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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jun 27, 2018 8:45 am 
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Engineer
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Joined: Tue Sep 19, 2017 5:52 am
Posts: 5
Location: Japan
I do not know if I can ask questions here, but I will ask you a question.
I set the value of "Day length factor" to 104 and play it. As I gradually expand, the bus will be in deficit and the train will also become deficit.

Could you tell me if you have any good settings? :(


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jun 27, 2018 9:00 am 
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Engineer
Engineer

Joined: Sun Apr 09, 2017 2:58 pm
Posts: 96
Did you just change the day length factor? High day length factor can be problematic, as the vehicle running cost is also scaled. Meaning, your running cost per month goes up by 104 times. So if you cannot transfer enough passengers/goods within those time (and it will be hard, as those aren't scaled), your profit will drop.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jun 27, 2018 5:24 pm 
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Engineer
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Joined: Sun Apr 09, 2017 2:58 pm
Posts: 96
JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jun 27, 2018 10:24 pm 
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Tycoon
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Joined: Fri Nov 03, 2017 6:57 pm
Posts: 1647
Location: Courbevoie, near Paris, France
ino wrote:
JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.


You can't place anything else than block signals on tunnels or bridges.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.

_________________
NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jun 27, 2018 11:17 pm 
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Engineer
Engineer

Joined: Sun Apr 09, 2017 2:58 pm
Posts: 96
acs121 wrote:
ino wrote:
JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.


You can't place anything else than block signals on tunnels or bridges.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.


You would be wrong. It's not in a release yet, though, but I have always been compiling by myself. (a kinda must because I am on Linux)


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jun 27, 2018 11:19 pm 
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Tycoon
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Joined: Fri Nov 03, 2017 6:57 pm
Posts: 1647
Location: Courbevoie, near Paris, France
ino wrote:
acs121 wrote:
ino wrote:
JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.


You can't place anything else than block signals on tunnels or bridges.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.


You would be wrong. It's not in a release yet, though, but I have always been compiling by myself. (a kinda must because I am on Linux)


Well, it's not released, so it's not, that's all :wink:

_________________
NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Jun 28, 2018 12:13 am 
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Tycoon
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Joined: Mon Aug 08, 2005 1:46 pm
Posts: 1857
Location: Ipswich
ino wrote:
JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.

It's a relatively advanced/arcane feature which is non-trivial to use correctly.
It's not in the ctrl-click cycle and requires explicit action to reduce the risk of accidentally signalling a bridge/tunnel bidirectionally.

acs121 wrote:
ino wrote:
acs121 wrote:

You can't place anything else than block signals on tunnels or bridges.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.


You would be wrong. It's not in a release yet, though, but I have always been compiling by myself. (a kinda must because I am on Linux)


Well, it's not released, so it's not, that's all :wink:

The feature is done, publicly published on github, and (unless I hear otherwise) fully working.
It is quite reasonable to run code which hasn't gone into a release yet.

_________________
Ex TTDPatch Coder, Grumpy Greymuzzle
Avatar by MoonsongWolf.
Patch Pack, Github
Dad-Coder since April 2018


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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Jun 28, 2018 8:58 am 
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Tycoon
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Joined: Sat Feb 15, 2003 5:32 pm
Posts: 1139
Location: Paris, France
Hello,

Thank you very much for this fantastic and complete patch pack.

As I played for a long time with the "standard" version of OTTD, I like the ability to tell in the timetable how much time the vehicle should stay in station.

This allow to keep waiting a few days in stations with low rating and low cargo supply, in order to get back a better rating and more cargo.

But the standard timetable (and separation) are unusable as soon as you renew some vehicles with newer (adn faster) : you must adjust each step manually and it's very hard to get it working again (especially in the earky ages when new vehicles appears every few years).

Then I was so happy to get back the automated timetable and separation patch from your pack.
But there is just a small bad thing : with automated timetable I can't specify how much time the vehicles should stay in station.

Even if deactivate the automated timetable to fix it, as soon as I enable it again, all the times are lost.

Like in the standard feature "CTRL + Autofill" I would love to see the automated timetable featrue keeping the times in stations.

Do you think it's possible ?


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 Post subject: Re: JGR's Patch Pack
PostPosted: Tue Jul 10, 2018 3:49 am 
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Route Supervisor
Route Supervisor

Joined: Sun Apr 03, 2016 8:19 pm
Posts: 466
Would you consider adding Realistic Train Shunting at some point?

Thanks for all your effort, I'm never going to stop using your patch pack!

_________________
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You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jul 11, 2018 12:02 pm 
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Tycoon
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Joined: Fri Nov 03, 2017 6:57 pm
Posts: 1647
Location: Courbevoie, near Paris, France
SimYouLater wrote:
Would you consider adding Realistic Train Shunting at some point?

Thanks for all your effort, I'm never going to stop using your patch pack!


This would be really great though.

_________________
NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jul 11, 2018 8:26 pm 
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Tycoon
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Joined: Mon Aug 08, 2005 1:46 pm
Posts: 1857
Location: Ipswich
SimYouLater wrote:
Would you consider adding Realistic Train Shunting at some point?

Thanks for all your effort, I'm never going to stop using your patch pack!

I am following the thread with interest, however I don't think that now is a suitable time to look into any possible integration.
Development work is ongoing and it is not yet in a stable or complete form.

MagicBuzz wrote:
Then I was so happy to get back the automated timetable and separation patch from your pack.
But there is just a small bad thing : with automated timetable I can't specify how much time the vehicles should stay in station.

I can look into the feasibility of implementing something along these lines, however, what is the use case for wanting to do this?

_________________
Ex TTDPatch Coder, Grumpy Greymuzzle
Avatar by MoonsongWolf.
Patch Pack, Github
Dad-Coder since April 2018


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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Jul 12, 2018 2:15 am 
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Engineer
Engineer

Joined: Sun Apr 09, 2017 2:58 pm
Posts: 96
JGR wrote:
MagicBuzz wrote:
Then I was so happy to get back the automated timetable and separation patch from your pack.
But there is just a small bad thing : with automated timetable I can't specify how much time the vehicles should stay in station.

