Chill's patchpack v14_7

Forum for technical discussions regarding development. If you have a general suggestion, problem or comment, please use one of the other forums.

Moderator: OpenTTD Developers

User avatar
ChillCore
Tycoon
Tycoon
Posts: 2852
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v9_3

Post by ChillCore »

NekoMaster wrote: Appears to crash when my train reaches 40% full
Actually your savegame crashes when the other train arrives at the other station on the 12th.
Also the additional info in the crashlog from your savegame (with the windows binary) mentions an infinite loop ... that does not sound good!

When I tried to reproduce it in a newgame using your NewGRF setup and also transporting coal to a steel mill it did not crash but I noticed that each carriage had only 5 tons in it even if much more was waiting and planned ... there is that five again. :(


Anyway I have noticed that there is an update in the cargodist thread so I will first update the patch to see if I have no forgotten something while bumping. (Big chance I have.)
If that does not help I will try to revert r20506 to see if that solves the loading bug.

To be continued ... mañana ... for now, it is nappy time.
Attachments
neko_crash_log.txt
(7.72 KiB) Downloaded 75 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2852
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v9_3

Post by ChillCore »

Seems like updating Cargodist fixes both the loading bug and the crash NekoMaster had as his savegame is running fine now.
Sorry for the problems, and the new version so soon after the other.

The problem was not caused by fonso but by me not bumping correctly beyond r20506 like Eddi mentioned ... which shows again that one should not report bugs elsewhere when playing with a patchpack ... I am very pleased to see that it does not happen to often, thank you all for that. :)

The attached version should be compatible with v9_9_4 and trunk savegames (including recent) but not with v9_9_1 as that version has the Leasing chunks that are not in v9_9_4.
v9_9_1 also has the loading and potentially crash bug in it and I can/will fix it on request ... so feel free to ask if you want it.

On to the next bug ...

Edit:
Please do not post a binary yet, I forgot to include muzzy's changes in v9_9_5.
I am now changing the syntax in the copypaste patch and will post the changed version in a bit ...
Attachments
chipp_v9_9_5_compatible_v9_9_4_r20634.diff
(1.08 MiB) Downloaded 91 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
User avatar
Muzzly
Traffic Manager
Traffic Manager
Posts: 227
Joined: 09 Jun 2010 20:54
Location: Vilnius, LT

Re: Chill's patchpack v9_3

Post by Muzzly »

ChillCore wrote:

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
...
@ChillCore
How do you get this log? Are you running a Debug version ?
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2852
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v9_3

Post by ChillCore »

muzzy wrote: @ChillCore
How do you get this log? Are you running a Debug version ?
No Debug version, something much more advanced ...

It involves keeping the vehicle guis open at the cargo tab. The station guis on the planned view and looking at the window from time to time whilst browsing the forum, then typing what you see happening in a text editor.
But don't tell anyone ... it is a secret ;) :mrgreen: 8)
(The dates might be slightly off as I sometimes forgot to pause while typing.)

Also please find attached the patch including changed copy paste syntax.
Attachments
chipp_v9_9_6_compatible_v9_9_4_r20634.diff
(1.08 MiB) Downloaded 90 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
User avatar
Muzzly
Traffic Manager
Traffic Manager
Posts: 227
Joined: 09 Jun 2010 20:54
Location: Vilnius, LT

Re: Chill's patchpack v9_3

Post by Muzzly »

ChillCore wrote:It involves keeping the vehicle guis open at the cargo tab. The station guis on the planned view and looking at the window from time to time whilst browsing the forum, then typing what you see happening in a text editor.
But don't tell anyone ... it is a secret ;) :mrgreen: 8)
Ok . I understand you are using advanced debugging technology. I am really impressed :-). I will keep it in secret 8) 8) 8)

Thanks for chipp_v9_9_6_compatible_v9_9_4_r20634.diff :D
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2852
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v9_3

Post by ChillCore »

Attached is the patchpack update to r20688, NewObjects Yay.

