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bridgewater-brunel.me.uk - Simutrans-Experimental - Pak128.Britain-Ex 0.9.0

Started by jamespetts, November 20, 2012, 02:30:23 AM

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greenling

Hello wlindley
I the pathfindiging code from the choosesigns it a bug!
Those bug give in Simutrans standart too.
Opening hours 20:00 - 23:00
(In Night from friday on saturday and saturday on sunday it possibly that i be keep longer in Forum.)
I am The Assistant from Pakfilearcheologist!
Working on a big Problem!

jamespetts

WLindley,

I suspect that the problem is caused by the fact that block reservations are not saved, so there is a danger of an issue arising whenever the game is saved/loaded. This should be fixed in the 112.x merge branch, but unfortunately that is not currently working properly with online games - Bernd is working on it.

However, Greenling - may I ask to which specific bug are you referring? Is there a thread in the Standard development forum discussing the issue?
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asaphxiix

there was a reversion just now, possibly because I had nutish station open with 130K pax?

jamespetts

Hmm, that oughtn't to cause a crash any longer. Did it crash your client, or merely desync you?
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asaphxiix

only desync. maybe something else then, I wasn't really involved at the very moment it happened.

chicken

I had just clicked the remove tool on a depot when it crashed and reverted.

jamespetts

Can you give me the co-ordinates of the depot at which this occurred so that I can try to reproduce it?
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chicken

820,1204,-1

I just remembered that I did remove the depot, then laid a tram track, then realized I had to remove the road in order to build a tram depot, so I clicked remove a few times there to get rid of everything and it went splat.

jamespetts

Was it on that same tile that you removed the road? Did you use the general removal tool or the road removal tool?
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chicken



ӔO

what does it mean by: "Protocol error (expected NWC_GAME)" ?

sometimes I get that instead of the server game loading.
It loads fine after trying to connect a second time.
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jamespetts

Hmm, seems to be working for me. Perhaps somebody was trying to connect whilst you were also trying to connect...?
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asaphxiix

client + server crash, when trying to connect an isolated road tile with a through bus stop from the side, when a bus was in it:
http://upchi.co.il/efmz9jdf0alc
Should I open a bug thread?

I couldn't reproduce this on a single player game.

jamespetts

Yes, please do. Looks as though it might be hard to reproduce, though.
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ӔO

Cobb & Co was liquidated, but has been left with $50. I think it may need to be liquidated completely for that slot to be usable again.
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jamespetts

Hmm - there is no manual liquidation process, although I'd like to add one in future versions when I get the time...
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asaphxiix

a map of the Trunkpool Metro Network, for the disoriented passenger:
(the black line is the metro-train (narrow track), the color lines are coaches, to be replaced with trams within a few years)

asaphxiix

so these days, the game is becoming less playable, and I suspect this can't be fixed by a new version (or can it?) - it seems that there's too many pax routing for a modern cpu to handle(my new 3570K at 100% of a single core), or maybe it's the server's cpu, can't really tell, but either way, 120K pax at a single station to route is just too much, resulting in very frequent desyncs, lagging, and even client slowness (performance).  Also, it seems the numbers of pax cannot be controlled and transported efficiently any more, due to the sizes of networks involved, despite earnest efforts. I suspect this will not improve until well into the 20th century. I imagine that if we make a fresh start with modified pax generation settings, this could work much better.

So perhaps, as we approach the centennial celebrations of BWB, it might be worth to consider starting a new game, maybe from about the year we are in now? I was hoping to wait until the next pak version, but I guess that's a long while from now.

ӔO

AFAIK, It should be fine, as long as trains don't get stuck.

If you have spare money, you can also dump the jammed pax into the sea with great easterns.
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jamespetts

I have now restarted with the latest version, 10.24. This should fix some of the recently reported/apparent bugs, including the annoying issue with all of the industries appearing as building sites. This might also improve performance and/or reduce the number of desyncs, depending on the yet unascertained issue of the extent to which the issues that I have fixed were responsible for the problems in the first place.

I should be very interested in any feedback on the question of whether there is any change in performance/the number of desyncs with this version.
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asaphxiix

seems to crash more often. no apparent reason though.  I was making a tram started to put signals on it, actually this may have been the case both times it crashed.


jamespetts

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asaphxiix

much better! But only 6000 pax at nutish now, so not a stressful situation. Or is this part of the changes in the new version? I saw something involving less packets generated, but I'm not sure I understand what it means.

ӔO

I wonder why Lindley's trains get stuck the most.

I think it may have something to do with train length and how the return trip is called. Lindley uses 'reverse route', but the other players don't use it.
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jamespetts

The changes to the number of packets should not affect the actual number of passengers: it's just a question of how they are represented internally.

I am not sure why the reverse route thing ought to cause the stuck difficulties - but I rather suspect that they will be solved in the 112.x merge - once that is working fully.
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asaphxiix

desyncs happen every few minutes now.

edit: and more stable again. Then there's the beginning of the month, which is normal to desync.

wlindley

I am in process of adding reversing loops, and avoiding choose signals that traverse crossovers, to eliminate the stuck train issue. 

It seems that at some point when a train is reversing, and a save/load occurs, that another train will attempt to occupy the same track, causing the  jam. 

ӔO

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asaphxiix

For me as well, much better, even now with 120K at nutish, the client is a bit slow (performance), but much better than yesterday and almost no lags and desyncs. Kudos!

Regarding stuck trains, I noticed it's always the same spot there in finsand. I remember now I encountered this problem once in pak64, where a specific platform would cause this kind of trouble once in a while. It's strange because this bug only manifests in certain platforms, and very rarely.

chicken

Can't even stay connected for more than a second without desyncing since this weekend :/

ӔO

make sure you have updated to the latest.

Instant desync is usually caused by version differences.
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ӔO

server has crashed from


FATAL ERROR: vector_tpl<T>::[]
class koord3d index out of bounds: 92 not in 0..22


The only thing I was doing at the time was replacing convoys.

---


http://dl.dropbox.com/u/17111233/client2-network.sve
My Sketchup open project sources
various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

Colour safe chart: