Re: New map features
Posted: 10 Feb 2013 20:42
Here's an updated win32 package. Same as before, applied the nma-r24984.diff and compiled without music support and increased Newgrf limit.
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I hope that this could be useful. This patch is very interesting, I have attached two examples of usage.cirdan wrote: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:Maybe I have found a bug. I had this crash thrice, It's when the orange train tries to cross the signal.
If you can reliably reproduce the crash, it would be best if you could post a savegame from before the crash.maquinista wrote:I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
Thank you--your help is certainly allowing wider testing.Supercheese wrote:Here's an updated win32 package. Same as before, applied the nma-r24984.diff and compiled without music support and increased Newgrf limit.
Unfortunately, I have no way of uncompressing a .rar archive. Could you (or anybody else) post its contents in another format? Better yet, could you post a savegame from before the crash (it is easier to debug)?maquinista wrote:I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
Argh, yes, there was a stupid typo in the code that adds a roadtype to an existing bridge. That must have crept in with a recent rebase.Supercheese wrote:I got an assert when trying to place tram tracks on a bridge, I took a screencap of the crash to illustrate.
I could also provide the savegame via PM, if needed, but the assert can easily be replicated simply by starting a new game, building a road bridge, and attempting to add tram tracks.
This is the same file in ZIP, also, I have attached two files which there aren't online (Bananas).cirdan wrote:Thank you--your help is certainly allowing wider testing.Supercheese wrote:Here's an updated win32 package. Same as before, applied the nma-r24984.diff and compiled without music support and increased Newgrf limit.
Unfortunately, I have no way of uncompressing a .rar archive. Could you (or anybody else) post its contents in another format? Better yet, could you post a savegame from before the crash (it is easier to debug)?maquinista wrote:I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
Thanks for the files; indeed, those were the GRFs I could not find. Now I can load your savegame... only to have OpenTTD complain that the savegame is broken because it references invalid PersistentStorage. Since I am pretty sure I did not touch anything related to PersistentStorage, I am at a loss about how the savegame got broken or what to do with it. The crash log is not of much help, either, because it has no debugging information, so I cannot recover the call stack.maquinista wrote:This is the same file in ZIP, also, I have attached two files which there aren't online (Bananas).
Well, the log says something about a GRF error, but I think it is unlikely that this is the cause of the crash (the assertion you got means that the game attempted to update signals on a bridgehead from the wrong side).maquinista wrote:These files are under development, maybe the fail could be caused by a bug on SpainSet or Spaintracks (speedrails_OTTD.grf).
If a savegame made with trunk (or, in this case, a release candidate) does not load properly, then that is a bug. The attached patch should fix this particular one (loading of one-way roads); thanks for the report.Katve wrote:Just downloaded binary because I have no idea how to compile Openttd and it looks nice! I downloaded game from the 1.3.0-RC1 and when I opened it it seems to work nice, but all one way roads were gone and on their places there were normal roads. Is it possible to fix this or is it only because change from the stable to patched version.
Graphical glitches are currently very low priority for me. I hope you understand: I am still trying to iron bugs out (though I am a bit surprised that there are not many of them), and fixing those glitches would increase the size and maintenance burden of an already extremely deep development branch. On the other hand, this particular issue would likely be easy to solve, since the map array has enough spare bits in road bridgeheads to store pavement status.shampie wrote:Another small cosmetic item; in-city custom bridgeheads do not generate 'sidewalk' tiles.
See image below.
I am afraid I do not have any immediate plans to add custom tunnelheads. They were accounted for in the map array design, but they break the "single tile surface" assumption in the code; that is, that (ground) vehicles on a tile always lie on a certain plane such that their height is always a function of their (x,y) position (bridge and tunnel middle parts do not count, since they are not really part of the tile). Implementing custom tunnelheads would therefore imply even greater changes to tile track status callbacks, pathfinding, signal handling, etc. and these subsystems are far from simple.shampie wrote:You have my attention on this patch. Very well done.
Looking forward to custom tunnel entries too.
Well, a worthy bug at last, and not just a typo or a wrong assertion.shampie wrote:Oops..
Assertion failed.
See below image.
When trying to remove the railroad section indicated in the screen shot with the 'red' tracks the error pops up.
Enjoy!