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Posted: 21 Sep 2005 08:52
by MJS
Patchman wrote:I've loaded the game, and this problem did not appear.

Maybe you have an old version of the New Stations set, I recommend that you download it again and see if the problem still appears.
Have done that, didn't work. But well, I'll just stay away from the tourists and petrol cargoes for now, because without them everything's fine.

Thanks for having a look at it, anyway.

Posted: 26 Sep 2005 00:38
by PikkaBird
In my a61, it says all my vehicles are refittable to "cannot remove obstacles on land".

Posted: 26 Sep 2005 00:45
by Patchman
Oops. That part only works with "newcargos on".

You can either ignore it for now (it's just cosmetic), or turn on the new cargos feature (with all its caveats).

Posted: 26 Sep 2005 15:12
by hovering teacup
i've encountered a fairly strange bug with the a61: this doesn't seem to happen in a newly started game, but rather frequently in an old save. a locomotive you bought appears several tiles away from the depot :shock: if it can't move you can put rail there (usually the game crashes) :lol:

Posted: 26 Sep 2005 15:42
by Patchman
Please post the savegame and both config files together with step-by-step instructions on how to reproduce the bug.

Posted: 26 Sep 2005 16:17
by hovering teacup
here you are

it's easy to reproduce. just go to any depot and buy a loco. if the bug doesn't come then close the depot window and reopen a depot (the same one or another) and retry.

Posted: 26 Sep 2005 23:32
by OzTrans
Refittable to : - does not work for me; I need all the space I can get for callback 23.

Can we have that it does not show if callback 23 is defined for a vehicle or
a bit in 'Miscellaneous Flag' (action-0, property-27) to opt in or out of that feature.

BTW, there are bugs a plenty in it too.

Posted: 26 Sep 2005 23:35
by Patchman
The limited space is the reason that it should actually be skipped for locos. There must be a bug in that part of the code...

Posted: 28 Sep 2005 02:25
by Patchman
hovering teacup wrote:here you are

it's easy to reproduce. just go to any depot and buy a loco. if the bug doesn't come then close the depot window and reopen a depot (the same one or another) and retry.
OK. This is fixed now. I was accidentally patching one place twice, instead of two similar places once each.

This problem only happens if trains are allowed to reverse in stations, and only for some depot orientations.

Posted: 29 Sep 2005 01:11
by Patchman
OzTransLtd wrote:Refittable to : - does not work for me; I need all the space I can get for callback 23.

Can we have that it does not show if callback 23 is defined for a vehicle or
a bit in 'Miscellaneous Flag' (action-0, property-27) to opt in or out of that feature.
I checked the code, and I don't understand why it's showing the "Refittable to:" line for a train engine. It shouldn't be there (because of the space issues), but I've been unable to reproduce it either. Can you send me a version of the set that shows this problem?
BTW, there are bugs a plenty in it too.
Which?

Posted: 30 Sep 2005 03:38
by PikkaBird
First impression of a62 is that the pathfinding is still not working correctly - see the image below, the train just keeps running from one platform to the other rather than heading off down the line, and it's not the only one which keeps getting stuck.

I'll try starting a new game though and see what happens.

Posted: 30 Sep 2005 04:24
by PikkaBird
Another thing I've noticed in the a61 and 62 is this: The AI is mis-building locos. At first I thought it was something I'd screwed up in my grf file, but it's odd... it seems to affect one company, and not others.

The game crashes if you attempt to click on one of those misbuilt locos. Savegame etc can be provided if anyone wants them.

Posted: 30 Sep 2005 04:54
by Rob
I can confirm the pathfinding issues.
My train don't go into the right direction and when they have the oppertunity to go into the right direction(at a PBS signal) they refuse to move on.
I'm back to A61 which didn't give me any troubles. :?

Posted: 30 Sep 2005 05:10
by PikkaBird
... and I can confirm that the pathfinding issues still exist with a new game started in a62. :(

Posted: 30 Sep 2005 13:42
by Patchman
OK, I'm pretty sure I know what caused this. I believe the problem is the "path finding to north tile of station" fix, now they'll only find the station if it's within 64 tiles.

