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Sources for the Experimental branch of the popular game Simutrans

Home Page: http://forum.simutrans.com/index.php?board=53.0

License: Other

Shell 0.25% C++ 67.35% C 29.60% Objective-C++ 0.03% Awk 0.35% Squirrel 1.72% Makefile 0.21% NSIS 0.25% M4 0.02% CMake 0.22%

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an-dz avatar andrewcarlotti avatar berndgabriel avatar catasteroid avatar ceeac avatar chmallon avatar drsupergood avatar dwachs avatar grivlad0 avatar heinbloed avatar inkelyad avatar jamespetts avatar lindleyw avatar mariculousnyan avatar markohs avatar matthewforrester avatar neroden avatar phystam avatar pipcet avatar pjmack avatar prissi avatar ranran avatar ranran-the-juicypork avatar raphikbis avatar ras52 avatar roboron3042 avatar suitougreentea avatar teamhimeh avatar victorerik avatar vladki77 avatar

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simutrans-extended's Issues

Can't edit Marker text

Simutrans 120.4.1 Extended Nightly development build 14.17#49bc5bb

New Marker is created with empty title, dialog opens as expected. But entered title text is ignored. Changes of marker titles, created in previus version, are ignored as well.

Crash during generation of new game map after fresh install

I've just installed simutrans-extended from the AUR on Manjaro Linux for the first time. I've tried it with two different paks; in both cases, the game crashes while the map is being generated.

Here’s the terminal output when using pak256 (also installed from AUR, although I had to edit one line in the PKBBUILD to prevent a “folder not found” error from being shown):

Use work dir /home/maxigaz/.local/share/simutrans-extended/
Reading low level config data ...
Parsed simuconf.tab for directory layout; multiuser = 1
parse_simuconf() in program dir (config/simuconf.tab): Reading simuconf.tab successful!
SDL Driver: x11
Preparing display ...
Loading font 'font/prop.fnt'
font/prop.fnt successfully loaded as old format prop font!
Init done.
modal_dialogue( sel, magic_none, NULL, empty_objfilename );
Pak found: pak256-ex/
parse_simuconf() at pak256-ex/config/simuconf.tab: 
Reading simuconf.tab successful!
Reading compatibility sound data ...
Loading BDF font 'cyr.bdf'
Reading city configuration ...
Reading electricity consumption configuration ...
Reading menu configuration ...
Reading object data from pak256-ex/...
Reading menu configuration ...
Reading private car ownership configuration ...
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Error: Cannot open 'wenquanyi_9pt.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'm+10r.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Error: Cannot open 'wenquanyi_9pt.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
modal_dialogue( sel, magic_none, NULL, no_language );
Loading BDF font 'cyr.bdf'
Loading BDF font 'cyr.bdf'
Midi disabled ...
Calculating textures ...done
World destroyed.
parse_simuconf() in pak dir (pak256-ex/config/simuconf.tab) for override of save file: Reading simuconf.t
ab successful!
[1]    53028 floating point exception (core dumped)  simutrans-extended

And here’s the output using pak128.german (downloaded from the website of Simutrans):

Use work dir /home/maxigaz/.local/share/simutrans-extended/
Reading low level config data ...
Parsed simuconf.tab for directory layout; multiuser = 1
parse_simuconf() in program dir (config/simuconf.tab): Reading simuconf.tab successful!
SDL Driver: x11
Preparing display ...
Loading font 'font/prop.fnt'
font/prop.fnt successfully loaded as old format prop font!
Init done.
modal_dialogue( sel, magic_none, NULL, empty_objfilename );
Pak found: pak128.german/
parse_simuconf() at pak128.german/config/simuconf.tab: 
Reading simuconf.tab successful!
Reading compatibility sound data ...
Loading BDF font 'cyr.bdf'
Reading city configuration ...
Reading electricity consumption configuration ...
Reading menu configuration ...
Reading object data from pak128.german/...
[1]    58044 segmentation fault (core dumped)  simutrans-extended

P.S.: Here are the last few lines when -debug 5 was used with pak128.german (if it helps):

