Tib's Patch Pack v2.6 (r14004)

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wozzar
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Re: Tib's Patch Pack (r13434)

Post by wozzar »

glx wrote:
wozzar wrote:
glx wrote:Fixed in trunk since r13508.
What was fixed the problem i had or something else.
What Tiberius noticed.
Has anyone looked into the problem i had with 7 ai where they were un named and not building anything.
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Re: Tib's Patch Pack (r13434)

Post by lefrog1 »

First post....... So please be nice!

I normally use the search feature, and read other threads to help try and solve any problems (not that there are that many in this superb game), but I could really do with some help with this patch pack....... It keeps crashing on me!!

I have tried to add this PP using BOTTD, as I like all the features esp YAPP and middle stop :) , but it keeps crashing on me, whenever I save/load a game. I think it may be a grf that I am using, but I loaded, then saved each grf separately, so I'm a bit confused!
It crashes from a scenario and a random game too!

Tiberius, any help would be greatly appreciated!


Reason: Assertion failed at ..\src\saveload.cpp:506: x >= 0 && x <= 65535
Exception C0000005 at 004338A4
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Re: Tib's Patch Pack (r13434)

Post by Grandmaster »

Is passenger destinations also going to be in this patch?
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Re: Tib's Patch Pack (r13434)

Post by Hirundo »

lefrog1 wrote:Tiberius, any help would be greatly appreciated!


Reason: Assertion failed at ..\src\saveload.cpp:506: x >= 0 && x <= 65535
Exception C0000005 at 004338A4
Same problem occurs here
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Re: Tib's Patch Pack (r13434)

Post by Beardie »

Just wondering if anyone has noticed that the patch dosesn't like BuildOTTD, or has that been fixed?
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Re: Tib's Patch Pack (r13434)

Post by Ammler »

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Re: Tib's Patch Pack (r13434)

Post by Beardie »

I Didn't see that thanks,

Just wondering which of the files do i download for a simple user.
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Re: Tib's Patch Pack (r13434)

Post by Alberth »

Depends on what you want.

Files ending in .diff or .patch are patch files that you have to apply to the sources. Usually there is a revision number mentioned as well in or near the filename. '*win*zip' are usualy pre-built Win* binaries and '*linux*' are usually pre-built linux binaries.
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Re: Tib's Patch Pack (r13434)

Post by Beardie »

Just wondering which file to put in OTTDbuild so that i can make the patch, just i don't which one out of the three to download.
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Re: Tib's Patch Pack (r13434)

Post by wozzar »

wozzar wrote:I just downloaded the pack and ran the game. How ever i have 7 un named AI and they are not doing anything.
Does anyone know how to solve this problem.
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Re: Tib's Patch Pack (r13434)

Post by mikeya »

Swallow wrote:
lefrog1 wrote:Tiberius, any help would be greatly appreciated!


Reason: Assertion failed at ..\src\saveload.cpp:506: x >= 0 && x <= 65535
Exception C0000005 at 004338A4
Same problem occurs here
I also have this problem. However I doubt this has much to do with the patch pack. I seem to be able to reproduce this when I compile from trunk and only add the daylength patch. So perhaps something in that patch causes this.
Frankly I only care about longer days and the YAPP patch. But when I stumbled upon this error I thought that maybe I did something wrong compiling. So I downloaded Ammler's linux build. But the problem comes up again.
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Re: Tib's Patch Pack (r13434)

Post by Indiana »

Could it be that a windows created scenario is not compatible with a linux dedicated server?
I have created an scenario on my windows box and want to run it on linux.
I only get a segmentaition fault :-(
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Re: Tib's Patch Pack (r13434)

Post by CommanderZ »

Do you have corresponding versions? Savegames cannot be loaded with older version than it was saved with, I'm pretty sure it applies for scenarios too.
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Re: Tib's Patch Pack (r13434)

Post by Bilbo »

Could you consider including my extra-large-maps patch?

This increases maximum allowable map size to 8192 x 8192 (or sizes with same number of squares, so you can have 1048576 x 64 too :)

http://www.tt-forums.net/viewtopic.php?f=33&t=33137
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: Tib's Patch Pack (r13434)

Post by Tiberius »

Busying for daily life, the OpenGL blitter, various small patches and errands ... Hope I can make a new version after things got stabilized a bit :wink:

To wozzar:
Sorry, I didn't encounter that AI problem, so I don't have any idea to trace it ...

For various savegame problems:
As I noted earlier in this thread, IT DOES NOT HAVE SAVEGAME COMPATIBILITY since YAPP changes the savegame format, so it's normal for it to not loading savegame/scenario files from other versions ...

Bilbo:
Great, I'll include it in my next version 8)
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Re: Tib's Patch Pack (r13434)

Post by Hirundo »

Tiberius wrote:For various savegame problems:
As I noted earlier in this thread, IT DOES NOT HAVE SAVEGAME COMPATIBILITY since YAPP changes the savegame format, so it's normal for it to not loading savegame/scenario files from other versions ...
It also happens when playing random map games created with this same version. So compatibility shouldn't be an issue. Maybe the daylength patch is the culprit, as Mikeya suggested ?(
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Re: Tib's Patch Pack (r13434)

Post by Indiana »

After a while I get te following error in Multiplayer:

Code: Select all

openttd: /home/marcel/bin/ottd/TiPP/src/tile_map.h:135: Owner GetTileOwner(TileIndex): Assertion `!IsTileType(tile, MP_HOUSE)' failed.
Attached the savegame which direct create the error.
Attachments
autosave1.sav
(1.02 MiB) Downloaded 129 times
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Re: Tib's Patch Pack (r13434)

Post by Tiberius »

to Indiana:

I found it's trapped when a plane is going to land at Wittenfurt am Main Airport.
Now it's the interesting part ... the name plate of Wittenfurt am Main Airport is not above any tiles of that station, and I can't find the bus stop tile of that station either! How did you make this station ? :shock:

In theory if you remove the tile of station below the name plate, the name plate will automatically move to another tile of that station, so owner check/distance calculation etc. works ...

If you want to continue this game, you can build another station part at that tile, joining with the airport, like what I did in the following picture ...
Attachments
station.PNG
station.PNG (49.25 KiB) Viewed 4795 times
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Re: Tib's Patch Pack (r13434)

Post by ostlandr »

Tiberius, Thank you so much!!!!!!!! And also thanks to all the folks who coded the patches.

Have been playing the patchpack a bit, and WOW! A bit of a learning curve on PBS signaling, but getting the hang of it. "Middle stop" is awesome also- lets me shorten the consists to match the output of the resource (shortens the wait on "full load") and then add more cars if the output goes up or I make that a transfer point. Right now I am running a bunch of trains through a four-bay station (that's all that would fit between the coal mine and the farm) with no deadlocks or delays.
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Re: Tib's Patch Pack (r13434)

Post by andysine »

planetmaker wrote:Hm... I compiled a binary on my Mac - but the result is an executable which consumes 100% CPU without displaying anything at all :S ...
Same here. It launches ok, but displays a black screen, and nothing else...
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