I can look into the feasibility of implementing something along these lines, however, what is the use case for wanting to do this?


Was wanting this too. In my usage, it would be middle ground between full auto-sep and fully timetable+scheduled dispatch. Like make passenger train stays in terminal a little bit longer (more realistic - esp. if you have two-track terminus over a subway-like service). Even with scheduled dispatch -- allow you to set waiting time for the returning service while still have automated timetable, etc.

Personally, it's just a 'nice to have' feature for me.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Jul 12, 2018 4:12 pm 
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Engineer
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Joined: Sun Apr 09, 2017 2:58 pm
Posts: 96
I know this feature isn't supposed to be ready yet -- but as I am curious, I got a bug to report.

Version: 6740a9a470af2795b3288ffe50f3cfc55968c2dc (on Ubuntu 16.04) Look at train #330. It cannot seems to find correct path that branch on custom rail bridgehead out of Tondhead station.

(Double-post in hope for post notification to be send out)


Attachments:
File comment: Savegame
Tradingtown Transport, 2253-06-27.sav [622.45 KiB]
Downloaded 15 times
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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jul 13, 2018 2:22 am 
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Tycoon
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Joined: Mon Aug 08, 2005 1:46 pm
Posts: 1857
Location: Ipswich
ino wrote:
I know this feature isn't supposed to be ready yet -- but as I am curious, I got a bug to report.

Version: 6740a9a470af2795b3288ffe50f3cfc55968c2dc (on Ubuntu 16.04) Look at train #330. It cannot seems to find correct path that branch on custom rail bridgehead out of Tondhead station.

(Double-post in hope for post notification to be send out)

Thanks for the bug report, I've pushed an update which should fix this.

As the bridge entrance and exit pieces were at right angles, the no 90° turns code disallowed reserving the path, even though the bridge span was of non-zero length.

_________________
Ex TTDPatch Coder, Grumpy Greymuzzle
Avatar by MoonsongWolf.
Patch Pack, Github
Dad-Coder since April 2018


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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jul 13, 2018 8:26 am 
Offline
Engineer
Engineer

Joined: Sun Apr 09, 2017 2:58 pm
Posts: 96
JGR wrote:
ino wrote:
I know this feature isn't supposed to be ready yet -- but as I am curious, I got a bug to report.

Version: 6740a9a470af2795b3288ffe50f3cfc55968c2dc (on Ubuntu 16.04) Look at train #330. It cannot seems to find correct path that branch on custom rail bridgehead out of Tondhead station.

(Double-post in hope for post notification to be send out)

Thanks for the bug report, I've pushed an update which should fix this.

As the bridge entrance and exit pieces were at right angles, the no 90° turns code disallowed reserving the path, even though the bridge span was of non-zero length.



Thank you for quick response! It works perfectly now.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Jul 14, 2018 1:55 pm 
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Tycoon
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Joined: Mon Oct 17, 2005 8:56 pm
Posts: 3375
Location: Estonia
Hey!

JGR maybe You may have a idea... As in some point with PB 25.0 I started to get OpenTTD "not responding" Windows message and game closes (return to Windows). Problem was that if I was trying to build road tunnel. I upgraded to latest version and the problem is still there. I didn't got any reports (crash and so on) from OpenTTD itself, only my save game is available. I still try to investigate, but to You have any hints to give?

~ISA

Edit1: Mislooked before. Got one file from crash
Edit2: And now after many tries I got OpenTTD fatal error and report
[+] Spoiler
*** OpenTTD Crash Report ***

Crash at: Sat Jul 14 13:59:16 2018
In game date: 1974-03-13 (2, 2)

Crash reason:
Exception: C0000005
Location: 7744E486
Message: <none>

Within context:
0: DoCommandP: tile: 459x52, p1: 0x101, p2: 0x0, company: 0 (Bedwood Transport), cmd: 0x10AE000D (CmdBuildTunnel), my_cmd: 1

OpenTTD version:
Version: jgrpp-0.25.2 (0)
NewGRF ver: 19000000
Bits: 32
Endian: little
Dedicated: no
Build date: Jun 13 2018 02:14:01
Configure: ./configure --host=i686-w64-mingw32 --prefix=/home/jgr/mingw32/ CFLAGS=-I/home/jgr/mingw32/include -D__MINGW64__ LDFLAGS=-L/home/jgr/mingw32/lib --without-sdl --without-icu --with-lzo2=/home/jgr/mingw32/lib/liblzo2.a

Stack trace:
00000000 02F10000 2B524DD8 0028C588 0028DB38 4D300217 00000377 00000000
2CB28840 004DF701 28BE1188 00000001 2B524DD0 0028C4A0 7744E0E3 2B524DD8
000000E0 2B574470 2B524DD0 0028C4B8 2A659ED9 02F10000 00000000 2B524DD8
76D398DA 0028C504 76D398CD 02F10000 00000000 2B524DD8 022B2C52 000000E0
2CB28840 2B574470 004DFE04 0028C47C 2CB28838 0028C500 0028C4CC 0028BE7C
0028DB38 76D58CD5 74D071B6 FFFFFFFE 00000000 004DD87C 2B524DD8 2D5B3A18
2D5B3C18 004DD9B2 00000000 0000000C 2B574470 004DD89B 2D5B3400 2D5B3400
2CB288D0 004DD81B 2CB289AC 000000B3 00000000 008FE30F 0028C5EC 000000AF
00000000 0028C5EC 0028CE3C 0028C5EC 0028CE3C 004DB690 0028C613 000000E0
00000000 00000000 7744E0E3 00000000 0000000A 0028D008 00000001 00000000
00000050 0028C5EC 0028CE3C 00A70DD0 00B237CC 0028C5CC 004DB6C0 0028C56C
018500A0 0028CDEB 2CB289A8 00000001 00000004 0028C5EC 00000000 04B851C0
00000000 004DB734 0028C5EC 000000E0 00000000 76D58CD5 538E81EE 20657469
75736E75 62617469 6620656C 7420726F 656E6E75 6E65206C 6E617274 00006563
00000001 0028D008 00000001 00000000 00000050 0028C67C 04B851C0 00A70DD0
00B237D2 0028C65C 004DB878 0028C5FC 018500A0 0028CE7B 2CB288D0 00000001
00000004 0028C67C 00000000 0000000A 0000000B 004DB8D9 0028C67C 00000000
0028CE7B 00000000 4D8A81EE 61737365 00006567 00000000 00000000 289D1970
0028D1A7 00000002 00000000 00001C9C 0028CA60 0028D1AB 00000000 7FFFFFFF
00C864B1 0028C6E8 76D4AA42 02F11EC6 00C864B1 00000016 00000016 7FFFFFFF
00000000 0028CF7B 0028C77C 000000AF 0028D044 00668CFA 0028CF7B 00000000
00000000 00000000 0028C708 7FFFFFFF 00000000 76DD2BD0 7744E454 704D9E94
0028D0E4 00661934 01850340 00000000 00000050 0028D03C 00000014 0028D0E4
0028D044 006690DB 0028C77C 000010AF 018500A0 0028CF7B 00000000 00000000