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (5,1) Flag 83

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (2,2) Flag 83

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (3,2) Flag 72

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (4,2) Flag 72

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (5,2) Flag 83

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (4,3) Flag 72

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (3,4) Flag 115

Message: stadt_t::cityrules_init():	Road-Rule 36: Pos (4,4) Flag 115

Reading electricity consumption configuration ...
Message: stadt_t::electricity_consumption_init():	Error opening config/electricity.tab.
Will use default value.
Reading menu configuration ...
ERROR: create_general_tool():	cannot satisfy request for general_tool[40]!
For help with this error or to file a bug report please see the Simutrans forum:
http://forum.simutrans.com
Warning: create_simple_tool():	deprecated tool [27] requested
Reading object data from pak128.german/...
Message: ground_desc_t::register_desc():	setting raster width to 128
[1]    56960 segmentation fault (core dumped)  simutrans-extended -log simu-pak256.log -debug 5

(I also noticed the -log switch can be used for saving the log in a file, but I couldn’t find simu.log anywhere, that’s why I pasted the terminal output above instead.)

[Feature request] Make trucks not enter occupied intersections.

In real life, if I am at an intersection and can see that there is a car just across the intersection from me, I am supposed to not go forwards because this would block traffic going the other way.
In Simutrans Extended, if I am a bus driver in a dense city heading towards a central station with another two dozen convoys, I will gladly park my bus directly in the middle of an intersection, causing severe gridlock that is hard to counteract except through very careful design of routes to not dump buses into one area.
image
If I, the player, want to have some form of countermeasure against this, I have to wait until like 1960 when programmable traffic lights become available. While that's handy and all, it would be nice to have something short of that, like a tweak to convoy behavior that prevents them from occupying intersections (e.g., 'do not enter an intersection unless the space you have reserved is empty').

[Bug] Crash on trying to switch players for takeover

26.12.20 build

After creating another company in singleplayer, i tried to switch (easy money source from takeovers. Creativity requires cash, you know...). Menu switch didn't work, no response at all. Then i tried to do misc. building menu switch, and suddenly crash occured (27.12 build update - same thing, no response). Two cases so far.

I totally don't think it's savegame-related. Tho it doesn't always come up, at least no issues with background demo so far.

Otherwise i would like to note VERY long loading times. Almost like freeze, except moving window around a bit kinda "wakes up" the game, but it might be placebo. Also 27.12 build was shipped with third simutrans executable, never touched this.

Win7 64 bit (game too)

corrupted double-linked list on on destroying map

Whenever a map is being destroyed (during the program shutdown or trying to start a new game), a corrupted double-linked list error appears.

Here is the backtrace from gdb:

#0  0x00007ffff68b7178 in raise () from /lib64/libc.so.6
#1  0x00007ffff68b85fa in abort () from /lib64/libc.so.6
#2  0x00007ffff68f3c00 in ?? () from /lib64/libc.so.6
#3  0x00007ffff68f9486 in ?? () from /lib64/libc.so.6
#4  0x00007ffff68fa476 in ?? () from /lib64/libc.so.6
#5  0x0000000000725861 in karte_t::destroy (this=this@entry=0x1e0adb90) at simworld.cc:684
#6  0x00000000007259fd in karte_t::~karte_t (this=0x1e0adb90, __in_chrg=<optimized out>) at simworld.cc:2967
#7  0x00000000006db1fb in simu_main (argc=argc@entry=1, argv=argv@entry=0x7fffffffdbd8) at simmain.cc:1390
#8  0x00000000006eea27 in sysmain (argc=1, argv=0x7fffffffdbd8) at simsys.cc:825
#9  0x00007ffff68a4670 in __libc_start_main () from /lib64/libc.so.6
#10 0x000000000040fba9 in _start ()

This is happening in the linux version, and working in windows (with wine). I have tried nightly and current master (cfcca5e).

[]Missleading name of setting way window

the name of the settings menu windows of ways/roads is called "Overtaking". Shouldn't be it called Drive mode settings menu, as I have never seen any Overtaking at any setting so far. There is no Help entry for what setting does what.
If a vehicle is slower or halted non of the vehilce behind tries to overtake it, even when the opposide lane is clear.