Patchpack gets broken in r20689 (again) so do not bump, unless you fix it and post the fixed code also. :)
Fixed diff will follow when fixed ... obviously.
The attached version is posted for me not to lose it as I have been deleting and adding folders to restart from a previous version a few times and I might delete the wrong folder by accident.

Savegame compatible with v9_9_4 (tested) and recent trunk (tested: nightly r20690)


Also:
JamieLei, yesterday at 11.24pm. Removed but I saw it anyway ;) wrote: Eek - tried to compile but just came back with a load of errors :(
Hmm. In order to fix errors one has to know what the errors are ...
I know there are some compiler warnings in copy_paste.cpp, settings.cpp and watch_gui.cpp. However the code should compile and be functional to my knowledge.
As you removed your post ... I hope you were able to solve the problems you was having JamieLei.
Attachments
chipp_v9_9_7_compatible_v9_9_4_r20688.diff
(1.08 MiB) Downloaded 96 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
User avatar
JamieLei
Tycoon
Tycoon
Posts: 7432
Joined: 10 Jan 2007 18:42
Location: Stratford, London

Re: Chill's patchpack v9_3

Post by JamieLei »

With Overlord Rudge's help over IRC, I managed to compile it :D - it plays fantastic - no errors at all!

I specifically just needed a version of CargoDist with Timetabling - this is the first one to come along since a release about 1 and a half years ago with CargoDist + 24h Timetables :)
Any opinions expressed are purely mine and not that of any employer, past or present.
User avatar
bluebottle
Engineer
Engineer
Posts: 29
Joined: 21 Sep 2009 03:23

Re: Chill's patchpack v9_3

Post by bluebottle »

This is a build of r20688 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-r20688M-no_debug-unstripped-i386.deb

Report all bugs or crashes to this thread.
Attachments
chipp_v9_9_7_compatible_v9_9_4_r20688.diff
Patch used
(1.08 MiB) Downloaded 80 times
rjolley
Engineer
Engineer
Posts: 16
Joined: 29 Jul 2005 14:43
Location: Texas
Contact:

Re: Chill's patchpack v9_3

Post by rjolley »

Has anyone compiled a Windows version of the new patch?
User avatar
Lord Aro
Tycoon
Tycoon
Posts: 2369
Joined: 25 Jun 2009 16:42
Location: Location, Location
Contact:

Re: Chill's patchpack v9_3

Post by Lord Aro »

i'm sure they have, but they haven't posted it here :P

here is a zipped binary of the above patchpack
it is stripped (presumably), because i have no idea how to un-strip it :lol:
i did it because some people like me, might not want it in a .deb version

made with ubuntu 10.04
chipp_v9_9_7_compatible_v9_9_4_r20688.7z
7z compressing used to get it under forum limit
Orudge: please raise it! :p
(3.21 MiB) Downloaded 75 times
DISCLAIMER: what the others said

Post ALL bugs to THIS thread


PS Chillcore: i got these warnings while compiling:

Code: Select all

/home/the_overlord/coding/OTTD/ottdsrc/trunk/src/settings.cpp: In function ‘StringID CompanyLoadProfile(CompanyProfile&)’:
/home/the_overlord/coding/OTTD/ottdsrc/trunk/src/settings.cpp:1866: warning: comparison with string literal results in unspecified behaviour
/home/the_overlord/coding/OTTD/ottdsrc/trunk/src/settings.cpp: In function ‘StringID CompanySaveProfile(const CompanyProfile&)’:
/home/the_overlord/coding/OTTD/ottdsrc/trunk/src/settings.cpp:1881: warning: unused variable ‘valid’