However, they'll also go to the north tile of the station even if, due to irregular stations, it's not a station tile. So that still needs to be fixed, but that'll take a bit longer now.

Please test the attached version and see if at least the other pathfinding problems are fixed.

Posted: 30 Sep 2005 13:57
by PikkaBird
Just loaded the savegame I took the screenshot from and it seems to be fixed. :) Too tired to do any deeper testing tonight though.

Posted: 30 Sep 2005 20:06
by Oracle
Oskar, now that we have irregular stations (:D), would it be possible to allow station building as in the attached image? If you build a bus station/lorry station etc. then you can't add the railway station on, but if you build all the railway station first you can delete one platform and then build the bus station later. If it's too much hassle then don't bother, but if it doesn't involve much more than removing the error message then it would be nice to have.

Posted: 30 Sep 2005 20:35
by eis_os
Shouldn't be that hard, but I have no idea what could fail then.
So simply build a one tile station ;)
In general it should be one line of code to be remove...

Posted: 01 Oct 2005 10:19
by kvtb
Josef, does this crash log give you enough information:

TTD V0019E000 Crash Log by TTDPatch 2.0.1 alpha 62 fixed (Windows)

Exception C0000005 at 0073:00611DCE

EAX EBX ECX EDX
00000000 7DAC46BA FFFFFFF9 00000000

ESI EDI ESP EBP
00C00000 00004982 7FC5F8D4 000120AB

DS ES FS GS SS Flags
007B 007B 003B 0033 007B 00010246
FFFFFFFF FFFFFFFF 00001F97 FFFFFFFF FFFFFFFF (Segment limits)
00CFF300 00CFF300 0040F300 00DFF300 00CFF300 (Access rights)

Bytes at DS:EIP
66 AD 66 89 04 7B 8D 1C 6B 66 AD 66 89 04 7B C3

Stack Dump:
00611D28 00611C5A 000006FC 00639E00 006CB10E 7FC5F8FC 00610D22 00BB3DAC
00000015 00004982 00004957 00610D37 00610A26 000006D1 00BFDDFC 006CB10E
7FC5F928 0000000C 00BB3DAC 00001324 00BB3DE4 006109A4 00613628 006419BC
004D8D24 006CB10E 7FC5F950 00000005 006159EB 00000000 00000000 00614F5C

Handler Stack Dump (at 007B:7FC5F62C):
77EB8F41 7FDE6CE8 77EFD320 7FC5F66C 00000033 0000003B 0000007B 0000007B
00004982 00C00000 7DAC46BA 00000000 FFFFFFF9 00000000 000120AB 00611DCE
00000073 00010246 7FC5F8D4 0000007B 7FDE6CF0 0000000B 00000000 00000000
7FC5F6C4 008A0005 7FC5F6C4 00000040 7B5FC76A 00EFD320 00000164 00000000

Patch flags:
DFB8E9DF DFBEFD7D BEFF7FFD 00000BFF 00000000 00000000 00363E1F A0800000
0000006F 00001004 0000FFFF 00000168 009607D0 01900096 016D003C 76260500
13B14EC4 01E00280 FFFF12C0 01005555 FFFFFFFF FFFFFFFF 1E1450FF 141E1450
FF1E1E14 006464FF FFFF0564 F0F0F0F0 FFFF0001 0078020F 80040201 02010107
010A22DF 0501010A 140A0014 010A0401 000000F1

While processing sprites for GRF file newgrf/dbsetxlw.grf; Sprite number 06D1 (hex).


I get this crash when loading a game using dbsetxl.

Posted: 01 Oct 2005 14:30
by Patchman
Very odd. Seems like something is corrupting memory. Can you try with your virus scanner turned off?

Otherwise, does it also happen if you have nothing but the dbsetxl in your newgrfw.cfg?