Segfault in weg_t::get_signal(unsigned char) const ()

Hi,
I'm having a reproducible segfault with my savegame. I'm not sure how to attach files here, what's your preferred way of getting them?

SE-version: c3f7798
Pak: britain-ex from friday, with an added narrow gauge one way signal, I just copied the rail signal and changed name and carrier type (but there is no narrow gauge in this game)

Pre-Story: I saved and quit the game because it got "stuck" in the Routing. Roughly in the middle of the map there is a bit of single track at e.g. 1607,659. The train in the east (#20) and in the west (#27) both want to go onto this section but neither did. I had issues of this kind before and so far I was unable to reproduce them after loading. That issue doesn't appear after loading, however, it segfaults. I don't know if the segfault and the above issue are related, but from the backtrace, it might be? I also have a savegame from about half an hour before this, I think the last things I did before the crashing game was send 3 trains to depot, and add a new one from the depot at Oldden (that has to go through the single track section mentioned).

To reproduce: Just load the game and let it run for a few seconds. It should crash shortly, e.g. I just re-tried and it crashed at 1915, September, 1:38:11.

Program received signal SIGSEGV, Segmentation fault.
0x00005555556179e4 in weg_t::get_signal(unsigned char) const ()
(gdb) bt
#0 0x00005555556179e4 in weg_t::get_signal(unsigned char) const ()
#1 0x0000555555986715 in rail_vehicle_t::can_enter_tile(grund_t const*, int&, unsigned char) ()
#2 0x000055555596ea80 in vehicle_t::hop_check() ()
#3 0x0000555555971c3f in vehicle_base_t::do_drive(unsigned int) ()
#4 0x0000555555883464 in convoi_t::sync_step(long) ()
#5 0x000055555592fb1d in karte_t::sync_step(long, bool, bool) ()
#6 0x00005555558cc007 in interrupt_check() ()
#7 0x000055555594666e in karte_t::interactive(unsigned int) ()
#8 0x00005555558d6519 in simu_main(int, char**) ()
#9 0x00005555558f0cdd in sysmain(int, char**) ()
#10 0x00007ffff6731154 in __libc_start_main () from /lib64/libc.so.6
#11 0x00005555555ac56b in _start ()

Running on 64 bit Linux and I got the backtrace from gdb. I can apply patches to diagnose or try to fix this easily.

[Bug] Loading convoy weight oscillation

Testing1.zip

(I finally managed to upload a savegame, heh)

Check the weight of coal train on station. It is not related to current load and oscillates from ~830 to 840 tons. You might need to speed up a game to notice it, however. Latest version.

[Feature Request] Time warp voting

What if extended is played on LAN scale by couple of friends say, 2 hours a day? It might quickly get boring without time warp, so here is my idea:

Time warp voting screen! Everyone can set warp time period (years, months, hours etc.) with warp multiplier, and then start petition. Then warp automatically happens for said period and multiplier.

To be fair, every company should vote. Since warp period is defined, voting can happen asynchronously, proving itself useful even for big online servers.

Missing header while compiling on MacOS Catalina

Compiling on Catalina will fail because Apple changed the header location as referred to in this thread. Any suggestion there was not successful. fatal not a git repository (or any of the parent directories): .git make: sdl-config: Command not found make: sdl-config: Command not found ===> CXX clipboard_internal.cc warning: include path for stdlibc++ headers not found; pass '-stdlib=libc++' on the command line to use the libc++ standard library instead [-Wstdlibcxx-not-found] In file included from clipboard_internal.cc:12: In file included from ./simsys.h:11: ./simtypes.h:9:10: fatal error: 'climits' file not found #include <climits> ^~~~~~~~~ 1 warning and 1 error generated.

[Feature Request] Make Economy/Industry Supply/Demand based

If I read the town hall info, I only get 1k demand for ind./com. and -1k for res. (if it's readable at all because of the unscaling). But no playable Industries nor np Ind./Com. are build.
The only thing that spawns industry is the increase_every_. Beside that counts also for expanding(Link to free industry)/upgrading/closing down.
The spawing is only random with %-Changes which is more likely and which not.
I don't want to see two same Industries/Consumers (like 2 markets with 2 sepeate fruit gardens) with sepeate suppliers in the same town. I don't want to see if I have sheep farms and a texilemill that produces more a month than 1 clothes shop can consume a year, and the new industry that spawns is an entire Meat chain that spawns a Slaughterhause with sheep farms at the other side of the maps. I want to see that the new industry would be another clothes shops in near towns up to the mill is fully occupied or a Slaughter House near the allready there sheep farms.

In short at least I want the fully usage of the industy Chains capability before spawning a new separate one.

I don't like the closing down and upgrade event either.
I request if e.g. the invention of Electricity highers the output of the 2 textil mills that supply the entire map with clothes so much that 1 mill is closing down and the sheep farms get linked to that remaining one as well as the clothes shops.

sdl_mixer crash when starting latest simutrans-pak128.britain

Using sdl_mixer as backend causes the (as of writing) latest simutrans-pak128.britain to throw a double free error.

The reason for using sdl_mixer is due to it being the only other backend that support midi on linux, midi isn't available on sdl2 for linux, there are issue with allegro since long ago (window resizing, no sound) but those are unrelated issue.

Note: simutrans-pak128.britain was able to start on other backend.

Simutrans-extended: 707795d

simutrans-pak128.britain: https://github.com/jamespetts/simutrans-pak128.britain/tree/1272eb74a9a2b761982c770aa140ab8fa9b44a66

[asl97@localhost simutrans-extended]$ ./build/default/simutrans-extended
Use work dir /home/asl97/programming/simutrans-extended/build/default/
Reading low level config data ...
Parsed simuconf.tab for directory layout; multiuser = 1
parse_simuconf() in program dir (config/simuconf.tab): Reading simuconf.tab successful!
Preparing display ...
SDL_driver=x11, hw_available=0, video_mem=0, blit_sw=0, bpp=32, bytes=4
Screen Flags: requested=10, actual=10
dr_os_open(SDL): SDL realized screen size width=704, height=560 (requested w=704, h=560)
Loading font 'font/prop.fnt'
font/prop.fnt successfully loaded as old format prop font!
Init done.
modal_dialogue( sel, magic_none, NULL, empty_objfilename );
Pak found: pak128.Britain-Ex/
parse_simuconf() at pak128.Britain-Ex/config/simuconf.tab: 
Reading simuconf.tab successful!
Reading compatibility sound data ...
Loading BDF font 'cyr.bdf'
Reading city configuration ...
Reading electricity consumption configuration ...
Reading menu configuration ...
Reading object data from pak128.Britain-Ex/...
free(): double free detected in tcache 2
Aborted (core dumped)

FIX: City borders are not set correctly

Hello!
Thanks for simutrans-experimental, this is a great improvement on simutrans.
To the issue:
I have observed that city borders are not set correctly, which leads to an asymmetrical city growth, i.e. some overland streets are full of houses after a short while, while other, far closer parts of the city, does not evolve at all.
I also observed that the townhall is often in one corner of the city-border-box.

Greetings

Electricity network partially shuts down on month end (reproducible)

Hi, sorry to be bombarding you like this ;)
I am happy to bisect by the way, what's the earliest tag/commit that will load my saves correctly?

Now, onto the bug.

Backstory:
Same game as in #40, I now started building an electricity network of Paris&Amsterdam. When I connected amsterdam I first tried with a substation at 338,404, but that didn't work. So I figured maybe that's not connected to the city and built one at 360,405 instead. That also didn't work. So I saved and either reloaded or quit&reloaded (I think the latter, but not certain). Then it worked, power usage went up to ~70 MW, or would've if I had had enough generation connected (btw, the transformers show KW instead).

Steps to reproduce:
Then February 1925 started and usage dropped to 8 MW. So saved (I'll send you this savegame) quit and reloaded, and usage was back to normal. Fast forward to March and usage drops back to 8 MW. I quit and reloaded the February savegame to confirm, and it happens reliably.

Possibly related: I occasionally notice trains stopped on their track after track changes and/or schedule changes. Reloading always fixes those so I don't have anything really reportable, but I thought this could potentially be related.