Code: Select all

/home/the_overlord/coding/OTTD/ottdsrc/trunk/src/watch_gui.cpp: In member function ‘virtual void WatchCompany::SetStringParameters(int) const’:
/home/the_overlord/coding/OTTD/ottdsrc/trunk/src/watch_gui.cpp:196: warning: cast from type ‘const char*’ to type ‘char*’ casts away constness
/home/the_overlord/coding/OTTD/ottdsrc/trunk/src/watch_gui.cpp:200: warning: cast from type ‘const char*’ to type ‘char*’ casts away constness
EDIT: yes, there was another one in copy_paste.cpp, but i noticed you already knew about them, so i didn't bother posting it
Attachments
chipp_v9_9_7_compatible_v9_9_4_r20688.diff
Patch used
(1.08 MiB) Downloaded 81 times
AroAI - A really feeble attempt at an AI

It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
User avatar
NekoMaster
Tycoon
Tycoon
Posts: 4001
Joined: 16 Aug 2008 22:26
Skype: neko-master
Location: Oshawa, Ontario, CANADA

Re: Chill's patchpack v9_3

Post by NekoMaster »

Anyone up to compiling a Win 32 binary for my birth day (which is on the 4th) as a little gift?
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Rubidium
OpenTTD Developer
OpenTTD Developer
Posts: 3815
Joined: 09 Feb 2006 19:15

Re: Chill's patchpack v9_3

Post by Rubidium »

I wonder whether I should advertise this, but... http://wiki.openttd.org/Compile_Farm
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2852
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v9_3

Post by ChillCore »

JamieLei wrote: With Overlord Rudge's help over IRC, I managed to compile it :D - it plays fantastic - no errors at all!

I specifically just needed a version of CargoDist with Timetabling - this is the first one to come along since a release about 1 and a half years ago with CargoDist + 24h Timetables :)
Good to hear that. Would you be willing to share what went wrong so others can avoid it?
Also VVG extracted the 24h timetables from ITM. it seems to work nicely but I have not yet tried to merge it with the patchpack.
I do not yet know how it behaves with the daylenght patch(es).

Lord Aro wrote: File comment: 7z compressing used to get it under forum limit
Orudge: please raise it! :p
Nah, more people should use 7z. It is free, does its job better and supports more formats then most other zippers do.
it is stripped (presumably), because i have no idea how to un-strip it :lol:

Code: Select all

./configure --disable-strip
The above should do it but what is below is better and gives more info on crashes. (It will also make your executable much larger.)

On ubuntu 9.04 you can not use dpkg to build a debug build as I have found out some time ago. (debhelper is too old)
Configures debugging and compiles an unstripped binary (even if you did not use the configure command above).

Code: Select all

./configure --enable-debug=3; make
To check if it is indeed stripped (You can also check the size of the executable, 40.2MB with my latest code.)

Code: Select all

file bin/openttd
Goes to executable inside gdb.

Code: Select all

gdb bin/openttd
runs the debug build.

Code: Select all

run
Command to enter in the terminal after a crash, without closing OpenTTD, to get much more info then you would get from an assert .

Code: Select all

bt full
Shorter:
To start the debug build directly after compilation without checking first if it is unstripped:

Code: Select all

./configure --enable-debug=3; make run-gdb
To restart it after a crash while still in gdb: (do not forget "bt full" first, if you want a detailed back trace)

Code: Select all

run
To run it afterwards after having quit gdb:

Code: Select all

gdb bin/openttd
run
Credits to bluebottle for helping me with most of the above. (see page 6/7 of this thread.)
Also, you can still run OpenTTD by clicking the executable but you will not be getting the terminal output.

Rubidium wrote: I wonder whether I should advertise this, but... http://wiki.openttd.org/Compile_Farm
Thank you for the suggestion and the link Rubidium. I have seen the page before.
compile farm wrote: For us to compile your branch/patch we need the following:

* An url to a VCS to check out the source from; one of the following:
o subversion
o mercurial (hg)
o git
* A location where we can copy, using scp, the resulting binaries and logs to. We do not post the custom binaries on our server!
* At least one developer that claims that the code doesn't do something obviously harmful.
* I do not have a repository to check out the source from at the moment. Nor do I have configured my pc to upload to a repository at the moment.
* I do not have a place to upload the binaries to.
* I do not have the intention to include potentially harmful code but I do not know what all included patches do in detail either. Although all of them are included manually.

