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Re: New map features
Posted: 18 Jan 2013 17:54
by cirdan
Rebased against current trunk, plus I fixed a couple of bugs that prevented loading of TTO (and possibly TTD) savegames.
Re: New map features
Posted: 19 Jan 2013 08:50
by ZxBiohazardZx
god damn this is promising, im gonna playtest this out for sure after my examns

Re: New map features
Posted: 21 Jan 2013 14:38
by JacobD88
Many thanks for the update Cirdan
I'll compile this later and have a playtest

Re: New map features
Posted: 25 Jan 2013 14:39
by ZxBiohazardZx
any chance in posting a compiled version, then i can playtest earlier due to some movings in my house i cant do s*** on my own pc with compiler and i cba to setup

Re: New map features
Posted: 25 Jan 2013 22:18
by cirdan
That depends... if you use linux and the most recent stable versions of all libraries involved, I can provide you with my binary; otherwise, I am afraid I cannot help with that.
Re: New map features
Posted: 26 Jan 2013 11:27
by ZxBiohazardZx
wintendo user like a sir

Re: New map features
Posted: 05 Feb 2013 20:49
by Supercheese
Is it just me, or does this patchpack crash when running the 1.2.3 title game?

It seems to work fine using the "standard" nightly title game, the one that's been around for ages...
Re: New map features
Posted: 05 Feb 2013 20:55
by Lord Aro
either way, you should certainly report it

Re: New map features
Posted: 05 Feb 2013 20:58
by Supercheese
Lord Aro wrote:either way, you should certainly report it

Err, I am reporting it, to the patch author here? Is there somewhere else I should report patchpack-crashes

Re: New map features
Posted: 05 Feb 2013 21:28
by cirdan
Supercheese wrote:Is it just me, or does this patchpack crash when running the 1.2.3 title game?

It seems to work fine using the "standard" nightly title game, the one that's been around for ages...
Acknowledged, it crashes after a few seconds. I have tracked it down to a road vehicle that was overtaking when the save was done, and whose status was not being imported properly. Expect an updated patch soon...
Re: New map features
Posted: 05 Feb 2013 22:07
by 3298
While you are updating this patch, could you also fix this one?
Any trains leaving a station do not correctly un-reserve their platforms. I looked into the source and observed that the loop un-reserving a platform is simply launched in the wrong direction. (Keep in mind that I applied the patch to a more current revision, so it could be a failure at merging manually.)
Re: New map features
Posted: 05 Feb 2013 22:52
by cirdan
If you applied the patch to a revision after r24961, that is the merge that I am currently fixing.

Re: New map features
Posted: 06 Feb 2013 10:46
by 3298
It was r24966.
My quick fix was to change a line in train_cmd.cpp from
Code: Select all
SetRailStationPlatformReservation(pos, false);
to
Code: Select all
SetRailStationPlatformReservation(PFPos(pos.tile, ReverseTrackdir(pos.td)), false);
. I pondered about giving PFPos a Reverse() member function for cleaner code, but then I thought: I wanna play with Custom Bridgeheads, not publish the thing,

because I did not feel like researching how to reverse a PFPos when wormhole is not an invalid tile.
Maybe this helps a bit (if you didn't locate the problem already). But I can't tell you which patch in your queue is affected by that because I use svn instead of git and grabbed the all-in-one diff.
Anyway, it works now. Thanks for this great patch!
Re: New map features
Posted: 06 Feb 2013 10:54
by Lord Aro
Supercheese wrote:Lord Aro wrote:either way, you should certainly report it

Err, I am reporting it, to the patch author here? Is there somewhere else I should report patchpack-crashes

I did almost say "in this thread", but I didn't as I remembered that you are (by now) an experienced member of the forums and the OTTD dev community, so i thought is was obvious

Re: New map features
Posted: 06 Feb 2013 14:38
by cirdan
Here is a new version of the patch.
- Fixed a crash when loading a trunk savegame in which a road vehicle was overtaking (reported by Supercheese).
- Fixed a bug that prevented platform reservations from being freed (although this did not seem to have an impact on gameplay) (reported by 3298).
- Rebased against current trunk (r24974), including three recent commits that affected the patch.
- Improved commit messages in the branch. Roughly 1/5 of the patches in the branch now have git-style commit messages, with a one-line summary at the top and then a detailed rationale for the change.
Thanks Supercheese and 3298 for the bug reports.
3298 wrote:It was r24966.
My quick fix was to change a line in train_cmd.cpp from
Code: Select all
SetRailStationPlatformReservation(pos, false);
to
Code: Select all
SetRailStationPlatformReservation(PFPos(pos.tile, ReverseTrackdir(pos.td)), false);
. I pondered about giving PFPos a Reverse() member function for cleaner code, but then I thought: I wanna play with Custom Bridgeheads, not publish the thing,

because I did not feel like researching how to reverse a PFPos when wormhole is not an invalid tile.
Maybe this helps a bit (if you didn't locate the problem already). But I can't tell you which patch in your queue is affected by that because I use svn instead of git and grabbed the all-in-one diff.
It turns out that I was wrong, and that your analysis is correct: The bug had nothing to do with recent trunk activity, I simply made a mistake when doing a mass replacement. Regarding a Reverse() member for PFPos, it would be easy to add, if there are enough potential users; when wormhole is not an invalid tile, you just have to call GetOtherBridgeEnd()/GetOtherTunnelEnd().
Re: New map features
Posted: 08 Feb 2013 00:42
by Supercheese
For those who are interested, here's a compiled win32 binary package.
[I disabled music support, so if you want those .midi files playing, go run Winamp in the background or something

.]
EDIT: Oh, I forgot to mention that I also increased the maximum number of grfs that can be loaded. This is a separate modification not technically part of the New map features pack.
Re: New map features
Posted: 10 Feb 2013 00:38
by romazoon
Hi there
I given a small test to your patch, and i maybe found a bug.
Check the screenshot, it seems we can t bulldoze (and not dynamite) a junction between two bridgehead.
Also thanks for putting so much effort in those very usefull features u developed.
(for more details : the screenshot was made in scenario editor, but i had same trouble in a normal game, and for the version used , well i just grabbed the compiled version kindly posted above )
Re: New map features
Posted: 10 Feb 2013 08:55
by cirdan
romazoon wrote:I given a small test to your patch, and i maybe found a bug.
Check the screenshot, it seems we can t bulldoze (and not dynamite) a junction between two bridgehead.
(for more details : the screenshot was made in scenario editor, but i had same trouble in a normal game, and for the version used , well i just grabbed the compiled version kindly posted above )
Then it is surely Supercheese's fault, for merging a patch increasing the maximum number of NewGRFs in a game.
Jokes aside, there was a stray conditional in the road removal code that only made sense with non-custom bridgeheads, and that I forgot to remove.
romazoon wrote:Also thanks for putting so much effort in those very usefull features u developed.
Thank you, let us just hope that this effort is not in vain.
Re: New map features
Posted: 10 Feb 2013 16:38
by maquinista
Thanks for this patch, I find it very useful. I tested it a bit with a previous started game, adding custom bridge heads and signals.
Maybe I have found a bug. I had this crash thrice, It's when the orange train tries to cross the signal.
I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
Re: New map features
Posted: 10 Feb 2013 17:57
by cirdan
maquinista wrote:Maybe I have found a bug. I had this crash thrice, It's when the orange train tries to cross the signal.
Wow, I am getting more bug reports this week than in a whole year (which is fine: if there are bugs, I want them fixed).
maquinista wrote:I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
If you can reliably reproduce the crash, it would be best if you could post a savegame from before the crash.