Registers:
EAX: 64614307 EBX: 2B524DD8 ECX: 02F10000 EDX: 2B524DD8
ESI: 3D042179 EDI: 2B524DD0 EBP: 0028C488 ESP: 0028C454
EIP: 7744E486 EFLAGS: 00210202

Bytes at instruction pointer:
8B 46 04 89 45 F4 C6 47 07 80 C6 47 06 00 8B 5E 08 8B 4E 0C 89 5D E0 83

Operating system:
Name: Windows
Release: 6.1.7601 (Service Pack 1)
Compiler: GCC 5.3.1 "5.3.1 20160211"

Configuration:
Blitter: 32bpp-sse2-anim
Graphics set: OpenGFX (1002)
Language: F:\OpenTTDJGRPatchPack\lang\english_US.lng
Music driver: win32
Music set: OpenMSX (96)
Network: no
Sound driver: win32
Sound set: OpenSFX (87)
Video driver: win32

Fonts:
Small: sprite
Medium: sprite
Large: sprite
Mono: sprite

AI Configuration (local: 0) (current: 0):
0: Human

Libraries:
FreeType: 2.6.0
LZMA: 5.2.1
LZO: 2.09
PNG: 1.5.23
Zlib: 1.2.8

Module information:
F:\OpenTTDJGRPatchPack\openttd.exe handle: 00400000 size: 32521213 crc: 596EB4B4 date: 2018-06-13 01:15:00
C:\Windows\SysWOW64\ntdll.dll handle: 77420000 size: 1314072 crc: FD94C4B8 date: 2018-06-08 15:57:51
C:\Windows\syswow64\kernel32.dll handle: 76f30000 size: 1114112 crc: 017BC3EE date: 2018-06-08 15:55:50
C:\Windows\syswow64\KERNELBASE.dll handle: 75640000 size: 275456 crc: 50AD3FE1 date: 2018-06-08 15:55:50
C:\Windows\syswow64\ADVAPI32.dll handle: 76c80000 size: 644096 crc: 2A199D87 date: 2018-06-08 15:54:01
C:\Windows\syswow64\msvcrt.dll handle: 76d30000 size: 690688 crc: DAB48B3A date: 2011-12-16 07:52:58
C:\Windows\SysWOW64\sechost.dll handle: 75590000 size: 92160 crc: 80F53C42 date: 2015-05-25 18:01:39
C:\Windows\syswow64\RPCRT4.dll handle: 75e00000 size: 666112 crc: A111BF7F date: 2018-06-08 15:55:50
C:\Windows\syswow64\SspiCli.dll handle: 74cd0000 size: 96768 crc: 47AF2DBA date: 2018-06-08 15:55:50
C:\Windows\syswow64\CRYPTBASE.dll handle: 74cc0000 size: 36352 crc: 6598FCFD date: 2018-06-08 15:19:55
C:\Windows\syswow64\GDI32.dll handle: 76e90000 size: 312832 crc: E0A547F7 date: 2017-09-08 15:10:06
C:\Windows\syswow64\USER32.dll handle: 75d00000 size: 833024 crc: 0B9D7989 date: 2016-11-10 16:19:40
C:\Windows\syswow64\LPK.dll handle: 75030000 size: 25600 crc: 24E04013 date: 2018-03-09 18:12:56
C:\Windows\syswow64\USP10.dll handle: 75b70000 size: 629760 crc: 94D2A596 date: 2017-08-16 15:10:30
C:\Windows\syswow64\IMM32.DLL handle: 76de0000 size: 119808 crc: 38DB5163 date: 2010-11-21 03:24:25
C:\Windows\syswow64\MSCTF.dll handle: 75200000 size: 830464 crc: 255FD2E3 date: 2017-09-13 15:09:01
C:\Windows\syswow64\SHELL32.dll handle: 75ef0000 size: 12880384 crc: 9B9B4F0B date: 2018-06-13 15:55:39
C:\Windows\syswow64\SHLWAPI.dll handle: 75160000 size: 350208 crc: 23E05F73 date: 2010-11-21 03:23:48
C:\Windows\system32\WINMM.DLL handle: 70210000 size: 194048 crc: 849223C7 date: 2010-11-21 03:24:16
C:\Windows\syswow64\WS2_32.dll handle: 75520000 size: 206848 crc: FD00A753 date: 2010-11-21 03:23:55
C:\Windows\syswow64\NSI.dll handle: 755b0000 size: 8704 crc: 748C8F4C date: 2017-08-11 06:19:39
C:\Windows\system32\apphelp.dll handle: 74530000 size: 295936 crc: FE2FC9E1 date: 2015-10-29 17:49:58
C:\Windows\AppPatch\AcXtrnal.DLL handle: 2a650000 size: 211968 crc: CC993C6D date: 2015-10-29 17:49:57
C:\Windows\syswow64\ole32.dll handle: 756b0000 size: 1417728 crc: 42B7EEA1 date: 2018-06-08 15:55:23
C:\Windows\system32\uxtheme.dll handle: 6e920000 size: 245760 crc: 60C5C746 date: 2009-07-14 01:11:24
C:\Windows\system32\dwmapi.dll handle: 6e900000 size: 67584 crc: 0A7DEB75 date: 2015-07-09 17:42:54
C:\Windows\syswow64\CLBCatQ.DLL handle: 75c10000 size: 522240 crc: 6C130B8A date: 2009-07-14 01:15:03
C:\Windows\syswow64\OLEAUT32.dll handle: 75040000 size: 582144 crc: F754483F date: 2018-04-22 23:40:58
C:\Windows\system32\mswsock.dll handle: 727a0000 size: 231424 crc: 2A2905A9 date: 2013-09-08 02:03:58
C:\Windows\System32\wshtcpip.dll handle: 72790000 size: 9216 crc: BA963A19 date: 2009-07-14 01:16:20
C:\Windows\system32\MMDevAPI.DLL handle: 70810000 size: 213504 crc: 93C0AA4F date: 2010-11-21 03:23:51
C:\Windows\system32\PROPSYS.dll handle: 73a90000 size: 988160 crc: 888D0BCB date: 2010-11-21 03:24:08
C:\Windows\system32\wdmaud.drv handle: 6c7f0000 size: 172032 crc: D5B9F5FA date: 2010-11-21 03:24:00
C:\Windows\system32\ksuser.dll handle: 6c7e0000 size: 4608 crc: 1A5CD26B date: 2015-12-08 21:53:47
C:\Windows\system32\AVRT.dll handle: 6c7d0000 size: 14336 crc: 9818237B date: 2009-07-14 01:14:58
C:\Windows\syswow64\SETUPAPI.dll handle: 74e80000 size: 1667584 crc: 1D0104E8 date: 2010-11-21 03:23:51
C:\Windows\syswow64\CFGMGR32.dll handle: 75560000 size: 145920 crc: 377B5190 date: 2011-05-24 10:39:38
C:\Windows\syswow64\DEVOBJ.dll handle: 75690000 size: 64512 crc: 66B02A5A date: 2011-05-24 10:40:05
C:\Windows\system32\AUDIOSES.DLL handle: 6c790000 size: 195072 crc: E762B1EF date: 2016-06-14 15:21:18
C:\Windows\system32\msacm32.drv handle: 6c780000 size: 20992 crc: 73923147 date: 2009-07-14 01:14:08
C:\Windows\system32\MSACM32.dll handle: 5d3a0000 size: 72192 crc: ABA25814 date: 2009-07-14 01:15:42
C:\Windows\system32\midimap.dll handle: 6c770000 size: 16896 crc: C000494C date: 2009-07-14 01:15:40
C:\Windows\syswow64\psapi.dll handle: 75510000 size: 6144 crc: 25B988F9 date: 2009-07-14 01:16:12