I am missing two out of three requirements for the moment.
I could, of course, do some searching to see if I can find enough space somewhere. For free as my budget is limited and I am not allowed to host a server from my pc, I think. (and my upload speed is slooooooooow ...)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
Scautura
Engineer
Engineer
Posts: 102
Joined: 01 Aug 2006 07:30

Re: Chill's patchpack v9_3

Post by Scautura »

ChillCore wrote:* I do not have a repository to check out the source from at the moment. Nor do I have configured my pc to upload to a repository at the moment.
* I do not have a place to upload the binaries to.
* I do not have the intention to include potentially harmful code but I do not know what all included patches do in detail either. Although all of them are included manually.

I am missing two out of three requirements for the moment.
I could, of course, do some searching to see if I can find enough space somewhere. For free as my budget is limited and I am not allowed to host a server from my pc, I think. (and my upload speed is slooooooooow ...)
If you do want to go down the compile farm route in the future, I'd be happy to donate space on a subdomain on my server (scautura.co.uk/.com or cyber-rogue.net/.com/.co.uk) for a repository (SVN) and binaries. Granted I'd have to make sure SCP is working, but that's fairly trivial. :)

I'm happy to make this offer and give something back to the community that has given me so much enjoyment in the past several years.

As an alternative for repository hosting, don't forget GitHub, but I'm not so sure about alternative hosting that supports SCP.
Duct tape is like the Force - it has a Dark side, a Light side, and it holds the universe together.
Rubidium
OpenTTD Developer
OpenTTD Developer
Posts: 3815
Joined: 09 Feb 2006 19:15

Re: Chill's patchpack v9_3

Post by Rubidium »

ChillCore wrote:* I do not have a repository to check out the source from at the moment. Nor do I have configured my pc to upload to a repository at the moment.
Something like http://bitbucket.org should do the trick. They you can pull OpenTTD's Mercurial checkout and merging should be made somewhat simpler. The only painful thing is the initial setup and push to bitbucket (the latter might take a while if your upload is slow), but after that pushes (i.e. uploads) should be pretty quick.
ChillCore wrote:* I do not have a place to upload the binaries to.
That's something I can't really help you with. Maybe the guys at openttdcoop.org want to help; they could even host your Mercurial repository. For example IS2 has its repository and precompiled binaries there whereas cargodist has its precompiled binaries there and its repository somewhere else.
User avatar
JamieLei
Tycoon
Tycoon
Posts: 7432
Joined: 10 Jan 2007 18:42
Location: Stratford, London

Re: Chill's patchpack v9_3

Post by JamieLei »

The problems I had with compiling were all to do with Visual Basic C++ thingy rather than this. Problems and solutions I experienced:

- Must use 2008 version - the link from the wiki links you to 2010
- Compile in 32-bit. For some reason I couldn't find all the x64 required files and everything messed up
- Must disable sound by removing some files in options (but sound still works anyway)
Any opinions expressed are purely mine and not that of any employer, past or present.
WDSnav
Engineer
Engineer
Posts: 42
Joined: 14 Oct 2004 00:59

Re: Chill's patchpack v9_3

Post by WDSnav »

Here is the Windows binary for the latest patch. This is my first time compiling OpenTTD so I don't know if there is any problems with it but I tried it and it seems to work fine. You will still need the grfs and a graphics/sound pack.
OpenTTD Chipp v9_9_7.zip
Windows Binary
(3.97 MiB) Downloaded 169 times
chipp_v9_9_7_compatible_v9_9_4_r20688.diff
Patch Pack
(1.08 MiB) Downloaded 78 times
rjolley
Engineer
Engineer
Posts: 16
Joined: 29 Jul 2005 14:43
Location: Texas
Contact:

Re: Chill's patchpack v9_3

Post by rjolley »

That Windows build works for me.

