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Assert error
Posted: 27 Dec 2007 14:59
by MrMox
I've been getting an assert with OTTD nightly r11703 as shown in the attached screen shot. I think the problem might be related to the new North American Building Set (v0.1b) (the only change to my config apart from using the latest nightly). The assert occurred after I selected the Land Area Information tool and then clicked on a building. I was able to continue playing after clicking Ignore on the assert (and two subsequent asserts) but the assert kept reappearing when using the Info tool.
Re: Assert error
Posted: 27 Dec 2007 15:40
by LordAzamath
confirmed. I just tested it. I think it has something to do with grf, not open. Yesterday, when I wanted to code some grf I made some mistakes and openttd crashed too...
EDIT: I was told that "Simple rule if it works in Patch as expected.. it's mostly Opens fault... sad but true"
Re: Assert error
Posted: 27 Dec 2007 16:37
by MrMox
Here's a saved game that shows the problem. Click on the marked house with the Info tool to get the assertion. Only the new NACity 0.1b grf is loaded.
Re: Assert error
Posted: 27 Dec 2007 18:47
by vanOekelen
A few houses in TTRS 3.02a have the same problem.
See the house with the sign in the attached save game.
Re: Assert error
Posted: 27 Dec 2007 20:46
by OzTrans
... assertion with NA City ...
This looks to be a bug in OpenTTD; it has problems to retrieve the house name, when querying the tile.
Now, that house uses 0x2037 as text ID (from the default list of text string definitions). If I change that into a custom text string (defined via action-4) the problem goes away. I have not found any other buildings that suffer the same fate, unless they have said text ID.
I can fix that in NA City by using a custom text instead of 2037, but the problem should be looked at by OpenTTD devs.
Re: Assert error
Posted: 27 Dec 2007 21:05
by Maedhros
The problem is that OpenTTD's lang files have strings added all over the place, so we have to map the string ids that TTDPatch uses to the right string ids for OpenTTD. The ranges from 0x2037 to 0x2041 and 0x2059 to 0x205C were missed, so the buildings were using the wrong ids.
I've fixed this in trunk now (r11712), so both NACity and TTRS3 will be fine in the next release.