Chill's patchpack v14_7

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Re: Chill's patchpack v9_3

Post by Alberth »

Gremnon wrote:I'd provide a compiled version from that old box, but it'd probably have a heart attack (CPU attack? :D ) if I even thought about asking it to.
Oh, it will work. In the early days of Linux, I once compiled a Linux kernel at a machine with 4MB RAM. It was a 3.5 hours harddisk-LED test (it went on, and stayed that way for 3.5 hours, with the HD shuffling over the disk all the time), but I did get my kernel :p
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Re: Chill's patchpack v9_3

Post by bluebottle »

This is a build of r20505 for Ubuntu 10.04 (Lucid Lynx), using Chillcore's great patch pack. Packaged as a .deb for easy installation/removal/upgrade. :)
  • As with the distro OpenTTD package, you need to have the data files in /usr/share/games/openttd/data/.
  • This build is unstripped to provide better (i.e. useful) core dumps/backtraces. This is similar to including the .pdb file for MSVC builds.
Download: openttd_chillcore-r20505M-no_debug-unstripped-i386.deb

Sorry for the crappy free upload host. I don't have any other way to provide large files.

Report all bugs or crashes to this thread.
Attachments
chipp_v9_9_r20505.diff
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(1.12 MiB) Downloaded 75 times
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Re: Chill's patchpack v9_3

Post by Horse »

When i clone a vehicle, there are no costs.
I can clone vehicles for free.
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Re: Chill's patchpack v9_3

Post by Horse »

I found out there is a patch called leasing in ths pack.
For that reason clone vehicle leases a vehicle insead of buying.

Is there a ay to turn leasing off?
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Re: Chill's patchpack v9_3

Post by ChillCore »

Hello peeps,
Sorry but I did not have much time to visit the forums much or code the last few days, family comes first.
Also, I finally got RCT working on Ubuntu.
Mr. Sawyer and Mr. Foster had the better of me when I did have the time to play, damned addictive game, you want to play for half an hour and three hours later ... :)
I would give my right arm to have RCT and OpenTTD in one game. Anyone out there that feels for writing a patch?
horse wrote: When I clone a vehicle, there are no costs.
I can clone vehicles for free.
I have seen the problem too a few days ago.
You may notice that the costs are added to the bought vehicles instead of to the cloning costs (again).
If you leave the balance sheet open you can see this while cloning/buying.
Although the above statement could be not true as I noticed the problem in a later version.(r20529. Edit: r20544, r20529 works fine. @see attachment)
I found out there is a patch called leasing in this pack.
For that reason clone vehicle leases a vehicle instead of buying.
That one I did not see yet. I will have to do some more testing.
Is there a way to turn leasing off?
No there is not, except for buying instead of cloning.


Anyway I did find some time to keep the patchpack up to date and trunk seems to have returned to a more stable state over the last few days.
Please find attached the latest version in which I removed the cloning patch. It is broken against current trunk and I really wanted to bump as many things have been changed/fixed in trunk since the previous version.

Changed:
- Cargodist updated to r20500.
- More height levels updated to trunk. (No functional changes)
- Leasing removed.

To test:
- Are there more broken patches?
- Waypoint orders in combination with non deterministic orders.
There was a conflict in Cargodist in order_cmd.cpp, I have kept the trunk code. It seems to work fine but I have not yet tested all possibilities.
Tested: non-stop orders in combination with waypoint orders seems OK. (No crashes.)
Not yet tested: train separation in combination with waypoints orders.

ps:
I have not added any patches for now as first I want to have the patchpack back in a somewhat more stable state.
Also forgive me if some open questions are not yet answered, I have some catching up to do. If I forgot to reply someone feel free to PM me to remind me.

Edit:
I did some testing and in the last version I have that includes the leasing patch it seems to work fine.
I have attached v9_9_1 also just in case somebody wants it.

Edit2:
Both these patches are buggy in regards to loading cargo, please find v9_9_6 on the next page.
v9_9_1 can/will be fixed upon request ... as mentioned later in the thread.
Attachments
chipp_v9_9_4_no_leasing_r20612.diff
Not much tested ... pulled from my test folder.
(1.07 MiB) Downloaded 85 times
chipp_v9_9_1_r20529.diff
Includes leasing patch. Bumping by 1 revision will break it !
(1.11 MiB) Downloaded 80 times
Last edited by ChillCore on 28 Aug 2010 04:37, edited 2 times in total.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 v9_3

Post by JamieLei »

I've just spend an hour trying to compile OpenTTD and got pretty much nowhere :( - I'll try again tomorrow.

Anyone posting a binary of the above patch revision gets a triple chocolate chip cookie from me :D
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Re: Chill's patchpack v9_3

Post by NekoMaster »

JamieLei wrote:I've just spend an hour trying to compile OpenTTD and got pretty much nowhere :( - I'll try again tomorrow.

