Microsoft Visual C++ Runtime Library wrote:Assertion Failed!
Program: E:\Games\OpenTTD\OpenTTD.exe
File: station_cmd.c
Line: 591
Expression: w > 0
For information on how your program can cause an assertion failure, see the visual C++ documentation on asserts
[Fixed] Crash, when I try to create new Station
Moderator: OpenTTD Developers
[Fixed] Crash, when I try to create new Station
The nightlies crash when I try to select the new station button on the bus toolbar and the train toolbar. I doesn't matter whether I choose a new game or load my saved game, I still get this error
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- LPL Holding, Inc., 25th Oct 2015.sav
- My save game.
- (535.05 KiB) Downloaded 201 times
- thepizzaking
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I'm currently running r3422 (I'm compiling it from SVN) and according to the logs there was a problem with building stations that was fixed in r3421
No idead if this is relevent to your problem but I can successfully build stations in your savegame.- Revert r3412 as it didn't work.
- Fix station builder issue by checking the tile is in bounds.
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- thepizzaking
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You can only get the new version if you comile yourself, or get someone else to compile it for you, otherwise you have to wait until tomorrows nightly.
I'll post the one I compiled so you can test it on that one, I assume you're using windows.
I'll post the one I compiled so you can test it on that one, I assume you're using windows.
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- openttd_r3422.zip
- (507.24 KiB) Downloaded 205 times
Last edited by thepizzaking on 24 Jan 2006 01:48, edited 1 time in total.
I'm A Cobra (or so the rumours go)
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No go, I get an error when trying to start it.
It's followed by this error
however I haven't downloaded anything but those that come with the default installer.Error wrote:Invalid version of language packs
It's followed by this error
Microsoft Visual C++ Runtime Library wrote:Assertion Failed!
Program: E:\Games\OpenTTD\OpenTTD.exe
File: openttd.c
Line: 76
Expression: 0
- thepizzaking
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Here's the language packs I have, put them in the lang folder in the openttd directory
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- lang_r3422.zip
- (522.57 KiB) Downloaded 170 times
Last edited by thepizzaking on 24 Jan 2006 01:50, edited 1 time in total.
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- thepizzaking
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I've just realised that I have a few patches applied aswell, so you should probably back up your saves in case it doesn't agree with them
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- thepizzaking
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I just uploaded one without the patches over the on I had uploaded incase you want to use that one instead, also the new lang files (should be the same as the ones from the last nightly you downloaded)
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- thepizzaking
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Yeah, that's from the physics patches, the acceleration of trains will be different too, I uploaded a version without it over the old one if you'd rather it without it.
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Doesn't really matter all that much, however I do have another question. I've been trying to mess with Pre and Exit signals. I'm not sure I'm doing it right, but now a couple of my trains (magLev) seems to want incessively to enter depots ???
Is that normal or is it because you need an exit signal on both ends of the presignal ? or could this be a bug ?
Is that normal or is it because you need an exit signal on both ends of the presignal ? or could this be a bug ?
- thepizzaking
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ctrl-click on a signal once is entry, twice exit, three times combo.
the entry signals should be where trains enter (hence the name), and exit ones on all exits, if all exit signals are red behind an entry signal, the entry signal will also be red.
see - http://wiki.openttd.org/index.php/Advan ... _placement
The vehicles could be going to the depot for a few reasons:
1. They need a service(If breakdowns are off and the no service when breakdowns are off patch is on then this won't be the cause)
2.Maybe, if all exits are taken and the entry signal is not set up then they could resort to the depot(If the depot is in that signal block).
Those were my first thoughts, I hope they help, if these arent the cause, post a screenshot of your junction and that might help.
the entry signals should be where trains enter (hence the name), and exit ones on all exits, if all exit signals are red behind an entry signal, the entry signal will also be red.
see - http://wiki.openttd.org/index.php/Advan ... _placement
The vehicles could be going to the depot for a few reasons:
1. They need a service(If breakdowns are off and the no service when breakdowns are off patch is on then this won't be the cause)
2.Maybe, if all exits are taken and the entry signal is not set up then they could resort to the depot(If the depot is in that signal block).
Those were my first thoughts, I hope they help, if these arent the cause, post a screenshot of your junction and that might help.
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I think a save game might be to use than a screenshot
If you place a depot on each tile where I have purchased the land, you will see the "goods" trains running back an forth between the depot.
My theory is that I've made it incorrectly ...
If you place a depot on each tile where I have purchased the land, you will see the "goods" trains running back an forth between the depot.
My theory is that I've made it incorrectly ...
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- LPL Holding, Inc., Junction debug.sav
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- thepizzaking
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Interesting setup, but it works and thats all that matters.
The problem lies here: A wood train gos to drop off some wood, but while its on its way or on its way back it's service interval time expires so it now heads for a depot, as the depots on the goods lines are the closest to the main station the train naturally heads for them, that's why in my games I usually place the depots in the shared section or a fair way down the line somewhere (the problem with the shared section idea is that it makes that area very inefficient with lots of trains going to the depot)
The problem lies here: A wood train gos to drop off some wood, but while its on its way or on its way back it's service interval time expires so it now heads for a depot, as the depots on the goods lines are the closest to the main station the train naturally heads for them, that's why in my games I usually place the depots in the shared section or a fair way down the line somewhere (the problem with the shared section idea is that it makes that area very inefficient with lots of trains going to the depot)
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No, I'm not seeing the problem here, I see the goods trains going into the depots occasionally, but that's normal.
If you could post your openttd.cfg file it may help
If you could post your openttd.cfg file it may help
I'm A Cobra (or so the rumours go)
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Well on mine one of the trains run back a forth between the depots before it goes back to the sawmill station.
I'm a programmer myself, but unfortunately I code in delphi, so I can't really make heads or tails in the code.
I'm a programmer myself, but unfortunately I code in delphi, so I can't really make heads or tails in the code.
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- openttd.cfg
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- thepizzaking
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Ok, i see the problem now, and it seems to disappear when you turn on the 'New Global Pathfinding'(under vehicles submenu) patch, but unfortunately that uses a tonne more CPU time. Also I suggest turning on the 'Use improved loading algorithm'(under stations), although it has nothing to do with this, it enables FIFO loading, so only one train loads at a time, but then again, it's completely up to you.
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