---- gamelog start ----
Tick 0: new game started
Revision text changed to jgrpp-0.22.1, savegame version 196, not modified, _openttd_newgrf_version = 0x18006d1f
New game mode: 1 landscape: 1
Added NewGRF: GRF ID 49464E4F, checksum BAC22546C151037276AA7775F17AB3A9, filename: SNO-Supercheese'sNewObjects.grf (md5sum matches)
Added NewGRF: GRF ID 474C0000, checksum 52F4C8BBDC2C2AAD76D0DA9FBF9AEAE3, filename: jpfaces.grf (md5sum matches)
Added NewGRF: GRF ID 52453300, checksum 96340EDE16A4D714F016E91558F64117, filename: jptrees.grf (md5sum matches)
Added NewGRF: GRF ID 4F472B34, checksum 4A83C54311B83BF4F91F9A94D94DBEFB, filename: ogfx-landscape.grf (md5sum matches)
Added NewGRF: GRF ID 52453200, checksum E30EADFCEDB565FCB94BF88AFA1C4A48, filename: jpland.grf (md5sum matches)
Added NewGRF: GRF ID 54470203, checksum F84B6D37659F23D19E176C99BC48DEF6, filename: airportobjects.grf (md5sum matches)
Added NewGRF: GRF ID 504A0105, checksum CE85335D194874E2743ED938E2C825C1, filename: ISRoverlap.grf (md5sum matches)
Added NewGRF: GRF ID 504A0106, checksum 45F465A20FB7A43EFA2E6D4E1A70A42B, filename: ISR_objects_v1_4.grf (md5sum matches)
Added NewGRF: GRF ID 53430101, checksum B62CFBA0EBF356B0E27ECCA89366464C, filename: sacsobjects1w.grf (md5sum matches)
Added NewGRF: GRF ID 6D620C00, checksum E1DB74D22EF54328944DC767C4F8594F, filename: marico.grf (md5sum matches)
Added NewGRF: GRF ID 535A0D00, checksum DB0CCA01480142C6DC23C400CC437ED2, filename: jptrains.grf (md5sum matches)
Added NewGRF: GRF ID 44501401, checksum 92590E08877065FC5E069ED5586F8E38, filename: jptrainsadd.grf (md5sum matches)
Added NewGRF: GRF ID 4B570101, checksum D2AB7AE77D239EABC52FB5C8A2EC4A37, filename: keio.grf (md5sum matches)
Added NewGRF: GRF ID 454E2101, checksum 8FC5D2B017CF02143AFA711FAFC18C46, filename: Nagoya_Area_Train_Set_0.3.grf (matches GRFID only)
Added NewGRF: GRF ID 54420101, checksum E435224337022DB6CEC10C309CE7C7D1, filename: tias.grf (md5sum matches)
Added NewGRF: GRF ID 44503000, checksum C16D1EFB187C98410B162C971A397CE8, filename: jptracks.grf (md5sum matches)
Added NewGRF: GRF ID 2C320A01, checksum 072312D181F8FF3317BED10E529F08DA, filename: jpsignals.grf (md5sum matches)
Added NewGRF: GRF ID 52453400, checksum A137F69178047E05260C7E886A689E1D, filename: jpbuild.grf (md5sum matches)
Added NewGRF: GRF ID 45530500, checksum 04E2BBD16168522D2370B19F3175F9F2, filename: jpstations.grf (md5sum matches)
Added NewGRF: GRF ID 504A4641, checksum 457DE3A141B99D6BE258981C993B6761, filename: fakeairportobjects_v0_1.grf (md5sum matches)
Added NewGRF: GRF ID 504A4541, checksum 6C512F052FA54CDB8FFCBB9DC78019A1, filename: emptyairport_v0_1.grf (md5sum matches)
Added NewGRF: GRF ID 56430001, checksum 2B67D5836DDFE0E2CC2454E1540A85F2, filename: ttrs3w.grf (md5sum matches)
Added NewGRF: GRF ID F1250007, checksum E4DEFCD6321CFFEFFAEBADC1A2257B39, filename: firs.grf (md5sum matches)
Added NewGRF: GRF ID 53480101, checksum 850B972E97D1275F62AD05B3660C15BF, filename: hirotram_w.grf (md5sum matches)
Added NewGRF: GRF ID 6D620601, checksum 537A2B9E5F0644BC360248B2B802D086, filename: newstats.grf (md5sum matches)
Added NewGRF: GRF ID 4A430002, checksum 93EAC5F5396584B92D4C5F0AAAF3F6C5, filename: indstatr.grf (md5sum matches)
Added NewGRF: GRF ID 4D50003F, checksum 1DE407E8A75704008414044459D18E16, filename: ISRfencew.grf (md5sum matches)
Added NewGRF: GRF ID 4D50006A, checksum 75A9885D1A6494759243A60B434E9552, filename: iorestat.grf (md5sum matches)
Added NewGRF: GRF ID 44450004, checksum D173807A8A9A8A591552C3BC35E9FBEB, filename: mlss052.grf (md5sum matches)
Added NewGRF: GRF ID 44440A01, checksum FCEEC76CF44EC23E7FE9C88048CF11CC, filename: pb_av8w.grf (md5sum matches)
Added NewGRF: GRF ID 47470002, checksum 63BF828C734DF573635F5A09C9CEEDA8, filename: auzstations_2_v001.grf (md5sum matches)
Added NewGRF: GRF ID 44573452, checksum 48CF5FC0DEB895136F337A7E563FC66D, filename: dwe_stat_r.grf (md5sum matches)
Added NewGRF: GRF ID 44550001, checksum 57CFF33C80D650C6317D31DCC45483C9, filename: germanrvw.grf (md5sum matches)
Added NewGRF: GRF ID 9787EAFE, checksum 19E37AE5CF51ECD758B974A794E071B3, filename: road-hog.grf (md5sum matches)
Added NewGRF: GRF ID 41501202, checksum B13DD8FB0D7C34CACAC2FE68BD137BB9, filename: heqs.grf (md5sum matches)
Added NewGRF: GRF ID 48530002, checksum A5706340BE84D3B9D621609AEFB1A4D4, filename: HTS.grf (md5sum matches)
Added NewGRF: GRF ID 52571208, checksum DC83DAB2933FACCB91678D4F75ABCCC6, filename: cars.grf (md5sum matches)
Added NewGRF: GRF ID FBFB0102, checksum B8D83E093D8BDB400B1CD0555E747C33, filename: dutchtramset.grf (md5sum matches)
