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No, it’s not fixed yet. I would like some savegame a from people who still experiences this (I think it was AP?) or anyone else. The problem that remained was that the counter still counts wrong when it starts to count the next good after mail.
Interesting thought!
For stuff like cooled good, it could be used to determine the “quality of temperature” of the vehicle. This would only work if bad refrigerated vehicles are limited to lower class of coolant. This would be especially much useful if cooled good and normal crates where to become only one cargo type: crates good. This means, both the today’s cooled vehicles and “piece good” vehicles would become “piece good” vehicles, but where the player can turn on or of (maybe to some degrees in between?) the cooling of the vehicles.

Other uses I could see is the level of cleaning done in bulk and bulk fluid vehicles. A high class would indicate a good cleanup and the lowest class would be no cleanup. The motivation for the player would be “high class” = no spoiled cargo but high loading time, and “low class” = some spoiled cargo but lower loading time.

Last use I could see would be for the handling of the good. Low class good would just be throwed around resulting in some spoiled good if good is fragile, but higher class good, like glass, would need to be nicely packed and carefully transported. As with the bulk good, the down side would be higher loading time.

All this being said, I think it can well be too an ambiguous project, as well as the end result might feel artificial as well.
Can anyone confirm that this has now been fixed as a result of Ves's recent patch?
Simutrans Extended Development / Re: Random lockups
« Last post by jamespetts on Yesterday at 10:44:47 PM »
A freeze with 0% CPU utilisation is consistent with a thread deadlock, which is a very difficult fault to trace. However, it would help greatly if you could upload the saved game in which these problems occur.

As a workaround in the meantime, I recommend frequent saving.
Having run this with a debugger, I am getting a strange error indicating memory corruption, so I am running it again with Valgrind to see what the origin of the problem is. I should again be grateful if people could attempt to connect to try to trigger the error.

Note: Because I am running this in Valgrind, I am afraid that the loading process will be much slower than normal. I am joining at present, so it may be several minutes before anyone else can join.

For reference, the backtrace was:

Code: [Select]

(gdb) backtrace
#0  __GI___libc_free (mem=0x800030300) at malloc.c:2951
#1  0x00000000004628a9 in strasse_t::~strasse_t() ()
#2  0x000000000046bb26 in objlist_t::~objlist_t() ()
#3  0x00000000004517e0 in boden_t::~boden_t() ()
#4  0x00000000006dcf17 in planquadrat_t::~planquadrat_t() ()
#5  0x0000000000718cc9 in karte_t::destroy() ()
#6  0x000000000072ce15 in karte_t::load(loadsave_t*) ()
#7  0x000000000073067e in karte_t::load(char const*) ()
#8  0x00000000005a385e in nwc_sync_t::do_command(karte_t*) ()
#9  0x0000000000725ae2 in karte_t::do_network_world_command(network_world_command_t*) ()
#10 0x000000000072618b in karte_t::process_network_commands(int*) ()
#11 0x000000000073d06f in karte_t::interactive(unsigned int) ()
#12 0x00000000006cd6c2 in simu_main(int, char**) ()
#13 0x00000000006e1807 in sysmain(int, char**) ()
#14 0x00007ffff6b45830 in __libc_start_main (main=0x40efb0 <main>, argc=21, argv=0x7fffffffe458, init=<optimized out>, fini=<optimized out>, rtld_fini=<optimized out>,
    stack_end=0x7fffffffe448) at ../csu/libc-start.c:291
#15 0x000000000040f019 in _start ()

Edit: I have had to restart Valgrind because there were so many errors (mostly in code from Standard, particularly the image node reader) that Valgrind refused to display any further errors before the occasion of the crash arose, so I had to disable the error number limit, which required restarting Valgrind. I anticipate that it will be 15-20 minutes before it will be possible for anyone to join.
Simutrans Extended Development / Random lockups
« Last post by zook2 on Yesterday at 10:36:46 PM »
With yesterday's version (also the ones from the days before) I get random lockups after a while. I sometimes let the game run unattended (at +19% speed) for a while, but it crashes (0% CPU) apparently at random intervals. Sometimes after 20 minutes, sometimes after several hours. Win10, 2 CPUs.

The only thing I changed in the config are autosave and no tree & pedes info.

It's 1843 and I run coaches, ships and one train. The only thing I can think of that is probably unusual is that my train line has just a few one-staff cabinets along the way to prevent drive-by-sight driving.
Game Servers / Re: Bridgewater-Brunel no. 1 - Great Britain sized map (no. 2)
« Last post by Ves on Yesterday at 10:21:49 PM »
It was me who made it stop in this infinite loop I think.
I was buying a bunch of boats I believe, but I can’t remember exactly what I did to make it stale. I believe I made them go out on the map already, but I don’t recall.
That's odd. I'm using the latest nightly.
This is not a bug, but an inherent aspect of the design of the depot window, which is also present in Standard. It works in this way because you can see only the things that you can place in the next available slot in a convoy. This changes when you purchase a vehicle, as a different set of things can go next in a convoy than can go first in a convoy.

It would be good if there were somehow a way of dealing with the user interface issue that you experience whilst maintaining the necessary feature that I explain. I do not know whether anyone has thought of such a way of doing things, and I am afraid that I have such a long queue of extremely time consuming tasks that I am unlikely to be able to turn my attention to this for many years, but if anyone else would like to code a solution to this issue, I should gladly incorporate it provided that it works well and makes sense.
Simutrans Extended Development / Re: Bug: Industry negative input storage.
« Last post by jamespetts on Yesterday at 09:57:07 PM »
Thank you for your report. Are you able to upload a saved game in which this issue can reliably be reproduced in a specific location?
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