Cheers, Steffen

Not able to start the game in any pack

Steam extended branch:

FATAL ERROR: roadsign_reader_t::read_node() - version 0 not supported. File corrupt?
Aborting program execution ...

For help with this error or to file a bug report please see the Simutrans forum at
https://forum.simutrans.com

[Feature Request] Be able to sort the buying vehicles

I want to be able to sort the buying vehicles as if there are a lot of vehicles to choose one but the visuals don't differ to much I have to read and search a lot before I find the right ones.
Sorts like release year, Speed, Power, Same brand (for Waggon sets),...

[Bug]Missing factory connections on worldgen

Well, name speaks for itself, i often get these cuts with big industries like oil refineries or car factories.
Possible reason - low industry number in worldgen settings. Perhaps industry builder takes industrial sector to agricultural sector ratio as priority over individual supply chains intergrity?

binaries in the repository

simutrans/Simutrans-Experimental.exe
and
Nettool-Experimental.exe
are included in the repository, and should better be removed.

[Purpose] The README.md and distribute.sh should mention about installation with cmake

when I do following commands (see snippet 1), I got same error (snippet 2).

snippet 1:

cd /tmp
git clone https://github.com/jamespetts/simutrans-extended --depth 1
cd simutrans-extended
mkdir build && cd build
cmake -G "Unix Makefiles" ..
cmake --build . -j $(nproc)
cd ..
# * I use Japanese usually
LANG="C.UTF-8" ./distribute.sh

snippet 2:

grep: config.default: No such file or directory
grep: config.default: No such file or directory
grep: config.default: No such file or directory
No simutrans executable found at '/tmp/simutrans-extended/build/default/'! Aborted!

apparently the distribute.sh does not take account of cmake installation.

after that, I read the wiki and I got how can I install that: use cmake --install . in the build directory.

So I propose both changes:

  1. It would be better if distribute.sh emit warning about this.
  2. It would be better if README.md mention about this.

FATAL ERROR: settings_t::rdwr() - Too many (26980) city roads!

Hi,
as promised, here is the report about it crashing whilst loading an old game. The end of the shell output:
Show banner ...
Running world, pause=0, fast forward=0 ...
World destroyed.
FATAL ERROR: settings_t::rdwr() - Too many (26980) city roads!
Aborting program execution ...

For help with this error or to file a bug report please see the Simutrans forum at
http://forum.simutrans.com
Aborted

If this is expected behaviour due to a new limitation just let me know and I'll forget about the savegame, not a problem. As always, happy to bisect and I'll email you the savegame.

[Game Breaking][Bug] Industry stops working

Using x64 updated by nightlyupdaterv2.jar every day before I'm playing on Pak128.Britain-Ex (for all my reports for now):
Playing from 1750 to 1881 after I unlocked and hauled Power Plants, After a while every Industry was at standstill, no goods were consumed nor produced. Only after I replaced them in the cheat mode (public player) there were working again. reloading, rebooting haven't changed anything. Here is the save files (i don't know when it started):
save.zip

[information] no vehicles available anymore for purchase in game started in 2000. Only two tram types that I purchased in the beginning are available.

[I am new to this game and I think I understand only very basics up to now.]

I have installed simutrans-extended compiled from git commit 5d80232 with pak128.britain-ex nightly.

I recently started a game in year 2000, and I wanted not to worry about money. I forgot to check freeplay mode, then I played (building some tram, and then heavily terraforming and building railway tracks) until it said that the next action would bring me into more debt than allowed, then I enabled freeplay mode and could continue (and increase my debt heavily).

When I wanted to buy buses or trolleybuses or trains, I could not find any available for purchase in the depot. Only in the train depot (I have build the universal one for all traction types) I could find one single steam locomotive tender.

Regarding trams, in the beginning I had many types available to purchase, later I had only those two types available for purchase that were already running on my network.

Sadly I cannot (easily) reproduce since I forgot to save the game and autosave for some reason did not occur (maybe I have switched it off). So I tag this "information" only, not as a bug, because I do not know if there is something wrong with the game, or if I have made something wrong.

Regards!