Added NewGRF: GRF ID 49464556, checksum F1F4F773E4A978A242EC74AEACCBAAC0, filename: eyecandyroadvehicles.grf (md5sum matches)
Added NewGRF: GRF ID 4946424C, checksum 277B92187F074918F46CE65FD6D440EC, filename: hotairballoon.grf (md5sum matches)
Added NewGRF: GRF ID 414E0201, checksum 0DA3A80B986BC3C17C20CA4CE9CA26AA, filename: fish.grf (md5sum matches)
Added NewGRF: GRF ID 6D620004, checksum 70649F1AFC954942173B0AA89C1E8B14, filename: newshipsw.grf (md5sum matches)
Added NewGRF: GRF ID 415A0101, checksum 9BFBC924B18D42D7F564E7CD6237981D, filename: wsfferryset.grf (md5sum matches)
Added NewGRF: GRF ID 57A50001, checksum 318F3C3F17CA68EAD533BAC88B093094, filename: was.grf (md5sum matches)
Added NewGRF: GRF ID 47541003, checksum 20CF2D86E0CF5ED3465A1C9BE3285957, filename: rusplanesottd.grf (md5sum matches)
Added NewGRF: GRF ID 53441101, checksum 3E2397532428AB013862B22EDBB396E5, filename: infra_green1x1_p1.grf (md5sum matches)
Added NewGRF: GRF ID 53441119, checksum 4201D77058BC82C4F2DC0294AFBA6DC3, filename: infra_green1x1_p2.grf (md5sum matches)
Added NewGRF: GRF ID 53441129, checksum 9CF044DD9054F863295D5AA8A1671999, filename: infra_green1x1_p3.grf (md5sum matches)
Added NewGRF: GRF ID 53541101, checksum ECB758CAF23442BC55A0976A3EEEF1DB, filename: infra_streets1x1_p1.grf (md5sum matches)
Added NewGRF: GRF ID 53541119, checksum 2DB55BAA1D2B2538D5C7B5BA9AEE4CB9, filename: infra_streets1x1_p2.grf (md5sum matches)
Added NewGRF: GRF ID 53541129, checksum 4E54EB92FBD36275FE8DFEE4E328A782, filename: infra_streets1x1_p3.grf (md5sum matches)
Added NewGRF: GRF ID 48570101, checksum 60EE47680819FD7645E06E63E4DA559B, filename: tars_mountain_lifts.grf (md5sum matches)
Added NewGRF: GRF ID 4E480101, checksum A75AEB1758966FB8CA8B0D7044B5C0A8, filename: nhfoundationsw.grf (md5sum matches)
Added NewGRF: GRF ID 535A1080, checksum 35A04D3C8395428EBC9B69ED1631D7CE, filename: oilrigsd.grf (md5sum matches)
Added NewGRF: GRF ID 4D4D9910, checksum B692C8F66B0AF0346067E8A9FAF3660E, filename: the_lighthouse_set_v1.0.grf (md5sum matches)
Added NewGRF: GRF ID 46727800, checksum 3B58B9177D1A1B54D356F64B93526116, filename: SMITS.grf (md5sum matches)
Added NewGRF: GRF ID 46727803, checksum 3A011F33641913D8520C3CF9833D6947, filename: shanghaitransrapid.grf (md5sum matches)
Added NewGRF: GRF ID 454E2001, checksum E25F09138EF9996AC083EC1C608A2B5F, filename: RIMS.grf (matches GRFID only)
Added NewGRF: GRF ID 74677462, checksum 2A7BF147645EFB9565FD6535B619E784, filename: jpbridges.grf (md5sum matches)
Added NewGRF: GRF ID BEBE0005, checksum A09C327A208D9C9EFF2A9E30216A9A26, filename: parkinglots.grf (md5sum matches)
Added NewGRF: GRF ID 47473434, checksum CA46F991BCA221F4D9F84E733684CA05, filename: AuzObjects_BridgesAndEmbankments.grf (md5sum matches)
Added NewGRF: GRF ID 47473131, checksum EDBFE2EAF41BDDC0E2498C51ADE550F4, filename: AuzObjects_Electricity.grf (md5sum matches)
Added NewGRF: GRF ID 47473636, checksum 0D9A6120469E3BF66F9F042628402726, filename: AuzObjects_Farms.grf (md5sum matches)
Added NewGRF: GRF ID 47473232, checksum 2095605AF1EDA94AB7FBBFC59AE39DBE, filename: AuzObjects_Fences.grf (md5sum matches)
Added NewGRF: GRF ID 47474242, checksum 525735BC8E565E75B58C657D81500B63, filename: AuzObjects_LandAndWater.grf (md5sum matches)
Added NewGRF: GRF ID 47473030, checksum 2ECCCD394177EB1599EA4B4AFEB46F27, filename: AuzObjects_Rail.grf (md5sum matches)
Tick 1280: settings changed
Setting changed: vehicle.road_side : 1 -> 0
Tick 60210: GRF config changed
Added NewGRF: GRF ID 47470009, checksum 5628A8DE4452AC90FCA9C80ACEADFFEB, unknown GRF
Tick 60032: game loaded
Compatible NewGRF loaded: GRF ID 454E2101, checksum 67BCB5DE2431249AFAACEF4985CA0FE9, filename: Nagoya_Area_Train_Set_0.3.grf (md5sum matches)
Missing NewGRF: GRF ID 47470009, unknown GRF
Tick 60032: GRF config changed
Added NewGRF: GRF ID 454E2201, checksum FA8FC0F6E8F40FCAB5508083502F7E17, filename: Okinawa_Trainset_1.2.grf (md5sum matches)
Added NewGRF: GRF ID 47474705, checksum 038FDA2825CC0CCE7A743BF2ED7FB21D, filename: AuzFreightStations_v008.grf (md5sum matches)
Tick 60032: GRF config changed
Added NewGRF: GRF ID 47474706, checksum D785C1DF118B8041458CC08098931AEC, filename: AuzWaypointsAndMoreFreightStationsV4.grf (md5sum matches)
Tick 19166: game loaded
Revision text changed to jgrpp-0.25.0, savegame version 198, not modified, _openttd_newgrf_version = 0x19000000
Tick 17591: game loaded
Compatible NewGRF loaded: GRF ID 454E2001, checksum 4A444AB016402A3F5115C251D3B754B6, filename: RIMS.grf (md5sum matches)
Tick 64507: game loaded
Revision text changed to jgrpp-0.25.2, savegame version 198, not modified, _openttd_newgrf_version = 0x19000000
---- gamelog end ----