Anyone posting a binary of the above patch revision gets a triple chocolate chip cookie from me :D
If its for linux i can, for windows no
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Chill's patchpack v9.9.4 windows x32 binaries

Post by Muzzly »

I have had also compiling errors. I found out that problem was in tcp_game.h and command_queue.h files. They both have declared different class but with the same class name "CommandQueue".

Compiling original source code no error occurs. Because patch adds a new method to CommandQueue ( in command_queue.h ) class, compiler suddenly gets irritated by same destructor names.

Error message:

Code: Select all

4>network_command.obj : error LNK2005: "public: __thiscall CommandQueue::~CommandQueue(void)" (??1CommandQueue@@QAE@XZ) already defined in command_queue.obj
4>..\objs\Win32\Release\\openttd.exe : fatal error LNK1169: one or more multiply defined symbols found
I just renamed class CommandQueue from tcp_game.h to TCPCommandQueue. ( Comments from develpers are welcome ).

I tested a game, it does not crash during first 5 min :-), but no guaranty that my modification is correct.

Attached diff files should be applied on top of chipp's diffs.

ALL BUG SHOULD BE REPORTED TO THIS AND ONLY THIS THREAD !!!
Attachments
diffs.rar
.
r20529-chill_v9.9.1-mod.diff
r20612-chill_v9.9.4-mod.diff
(2.73 KiB) Downloaded 75 times
r20529-chill-pack_v9.9.1-mod.rar
(3.47 MiB) Downloaded 92 times
r20612-chill-pack_v9.9.4-mod.rar
(3.59 MiB) Downloaded 110 times
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Re: Chill's patchpack v9_3

Post by ChillCore »

Thank you for the builds and the fixes muzzy.

There was a codechange in trunk starting with r20510 and a few revisions later (r20548, r20549, r20553)
Your fixes should work but I think it is better to change the copy-paste patch syntax instead of trunk's.
I'll have a looksie later today.


There is also a new known bug.
While playing a scenario you can not place trees ... it gives an error that the treeline is too high.
When I was testing a loaded a vanilla game I could only place trees on tiles that already have a tree on it. Else I get the warning ...
This works fine while playing a new game and in the scenario editor.
Strange bug it is as I did not change something there lately.

I will have to test some older versions to see where it got broken and/or if it ever worked correctly.
Thank you mystery man for the PM. ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 v9_3

Post by Lord Aro »

i might have a go at your patchpacks at some point, if i can ever be bothered to compile... :roll: , in my opinion, yours is one of the best...
size=85]...possibly excepting Vaulter's, but i haven't looked at it very closely :P [/size]

oh, and a small note, the title of the thread is still v9_3, is it supposed to be like that because that was the last stablish version, or what?
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Re: Chill's patchpack v9_3

Post by Nickel_Plate »

Playing 9.9.4 ( R20612 ) build by muzzy, can only load 5 passengers into each carriage, even when there is 50/60 passengers at station.

NO grf files loaded.
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Re: Chill's patchpack v9_3

Post by ChillCore »

Lord Aro wrote: i might have a go at your patchpacks at some point, if i can ever be bothered to compile... :roll:
There is a windows binary posted four posts up ...
Under wine it runs fine ...
in my opinion, yours is one of the best..
Thank you, but I consider them all to be ... different.
oh, and a small note, the title of the thread is still v9_3, is it supposed to be like that because that was the last stablish version, or what?
You can consider it to be the last stablish version.
I was/am going to update the first posts with v10. Once I get the feeling that I am ready to call it v10 ... many codechanges in trunk over the last 250 or so revisions -> many patches broken -> many things to check/repair -> getting there thanks to the feedback ;)
Nickel_Plate wrote: Playing 9.9.4 ( R20612 ) build by muzzy, can only load 5 passengers into each carriage, even when there is 50/60 passengers at station.
Maybe they are waiting for another train to take them somewhere else ... Cargodist will do that.
Can I see a savegame please so I can check myself.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 v9_3

Post by Nickel_Plate »

There are only TWO stations in test game.

Just click on train in depot to start.
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Re: Chill's patchpack v9_3

Post by Muzzly »

Nickel_Plate wrote:Playing 9.9.4 ( R20612 ) build by muzzy, can only load 5 passengers into each carriage, even when there is 50/60 passengers at station.
ok, confirmed this is a bug :-)
Change your orders to "Full Load any cargo" , then trains will be filled.
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Re: Chill's patchpack v9_3

Post by ChillCore »

muzzy wrote:
Nickel_Plate wrote:Playing 9.9.4 ( R20612 ) build by muzzy, can only load 5 passengers into each carriage, even when there is 50/60 passengers at station.
ok, confirmed this is a bug :-)
Change your orders to "Full Load any cargo" , then trains will be filled.
While it is a bit strange, I am not so convinced it is a bug yet...

yes, setting it to "Full load" the trains get filled so there is no bug there ...
If afterwards you set it back to "load if available" the trains take more then 5 passengers sometimes.