[Feature Request] Visual Help for Signal Placement

I request a visual help feature to better determine the distance of signals to the selected, visually, Signalbox/-cab before placement. I don't want to count the Tiles every time.
Also it's not clear why Signalboxes have a distance and the signals another distance non ever gets near the distance from the Signalboxes themself.

Trams skipping stops/showing wrong info about destination

Hello, got another weird one ;)
The game was last played with and possibly also created with db045c0. I had installed 32d9f17, and I think I have been using that version for the whole backstory. However, I definitely used it for the error that I can reproduce.

Backstory:

  • I had some trouble with my Leipzig A tram line, accidentally sending new trams from the depot at 5603,1164 to stop A17 as start stop, instead of A1. This caused some blockage but i had noticed it quickly.
  • Then I realised that the A line trams are skipping stop A2. They could serve it - If I opened a tram departing from A1 and set its target to A2 it stopped there as expected. Judging by the passenger-waiting chart this might have been going on for a while, though the large number of waits might have also been caused by insufficient capacity on my network. Also, I realised there seems to be a new feature, that vehicles skip stops if they are completely full, until the next stop where they can drop off passengers? If that is indeed a new feature then it might also explain the buildup of passengers at A2.
  • I saved the game, quit the game completely and loaded again, hoping the error would stay so it can be fixed - unfortunately the error was gone. But instead I had another issue, and maybe it's related.

To reproduce:

  • Load the savegame (I'll mail it to you as usual, hope thats ok).
  • Watch the trams departing from stop A17. They target A2, but stop at A1 - and they don't merely stop due to waiting for a free track or something, they exchange passengers.

There was nothing relevant in the shell output nor the simu.log file (I run the game with -log 1 as per the bug reporting instructions)

Cheers, Steffen

Address sanitizer crash on starting simutrans on Linux

After choosing pak the game crashed:

$ simutrans-extended 
utils/float32e8_t.cc:501:13: runtime error: member call on null pointer of type 'struct log_t'
utils/float32e8_t.cc:205:15: runtime error: shift exponent 32 is too large for 32-bit type 'unsigned int'
Use work dir /usr/share/simutrans-extended-9999/
Reading low level config data ...
Parsed simuconf.tab for directory layout; multiuser = 1
parse_simuconf() in program dir (config/simuconf.tab): Reading simuconf.tab successful!
SDL Driver: x11
Preparing display ...
Loading font 'font/prop.fnt'
font/prop.fnt successfully loaded as old format prop font!
Init done.
modal_dialogue( sel, magic_none, NULL, empty_objfilename );
Pak found: pak128.Britain-Ex/
parse_simuconf() at pak128.Britain-Ex/config/simuconf.tab: 
Reading simuconf.tab successful!
Reading compatibility sound data ...
Loading BDF font 'cyr.bdf'
Reading city configuration ...
Reading electricity consumption configuration ...
Reading menu configuration ...
simtool.cc:3223:28: runtime error: load of address 0x20000b231c78 with insufficient space for an object of type 'const struct way_desc_t *'
0x20000b231c78: note: pointer points here
 00 00 00 00  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  00 00 00 00
              ^ 
=================================================================
==25127==ERROR: AddressSanitizer: global-buffer-overflow on address 0x20000b231c78 at pc 0x200005597bf3 bp 0x7ffe51c884f0 sp 0x7ffe51c884e0
READ of size 8 at 0x20000b231c78 thread T0
    #0 0x200005597bf2 in tool_build_tunnel_t::tool_build_tunnel_t() /tmp/portage/games-simulation/simutrans-extended-9999/work/simutrans-extended-9999/simtool.cc:3223
    #1 0x2000054ba6a8 in create_general_tool(int) /tmp/portage/games-simulation/simutrans-extended-9999/work/simutrans-extended-9999/simmenu.cc:94
    #2 0x2000054bc1e1 in tool_t::init_menu() /tmp/portage/games-simulation/simutrans-extended-9999/work/simutrans-extended-9999/simmenu.cc:304
    #3 0x2000054b4a7e in simu_main(int, char**) /tmp/portage/games-simulation/simutrans-extended-9999/work/simutrans-extended-9999/simmain.cc:1060
    #4 0x20000552a927 in sysmain(int, char**) /tmp/portage/games-simulation/simutrans-extended-9999/work/simutrans-extended-9999/simsys.cc:830
    #5 0x200005b91e7d in main /tmp/portage/games-simulation/simutrans-extended-9999/work/simutrans-extended-9999/simsys_s2.cc:789
    #6 0x7f99303e0e1a in __libc_start_main (/lib64/libc.so.6+0x23e1a)
    #7 0x200003a6a159  (/usr/bin/simutrans-extended+0x200003a6a159)