Recent news messages:
(1974-03-10) StringID: 705, Type: 12, Ref1: 3, 19, Ref2: 0, 4294967295

Command Log:
Showing most recent 31 of 31 commands
0 | 1974-03-12, 46, 1 | -m----- | 441 x 63, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
1 | 1974-03-12, 37, 0 | -m----- | 444 x 63, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
2 | 1974-03-12, 12, 1 | -m----f | 447 x 65, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
3 | 1974-03-11, 33, 0 | -m----f | 441 x 69, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
4 | 1974-03-11, 22, 2 | -m----f | 440 x 70, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
5 | 1974-03-11, 17, 0 | -m----f | 440 x 71, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
6 | 1974-03-11, 10, 2 | -m----f | 441 x 70, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
7 | 1974-03-11, 4, 1 | -m----f | 442 x 69, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
8 | 1974-03-10, 59, 1 | -m----f | 443 x 68, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
9 | 1974-03-10, 41, 1 | -m----f | 443 x 69, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
10 | 1974-03-10, 28, 2 | -m----- | 446 x 68, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
11 | 1974-03-10, 20, 1 | -m----- | 446 x 69, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
12 | 1974-03-09, 73, 1 | -m----- | 443 x 71, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
13 | 1974-03-08, 38, 0 | -m----f | 442 x 71, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
14 | 1974-03-08, 31, 0 | -m----f | 441 x 70, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
15 | 1974-03-08, 25, 2 | -m----f | 441 x 70, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
16 | 1974-03-08, 20, 2 | -m----f | 441 x 69, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
17 | 1974-03-08, 1, 1 | -m----f | 443 x 68, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
18 | 1974-03-07, 66, 1 | -m----f | 444 x 68, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
19 | 1974-03-07, 15, 2 | -m----- | 484 x 75, p1: 0x000097E4, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x0FEE004C (CmdClearArea)
20 | 1974-03-07, 8, 0 | -m----- | 481 x 78, p1: 0x00009DE1, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x0FEE004C (CmdClearArea)
21 | 1974-03-06, 31, 0 | -m----- | 484 x 75, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
22 | 1974-03-06, 22, 1 | -m----f | 483 x 76, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
23 | 1974-03-05, 55, 0 | -m----f | 479 x 60, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
24 | 1974-03-05, 52, 0 | -m----f | 478 x 61, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
25 | 1974-03-05, 47, 2 | -m----f | 478 x 61, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
26 | 1974-03-05, 39, 1 | -m----f | 477 x 61, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
27 | 1974-03-05, 9, 2 | -m----f | 485 x 75, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
28 | 1974-03-04, 47, 2 | -m----- | 481 x 78, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
29 | 1974-03-04, 29, 2 | -m----f | 482 x 78, p1: 0x00000101, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x10AE000D (CmdBuildTunnel)
30 | 1974-03-01, 1, 1 | -m----- | 0 x 0, p1: 0x00000002, p2: 0x00000000, cc: 0, lc: 0, cmd: 0x0000003E (CmdPause)