I had a looksie at the advanced settings. Daylenght factor is set to 50 and linkgraph calculation is set to 16 so it takes forever for the linkgraphs to be recalculated ...

I also did a few tests.
First test I connected wreadstow and added a few trains using sidelines to let trains pass eachother. Trains were still loading only five passangers per cariage.

Second test I reloaded the game, doubled the existing line and cloned the train with shared orders 3 times. Having 4 trains going back and forth some were loading 5 passengers other 10 or 15. In this test I also messed about with the advanced settings(Daylenght and Linkgraph settings) and the load orders so I do not know what triggered the trains to suddenly act "normal". Having more trains or messing with the settings.

I have now reloaded the game for the third time and it is running in FF to see if just waiting solves the problem.
It is now feb 12th 2025 and if by march there is no change I will double the line again without touching the settings to see what happens. If that still does not do it I will change the settings again.

I also notice that in the station view and linkgraps view there is nothing planned yet. In the second test when trains were loading more there was ... I suspect the daylenght setting of 50 to be involved here.

ps: I tried the same train in clean trunk and there it worked normally , so it is not a bug in trunk.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 v9_3

Post by NekoMaster »

Crash on r20612M

Appers to crash when my train reaches 40% full
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Re: Chill's patchpack v9_3

Post by Eddi »

muzzy wrote:
Nickel_Plate wrote:Playing 9.9.4 ( R20612 ) build by muzzy, can only load 5 passengers into each carriage, even when there is 50/60 passengers at station.
ok, confirmed this is a bug :-)
Change your orders to "Full Load any cargo" , then trains will be filled.
sounds like a conflict with this revision:
michi_cc * r20506 /trunk/src/ (economy.cpp vehicle_base.h): -Change: Vehicles will now stop loading after a load cycle that loaded less than possible, unless it's a full load order. This should improve behaviour with gradual loading and cargo continuously trickling in.
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Re: Chill's patchpack v9_3

Post by JamieLei »

Yes - I also have the same problem. The trains however will fill up if you set a timetable however.

I have a feeling it's to do with the mechanism that tells the train when to depart (ie: when all passengers have been loaded). That bit of code is currently at fault. :(
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Re: Chill's patchpack v9_3

Post by ChillCore »

muzzy wrote:
Nickel_Plate wrote: Playing 9.9.4 ( R20612 ) build by muzzy, can only load 5 passengers into each carriage, even when there is 50/60 passengers at station.
ok, confirmed this is a bug :-)
Change your orders to "Full Load any cargo" , then trains will be filled.
Eddi wrote: sounds like a conflict with this revision:
michi_cc * r20506 /trunk/src/ (economy.cpp vehicle_base.h): -Change: Vehicles will now stop loading after a load cycle that loaded less than possible, unless it's a full load order. This should improve behaviour with gradual loading and cargo continuously trickling in.
Jamielei wrote: Yes - I also have the same problem. The trains however will fill up if you set a timetable however.

I have a feeling it's to do with the mechanism that tells the train when to depart (ie: when all passengers have been loaded). That bit of code is currently at fault. :(
Very well possible that the commit conflicts with the daylenght patch ...
Also here is the result of my third test with Nickel_Plate's savegame:

Code: Select all

Game loaded date is jan 1st 2025.
Feb 21st: First planned cargo appeared.
March 5th: Clone train three times. Disabled FF
March 6th: Enabled automate timetables
March 15th: Change both orders to full load. After letting all 4 trains load fully at both stations, reset to load if available.
March 17th: Some trains load more than 5 passengers.
March 23rd: Disable automatically managed timetables for correct vehicle separation.
March 26th: Daylenght factor set to 1.
May 9th: Many warnings that trains are lost. Uhh ... on such a short trip?
Jun 10th: Train 3 had 47 passengers. train 1, 30.
Aug 7th: Train 2 47 passengers. trian 3, 20.
Nov 30th: Trains seem to load "normal amounts" sometimes 5 passengers but most of the times more.
Jan 8th: Daylenght back to 50 ...
Jan 16th: load numbers are down again but still more than 5 sometimes but most of the times 5.
This seems to comfirm that.
Thank you Eddi for pointing at the revision.

NekoMaster wrote: Crash on r20612M

Appers to crash when my train reaches 40% full
Do you have a savegame of a little bit before it crashed?
Also what version of FIRS are you using. When I load your game I can see the asserts upon crashing but I want to be sure they do not come from a missing grf ...
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 v9_3

Post by NekoMaster »

Im using FIRS nightly r1264 (Aug 26)
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