0x20000b231c78 is located 48 bytes to the right of global variable 'default_electric' defined in 'simtool.cc:3846:23' (0x20000b231c40) of size 8
0x20000b231c78 is located 8 bytes to the left of global variable 'toolstring' defined in 'simtool.cc:5783:6' (0x20000b231c80) of size 256
Shadow bytes around the buggy address:
  0x04008163e330: 04 f9 f9 f9 f9 f9 f9 f9 01 f9 f9 f9 f9 f9 f9 f9
  0x04008163e340: 04 f9 f9 f9 f9 f9 f9 f9 01 f9 f9 f9 f9 f9 f9 f9
  0x04008163e350: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x04008163e360: 00 00 f9 f9 f9 f9 f9 f9 00 00 f9 f9 f9 f9 f9 f9
  0x04008163e370: 00 00 f9 f9 f9 f9 f9 f9 00 00 f9 f9 f9 f9 f9 f9
=>0x04008163e380: 00 00 f9 f9 f9 f9 f9 f9 00 f9 f9 f9 f9 f9 f9[f9]
  0x04008163e390: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x04008163e3a0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  0x04008163e3b0: f9 f9 f9 f9 00 00 f9 f9 f9 f9 f9 f9 00 00 f9 f9
  0x04008163e3c0: f9 f9 f9 f9 00 00 00 00 01 f9 f9 f9 f9 f9 f9 f9
  0x04008163e3d0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Shadow byte legend (one shadow byte represents 8 application bytes):
  Addressable:           00
  Partially addressable: 01 02 03 04 05 06 07 
  Heap left redzone:       fa
  Freed heap region:       fd
  Stack left redzone:      f1
  Stack mid redzone:       f2
  Stack right redzone:     f3
  Stack after return:      f5
  Stack use after scope:   f8
  Global redzone:          f9
  Global init order:       f6
  Poisoned by user:        f7
  Container overflow:      fc
  Array cookie:            ac
  Intra object redzone:    bb
  ASan internal:           fe
  Left alloca redzone:     ca
  Right alloca redzone:    cb
  Shadow gap:              cc
==25127==ABORTING

Version of the game: a8d04c1
OS: Gentoo Linux AMD64

Trying to save a pointer with rdwr_long()

7d09ea4#diff-332b2e33ca42c2bdbe716fd1e63f4574R457

tries to cast a pointer to powernet_t to a uint32. That can have problems on 64bit systems where pointers are uint64. (The default Makefile tells gcc to error when a cast would lose precision.)

The comments imply that the information is saved but never utilized when reloading. So perhaps the easiest thing to do here is to save a dummy, constant 32bit value into that position.

Always saving a 64bit value and converting from a 32bit pointer to 64bit on 32bit systems may also work but it looks like there might be some compiler-specific details which make that trickier than simply casting: http://stackoverflow.com/questions/25039796/cast-from-32-bit-address-to-64-bit-integer-yields-unexpected-results

EDIT: Changed to say the code could save a dummy 32bit value. I assume that saving a dummy 64bit value would break compatibility?

[Incomplete][Bug][Windows] Help window is incompletet and opens with every F key not only the F1

The Help menu opens with every F Key rather than with the F12 Key as writen on the icon (You cant use overlay tools that use F Keys without opening the help window in full scale)
The Help is incompletet as I'm missing a lot of Explanations for game mechanics that are not clear for non native english speakers.
I had a lot of problems with Signaling, thx that there were at least some video about it. but the speakers voice was the same as the old timers, only half hearable for non native speakers with high volume and forth and back for understanding or hearing that important key word. I had to read a lot of wiki articles about it to understand and link the names with their function. As times progress the signals change not only visuals but also the names without altered usage. Everytime I have to google them. And before them I didn't find anything about the drive by sight 35km/h restrictions in the help.
Overtaking, Way settings menu not help.
...