Thanks a lot.
User avatar
Ammler
President
President
Posts: 953
Joined: 18 Jun 2006 18:18
Location: Switzerland
Contact:

Re: Chill's patchpack v9_3

Post by Ammler »

Hello Chill

If you like, you could use the #openttdcoop DevZone for the patch hosting, it would support automatically creating a branched/patched hg repository, we have setup it for the 32bpp-ez and some internal stuff already. It seems to work.

I also added a testing procedure, which does test the patch against trunk head and mail you on fail. The whole thing is a bit experimental like everything there. But already a good start.

Examples: http://dev.openttdcoop.org/projects/openttd-mqs

Further info per IRC or per pm/mail...

Greets
Ammler
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2852
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v9_3

Post by ChillCore »

Scautura wrote: If you do want to go down the compile farm route in the future, I'd be happy to donate space on a subdomain on my server (scautura.co.uk/.com or cyber-rogue.net/.com/.co.uk) for a repository (SVN) and binaries. Granted I'd have to make sure SCP is working, but that's fairly trivial. :)

I'm happy to make this offer and give something back to the community that has given me so much enjoyment in the past several years.

As an alternative for repository hosting, don't forget GitHub, but I'm not so sure about alternative hosting that supports SCP.
Thank you very much for the offer. PM sent.

I am not very fond of using Git.
Each time I switch branch I have to recompile my source. At least that was the case last time I tried to use it with one of my previous patchpacks.
Also to pull patches from it it is a bit confusing as you have to specify from which to which revision you want the diff. As I was rather new to compiling when I used it I think this was what put me off.
I should probably try and get more comfortable to using it to appreciate it at its fullest as I did like to use it for merging branches.
Rubidium wrote: Something like http://bitbucket.org should do the trick. They you can pull OpenTTD's Mercurial checkout and merging should be made somewhat simpler. The only painful thing is the initial setup and push to bitbucket (the latter might take a while if your upload is slow), but after that pushes (i.e. uploads) should be pretty quick.
I did not yet try mercurial as I have not yet found a frontend for it. As I am (now) used to using svn from he console, the change would be not that hard I think. I will look into it at some later point in time. From what I have been reading people seem rather pleased with it
Also thank you for pointing at bitbucket.
JamieLei wrote: The problems I had with compiling were all to do with Visual Basic C++ thingy rather than this. Problems and solutions I experienced:

- Must use 2008 version - the link from the wiki links you to 2010
- Compile in 32-bit. For some reason I couldn't find all the x64 required files and everything messed up
- Must disable sound by removing some files in options (but sound still works anyway)
Thank you for sharing.
WDSnav wrote: Here is the Windows binary for the latest patch. This is my first time compiling OpenTTD so I don't know if there is any problems with it but I tried it and it seems to work fine. You will still need the grfs and a graphics/sound pack.
Thank you for the build. Many people seem to be appreciating it already.
rjolley wrote: That Windows build works for me.

Thanks a lot.
Enjoy your game.
Bugreports and savegames are welcome, as well as suggestions for improvement.
If you do post a savegame please also state the version you were playing.
Ammler wrote: Hello Chill

If you like, you could use the #openttdcoop DevZone for the patch hosting, it would support automatically creating a branched/patched hg repository, we have setup it for the 32bpp-ez and some internal stuff already. It seems to work.

I also added a testing procedure, which does test the patch against trunk head and mail you on fail. The whole thing is a bit experimental like everything there. But already a good start.
Thank you very much for the offer. PM sent.



I also had a little looksie also at Hayia-Dragon's multiplayer savegame (v7) posted on page 16.
I looks impressive but I would have used a smaller map to keep people entertained.
Other than that it is rather pleasing to the eye and has given me the idea to try out something new later on ...
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 26 guests