*** End of OpenTTD Crash Report ***

Decoded stack trace:
[00] ntdll 0x7744E486 RtlInitUnicodeString + 406
[01] ntdll 0x7744E0E3 RtlFreeHeap + 126
[02] AcXtrnal 0x2A659ED9
[03] msvcrt 0x76D398CD free + 57
[04] openttd 0x004DD87C FallbackParagraphLayout::FallbackVisualRun::~FallbackVisualRun() (/home/jgr/openttd/cross-win32/src/gfx_layout.cpp:313)

*** End of additional info ***


Attachments:
crash.dmp [12.77 MiB]
Downloaded 8 times
crash.png [827.94 KiB]
Not downloaded yet
Bedwood Transport, Feb 21st, 1974.sav [653.88 KiB]
Downloaded 6 times

_________________
TT-Screenshot Of The Month - 2012 July, winner!
TT-Screenshot Of The Month - 2013 May, winner tie with Purno!
TT-Screenshot Of The Month - 2014 February, winner!
TT-Screenshot Of The Month - 2014 June, winner tie with alluke!
TT-Screenshot Of The Month - 2014 April, winner!

My screen shot thread ---> Have a look
Top
   
 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Jul 14, 2018 8:26 pm 
Offline
Engineer
Engineer

Joined: Sat Jul 14, 2018 8:01 pm
Posts: 5
Hi JGR! I'm having a problem with my scenario that I got and sadly no backups exist of a copy that does not have this problem is that recent, but my scenario is slightly corrupted (either a NewGRF problem or the bug regarding the tunnel heads issue in 1.7.2) - A glitched area in a farm near a city has this giant mess that includes a glitched tunnel head, that when unpausing the game, within 1/8 or 1/6 of a second, the game simply crashes. This started after I switched to your patch pack, perhaps you can help me out here (if not, hey no worries, I do keep backups but in this case not recently, long story but my own fault alas.) And as for why the glitched tunnel exists, if my memory serves me right, a crash caused this when messing with the NewGRF's (the tunnel should not be there in the first place!), and then this LOL, I didn't realize it until I made so many edits while paused (I make 98-99% of my edits while paused, and I don't run the scenario that often unpaused, except when building is complete for that time), so by the time I realized, the old backup copies were so outdated it's not worth recreating it, unless absolutely necessary (and by the time I found out, I made even more edits working around the problem, perhaps stupidly yes (it was stupid I won't lie here), but when you get in the moment, as I do with these types of games, you realize you've built so much...and then you remembered the scenario has this issue, yeah RIP me LOL!)

I appreciate it, and awesome Patch Pack -- I've been missing a lot playing the vanilla copy all these years (I discovered OpenTTD when it was v0.63 although I played since the original TT was new around Christmas '94). Take care and thank you very much in advance! :)

Attachment:
File comment: Crash log (rename to crash.log)
crash.dmp [76.46 KiB]
Downloaded 10 times

Attachment:
File comment: Picture taken when OpenTTD crashes after unpausing (coordinates are included of the edge, the square underneath the the highlighted one is where the glitched tunnel is)
crash.png [2.99 MiB]
Not downloaded yet

Attachment:
File comment: Scenario
VoxrenMP.sav [6.6 MiB]
Downloaded 7 times


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sun Jul 15, 2018 10:14 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Aug 08, 2005 1:46 pm
Posts: 1857
Location: Ipswich
ISA wrote:
Hey!

JGR maybe You may have a idea... As in some point with PB 25.0 I started to get OpenTTD "not responding" Windows message and game closes (return to Windows). Problem was that if I was trying to build road tunnel. I upgraded to latest version and the problem is still there. I didn't got any reports (crash and so on) from OpenTTD itself, only my save game is available. I still try to investigate, but to You have any hints to give?

~ISA

Edit1: Mislooked before. Got one file from crash
Edit2: And now after many tries I got OpenTTD fatal error and report [spoiler]*** OpenTTD Crash Report ***

Thanks for the bug report.
Most of the GRFs in your savegame aren't available on bananas, would you be able to send/upload these?
The crashlog implies a memory corruption and/or text rendering issue.

RoninMastaFX wrote:
Hi JGR! I'm having a problem with my scenario that I got and sadly no backups exist of a copy that does not have this problem is that recent, but my scenario is slightly corrupted (either a NewGRF problem or the bug regarding the tunnel heads issue in 1.7.2)

This is the first that I've heard of any known issue with tunnel entrances.
Can you elaborate on this?

RoninMastaFX wrote:
- A glitched area in a farm near a city has this giant mess that includes a glitched tunnel head, that when unpausing the game, within 1/8 or 1/6 of a second, the game simply crashes. This started after I switched to your patch pack, perhaps you can help me out here (if not, hey no worries, I do keep backups but in this case not recently, long story but my own fault alas.) And as for why the glitched tunnel exists, if my memory serves me right, a crash caused this when messing with the NewGRF's (the tunnel should not be there in the first place!), and then this LOL, I didn't realize it until I made so many edits while paused (I make 98-99% of my edits while paused, and I don't run the scenario that often unpaused, except when building is complete for that time), so by the time I realized, the old backup copies were so outdated it's not worth recreating it, unless absolutely necessary (and by the time I found out, I made even more edits working around the problem, perhaps stupidly yes (it was stupid I won't lie here), but when you get in the moment, as I do with these types of games, you realize you've built so much...and then you remembered the scenario has this issue, yeah RIP me LOL!)