Extraneous endif in Makefile

Hi,
great to see you're still working on this wonderful project :)
Just got a small fix for the Makefile. I don't really know Makefiles, but the indentation makes me think that an "if" or similar was removed at the top level at line 27. In any case, commenting out the "endif" in line 61 fixes the build for me.

Cheers, Steffen

Goods aren't showing up in storage at one steel mill

Hello,
whilst you were on the last one I started a new game and encountered another issue.

I think I created this game on commit c3f7798, and I just verified it still exists on commit be5fba1. I should note that I set maximum_intransit_percentage=500. I'll take the liberty and mail you the savegame again, hope that's ok.

The issue affects the steel mill at 346,405. Goods are transported to it by the trains (one each for coal+iron).

On the old commit: They are registered as arrived for the trains and for the station at the steel mill, but not at the actual steel mill (I'm going by the data from the respective charts here). But they also don't stay at the station. It did however appear that the steel mill still maxed out it's maximum_intransit_percentage - eventually the train would sit at the colliery at low load. So somehow the freight appears to be "stuck" between the station at the steel mill, and the steel mill. I'm 99% certain I tried saving, quitting the whole game and restarting&loading it.

On the new commit: Now the freight doesn't stay in transit anymore, so the trains run indefinitely. They also no longer show up in the steel mill's station's chart, but they do still show up as delivered in the train's chart.

I built a train to a different steel mill at 544,927 and that works as normal.

Cheers, Steffen

[bug] Copied Trains Waggons are in reversed order

in Depot copied Trains the Waggons are in reversed order. So if they get to the depot there cannot drive as long as you don't reassemble the in the right order (for Waggons that need an end to be driveable)

Operating Profit Goods AI

Hello James,

while playing simutrans yesterday i discovered that the Goods-AI Player has trouble to get a positive operating profit. In the 1880s, the Computer AI Player ends up after 2 months having constantly -6,000.00 operating profit per month and for a later point in time, i tested it for the 1970s and 1980s, the AI Player goes bancrupt after two months or doesn't even start building anything. However, the transport system of the AI Player does work and he is transporting goods at a constant rate.
Does it occur on your setup similar to this?

Usually i play without an AI-Player, but as i had trouble myself to get an operating profit, i wanted to see if the AI does succeed.

It's still simutrans experimental 112.3 with the experimental british pakset 0.9.1

[Feature Request]Better road builder for factories

Factory road builder right now produces a lot of annoying (especially during the game) road duplicates. I hope there's some way to make pathfinder use closest public road as starting (or ending) point. Besides, in normal conditions public road should be fastest (or almost fastest) route to city.
No pressure of course, but that would be nice

[Feature Request] Cargo subtypes for mail and passengers

Well, in real life (especially in 21st century) mail is not just small bundles. It might be something bigger. Towns have light industry areas, and such areas often order cargo mail. Industry in that case is not big enough for dedicated supply route, yet is still industry and needs heavy haul from time to time (usually containers). Small businesses is a good example.
After playing ETS 2 i thought it'll be cool to have non-player commercial warehouses to allow intercity cargo flow, but that might be out of simutrans scope.

While it might be not related to simutrans right now, but such stratification might be also useful for passengers. Soldiers moving between military bases or prisoners between prison, for example.

So my point is that non-industrial buildings should sometimes generate/accept cargo, and game shouldn't be always related to big industry.

Hope i got my suggestion clear. I know that development is focused on other things, so no pressure

[Bug][Windows][Crash] Crashes on latest nightly build

All crashes end with "...memory can't be "read"."

It feels like minefield now, but these are only ones i stumbled upon so far:
Cases:

  1. World generation
  2. Clicking with signal reservation mode in main menu world, exact conditions for this remain unknown.

Windows XP SP3 32-bit

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