Signal Auto-completion (no Signal GUI) Latest build: r5435

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Hazelrah
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Post by Hazelrah »

Thanks for the encouragement Ryalla. But anyways, as to what I think gkirlov's message really meant:



*New version: r5333*

Some more code cleanups and the patch works against the newist revisions. Please see the 2nd post in this topic for change details, and new details on compiling.


I'd like to get the Signal GUI going and then add some new features over here, but the Devs keep on breaking my code! :P

Seriously though, I've got the SigGUI working again just the way it was before with some cleanups. But I want to put PBS in before I release it.

Have fun!

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Post by Hazelrah »

Signal Auto-Completion r5333 is now availible in a double patch along with the Signal GUI patch. For details see this post in the Signal GUI topic.

-Hazelrah
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Post by Hazelrah »

*New Revision: 5435*

A little bug fix dealing with PBS and semaphores. But more importantly, this version introduces a new way to select between a max, min, or no drag limit! Check out the shiny new interface in the first post, and then download it in the second!

-Hazelrah
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Post by klogg »

Hi.
I use the miniIN at revision 5402.

There is a bug when autocompleting signals that causes the game to crash.
I don't know exactly what causes it but it only happens,
when you do something "unusual".
e.g. let a track be completed that has trains on it
or just ends in the desert or something.

Do you already know that or should I try do reproduce it
and then be more specific.
When the game crashes, there is a dialog but I forget what it's about.

klogg
Hazelrah
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Post by Hazelrah »

This is the first that I have heard about crashes. I was playing with the MiniIN r5442 yesterday for several hours as a network server with one client in the Temperate climate. I was also only ever using Auto-Completion and I never ran into an error.

I'd really appreciate it if you could recreate a save game for me just before the error happens. A screenshot of the error would be nice, but I really need to be able to step through the code as the error happens.

Be sure to tell me exactly what version of OTTD the save game you upload is using.

Thanks!

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Post by Hazelrah »

Hazelrah wrote: Todo:
  • -Run Autocomplete upto the first red light instead of failing if there is a train in the way
Here's what I'm looking at for the next version to come out. Actually I've already got it working. It was pleasently and suprisingly easey. But I also had a thought. If there is a train between the light you drag from and the next light, it will still fail with an error message.

Also, I'm thinking about what happens if it doesn't complete the entire length of the track. Should it print an error message in that case, even if it does lay down some signals. Here are the options
  • 1) Build to first red light. Print no error message if signals laid. Fail if train is in the way before first red light.

    2) Build to first red light. Print an error message saying it did not complete the entire strech of track. Fail if train is in the way before first red light.

    3) Build to first train. No error message if some signals laid.

    4) Build to the first train. Print an error message saying it did not complete the entire strech of track.

    5) Build around the train. Print no error message if some signals laid.

    6) Build around the train. Print an error message saying it was not able to build some of the signals.
I'm pretty sure I could easily do any of these. Does anyone have any oppinion?
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Post by klogg »

Hazelrah wrote: 2) Build to first red light. Print an error message saying it did not complete the entire strech of track. Fail if train is in the way before first red light.

4) Build to the first train. Print an error message saying it did not complete the entire strech of track.
OK. One moment... I choose... the number hmm 2, the 4 with curry and a coke :lol:

Can you combine these two?
If I want to autocomplete a track with a signal on it,
why would there be a signal? (I am signalling it now)
Answer: That signal is there for a reaseon! Don't ignore it.
(That could also mean to stop at any signal... confused myself)

Second: As I alredy tried to autocomplete a track with trains on
it, I went mad, since that is impossible. If you could signal it to the next train,
that would be cool. But the user should get a message,
otherwise he has to check the whole route carefully. That would suck.

That's are my first thoughts about it.
Now I'm going to reproduce the crash I mentioned.

klogg
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Post by Hazelrah »

klogg wrote: If I want to autocomplete a track with a signal on it,
why would there be a signal? (I am signalling it now)
The main reason is if you have to delete a section of track for whatever reason(a new route, fixing a junction, deleting it by mistake), and you keep your trains running, you can use still auto-completion after you re-build or re-route it.
klogg wrote: OK. One moment... I choose... the number hmm 2, the 4 with curry and a coke :lol:

Can you combine these two?
If I implement 4, there's really no reason to implement 2. A red signal means that there is a train pretty soon. 4 will stop as soon as it reaches that train.
that would be cool. But the user should get a message,
otherwise he has to check the whole route carefully. That would suck.
Ok, that's 1 vote for 4 then.
Now I'm going to reproduce the crash I mentioned.
Hope you find it!

-Hazelrah
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Post by klogg »

Hazelrah wrote:
klogg wrote: Now I'm going to reproduce the crash I mentioned.
Hope you find it!
I'm sorry/glad to tell you that I was not able to do so. :wink:
Currently I'm using MiniIN revision 5450.
The crash occured when I was using revision 5402.
Now, since my savegame is no longer compatible to 5402 (I think)
I hope you understand that I will stay at this or a higher revision.

IF it ever happens again I will screenshot everything and inform you immediately.

klogg
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Post by Aracirion »

would it be possible to move the signal autocompletion patch into the trunk sometime soon? I think that feature is soooo vital for building interesting train lines to be fun
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Post by bobingabout »

Aracirion wrote:vital
indeed, its just a PAIN in the backside that i have to trag the signals the length of the track, and do corners manually, when i should be able to use this tool.

the settings i used in miniin which were perfect, was max drag limit 1 tile. basicly, you can drag signals like normal, but if you only dragged 1 tile(which normally wouldn't place any signals because signal spacing is set to atleast 2 tiles), it would complete the whole length until the next junction.

although, it could be worse, original TTD you had to place all signals manually.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

[/url]
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Post by Ben_Robbins_ »

Agreed, this is a incredably helpful feature
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Post by Aracirion »

:?:
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Post by spaceman-spiff »

Aracirion wrote::?:
Posts with a smiley are forbidden ! Try to express your question with words
Well, back to work, lot's of it in the near future
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Post by Born Acorn »

I think the word substitute is "bump". :p
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Aracirion
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Post by Aracirion »

spaceman-spiff wrote:
Aracirion wrote::?:
Posts with a smiley are forbidden ! Try to express your question with words
The question is still the same, elaborated in the 3 preceeding posts by me, bobingabout, and Ben. At any rate it seems to have served its purpose if it atttracted people back into this thread :D
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Born Acorn
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Post by Born Acorn »

I remember when Hackykid made an early version of this patch and it was soo close to being committed. But Darkvater disliked the GUI, if I remember correctly. :(
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Post by Aracirion »

hmm, I never used the GUI, just being able to enable it is enough ...
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Post by Moriarty »

What GUI do you need for autocompletion? An on/off button and a couple of options is all there is to twiddle with isn't there?
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Post by Born Acorn »

When Hackykid was doing it it came with a complete Signal GUI, with buttons for Lights or Semaphores, and the different variations of each.
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