can get quite difficult to change/add signals due to the path reservations as this nice message...
Image
...pops up until you've stopped the trains and cleared the line. Now I understand this is probably done to prevent accidents from happening (or maybe its part of the physics model?), but it also leads to some rather annoying waiting around to get trains clear of junctions just to change the signals or add more in.

Other than that, I am quite happy with the new model you've built in. This is just meant as feedback as to what might make it a little bit better to play with. :)
I agree that it is occasionally inconvenient.
At the moment adding a signal to an already reserved tile triggers clearing of the reservation and creation of a new one, potentially the new reservation could be shorter or go somewhere different. This is a bit problematic from a conceptual point of view of the driving model.
I will do some investigations in this area.
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Re: JGR's Patch Pack

Post by fridaemon »

ok :lol: thank you for offered solution .
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Re: JGR's Patch Pack

Post by MasterOktagon »

Would be nice to have some coupling/decoupling Patches that can be enablet.
Until Next Time

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Re: JGR's Patch Pack

Post by vincentkoevoets »

There we go
openttd-jgrpp-0.40.3-macos.dmg
(7.7 MiB) Downloaded 78 times
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Re: JGR's Patch Pack

Post by kamnet »

It does look like the Github repository is now building universal MacOS binaries as of 0.40.3.
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Re: JGR's Patch Pack

Post by nirasa »

Thank you very much for the deb packages that can be downloaded from github. I don't have to compile them. :D
My YouTube channel: https://www.youtube.com/c/nirasa/videos Czech language. :D
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Re: JGR's Patch Pack

Post by vincentkoevoets »

kamnet wrote: 04 Mar 2021 20:30 It does look like the Github repository is now building universal MacOS binaries as of 0.40.3.
Ah yes I see! Quite nice, I will stop posting them then :)
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Re: JGR's Patch Pack

Post by Emperor Jake »

Hi JGR, would you consider adding an option to allow renaming towns in multiplayer? I understand it was actually allowed in very very old versions of OTTD before it was removed due to griefing concerns. However it would be a useful feature to enable for creative servers :wink:
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Re: JGR's Patch Pack

Post by lostpawn »

For a while now I get this message when I start up Openttd.

Image

Is this someting from within Openttd or Windows10 or what?
Thanks for your help.
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Re: JGR's Patch Pack

Post by JGR »

Emperor Jake wrote: 13 Mar 2021 10:46 Hi JGR, would you consider adding an option to allow renaming towns in multiplayer? I understand it was actually allowed in very very old versions of OTTD before it was removed due to griefing concerns. However it would be a useful feature to enable for creative servers :wink:
That seems reasonable. I think you'd have to be a bit brave it to enable it on anything but private/hidden servers though :).
The current codebase doesn't really have a mode to express this at the moment. When enabled, should this include spectators or not?
lostpawn wrote: 13 Mar 2021 11:07 For a while now I get this message when I start up Openttd.

Image

Is this someting from within Openttd or Windows10 or what?
Thanks for your help.
Probably you could select a different font in your openttd.cfg file.
Alternative you could remove the font lines to use the default sprite font.
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Re: JGR's Patch Pack

Post by Emperor Jake »

That seems reasonable. I think you'd have to be a bit brave it to enable it on anything but private/hidden servers though :).
The current codebase doesn't really have a mode to express this at the moment. When enabled, should this include spectators or not?
Makes sense to exclude spectators just like they're excluded form any other building/editing action :wink:
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