I appreciate it, and awesome Patch Pack -- I've been missing a lot playing the vanilla copy all these years (I discovered OpenTTD when it was v0.63 although I played since the original TT was new around Christmas '94). Take care and thank you very much in advance! :)

Thanks :).
There are several things wrong in the area, including a tile of an invalid type, an unpaired tunnel entrance, and indications of bridges above the tiles.
This suggests something quite significantly wrong, and isn't a failure mode which I would expect. Changing NewGRFs should not cause these sorts of issues.
I can probably sort out the savegame in due course by blanking a few tiles, I will look into that a bit later.

_________________
Ex TTDPatch Coder, Grumpy Greymuzzle
Avatar by MoonsongWolf.
Patch Pack, Github
Dad-Coder since April 2018


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sun Jul 15, 2018 3:46 pm 
Offline
Engineer
Engineer

Joined: Sat Jul 14, 2018 8:01 pm
Posts: 5
Hi JGR! :) Appreciate the reply!

JGR wrote:
This is the first that I've heard of any known issue with tunnel entrances.
Can you elaborate on this?

...

There are several things wrong in the area, including a tile of an invalid type, an unpaired tunnel entrance, and indications of bridges above the tiles.
This suggests something quite significantly wrong, and isn't a failure mode which I would expect. Changing NewGRFs should not cause these sorts of issues.


Yeah, then that proves I wrongfully assumed the changelog from OpenTTD 1.8.0-RC1 had fixed things related to tunnel heads amongst NewGRF issues which directly affected my save game. Fascinating. My apologies! And invalid type on the tile, interesting you should say that. OK, then I wonder here, what on earth would cause that - that's bizarre. I can tell you it started with v0.22.2(?) of your Patchpack, shortly after switching from vanilla 1.7.2 to it. If you could fix it, I would truly appreciate it! :)

Anyhow, I hate to do this to ya, but I updated my scenario overnight, and did a few touch-ups just now, many edits, I won't edit the scenario anymore until you are able to fix it when you have the time. (I have massive OCD when it comes to OpenTTD, but I'm sure you can relate to that - I love these type of games! :P )

Thank you my friend, and again I much appreciate it!

P.S. what I got confused on, stupidly, was the last bugfix entry of OpenTTD 1.8.0-RC1 "Fix: Road tunnel/bridge heads have no trackbits wrt. catenary drawing (r27812)" -- so yeah, disregard what I said above regarding my assumption that this bug alongside NewGRF issues caused this, I got confused and believed my own stupid lies due to panic and FUD! :oops:

P.P.S. the "glitched farm" (or accursed farm, as my mates call it) is to the left of Maldale City, right underneath the highway and vacuum tube. Didn't even think (sadly) to save in that location, instead saving literally at the opposite diagonal of where the farm is in the map x.x' However, the crash.png file from 2 posts before has the coordinates of the issue, just make sure to avoid the quadrant of the farm where the problem is. My apology for that! :/

EDIT: Re-uploaded the scenario (again!), fixing a couple of things, several new additions, general cleanup from the "raw-ness", finalized the NewGRF addons (and cleaned up the excessive waste that was for 'debugging' & experimentational purposes) and placed the location to where the glitch is! Also, for curiosity and for future instances of this happening, would you mind sharing how to blank tiles? :)

Attachment:
File comment: Test Edit # 4 (I know I said # 3 was to be the last, but I was doing some pondering, and decided what the hey, also I refreshed the NewGRF layout and removed redundant ones as well. This *IS* the last re-upload o and no more test builds will be made, honest!
VoxrenMP-EDIT4.sav [6.6 MiB]
Downloaded 5 times


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 Post subject: Re: JGR's Patch Pack
PostPosted: Tue Jul 17, 2018 1:03 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Aug 08, 2005 1:46 pm
Posts: 1857
Location: Ipswich
RoninMastaFX wrote:
Yeah, then that proves I wrongfully assumed the changelog from OpenTTD 1.8.0-RC1 had fixed things related to tunnel heads amongst NewGRF issues which directly affected my save game. Fascinating. My apologies! And invalid type on the tile, interesting you should say that. OK, then I wonder here, what on earth would cause that - that's bizarre. I can tell you it started with v0.22.2(?) of your Patchpack, shortly after switching from vanilla 1.7.2 to it. If you could fix it, I would truly appreciate it! :)

There have been a few bugs fixed since then which could plausibly cause memory writes to the wrong location (including to some random point in the map array, at some very low probability).
As the bad tiles are (almost) numerically sequential and the contents of the tiles makes no sense at all, this is my current hypothesis on the cause.

RoninMastaFX wrote:
EDIT: Re-uploaded the scenario (again!), fixing a couple of things, several new additions, general cleanup from the "raw-ness", finalized the NewGRF addons (and cleaned up the excessive waste that was for 'debugging' & experimentational purposes) and placed the location to where the glitch is!

Fixed savegame:
Attachment:
VoxrenMP-EDIT4-fixed.sav [6.6 MiB]
Downloaded 11 times


RoninMastaFX wrote:
Also, for curiosity and for future instances of this happening, would you mind sharing how to blank tiles? :)

Your savegame crashes on load, so the tile blanking would either need to happen moderately early on in the load code, or the crashes need to be mitigated enough that the game loads.
Either way you would need to make suitable edits to the code, compile, load, save, and then remove any temporary changes to the code.
In the case of this savegame, I added some checks to a few places in the viewport code so that I could look at/around the bad tiles, and then added the tile blanking to an unrelated action that was convenient to trigger manually.

_________________
Ex TTDPatch Coder, Grumpy Greymuzzle
Avatar by MoonsongWolf.
Patch Pack, Github
Dad-Coder since April 2018


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