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Topic: Ferries

Nordfriese
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Posted at: 2019-12-12, 09:33

I´m already working on a follow-up branch: https://github.com/Noordfrees/widelands/tree/ferry2

I´m explaining the length limit in the tutorial there. For visualisation of the limit, how about drawing a workarea around the starting flag when in ww-build-mode?


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stonerl
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Posted at: 2019-12-12, 21:04

Nordfriese wrote:

I´m already working on a follow-up branch: https://github.com/Noordfrees/widelands/tree/ferry2

I´m explaining the length limit in the tutorial there. For visualisation of the limit, how about drawing a workarea around the starting flag when in ww-build-mode?

+1 for the workarea


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trimard
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Posted at: 2019-12-13, 00:38

Oh yeah the workarea would be much clearer. If there could even be some indication on the minimum size too that could be great. I wasn't expecting that at first


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trimard
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Posted at: 2019-12-13, 11:43

So I managed to reproduce the bug, in an even easier way this time. I think I built a too long ferry way.

Strangely I can't even open my savegame again while I saved before reproducing the bug.

So maybe this savegame might help you. The map is twin laggoon.

If you prefer I can make a github issue but it seems the discussion about ferry is mostly here


Attachment:
twin_reprod_crash.wgf (269.1 KB)

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Nordfriese
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Posted at: 2019-12-13, 13:06

Thanks for the savegame, I can reproduce that it doesn´t load: Fatal exception: [../src/map_io/map_object_packet.cc:125] load_pointers for ferry_fleet: not found

I can´t be certain why the savegame is broken, but I guess that the problem is that a ferry doesn´t notify its fleet if it is destroyed, so the fleet now tries to load a non-existing ferry. I´ll fix this in the ferry2 branch.

Edit: Saving the game after a ferry sank and then reloading reproducably crashes, so this is most likely the reason here

Edited: 2019-12-13, 13:14

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WorldSavior
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Posted at: 2020-01-19, 15:27

Can you still reproduce the following ferry crash?

  1. build one flag at the coast
  2. beginn to build a waterway
  3. click a bit on the water to define the waterway
  4. go somewhere at the same coast where you have space for a flag at the coast
  5. try to put the flag, just as the whole process would be like building a regular road into empty space
  6. instead of seeing how the flag and the waterway are constructed at the same time, you just have the crash.

Wanted to save the world, then I got widetracked

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Nordfriese
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Posted at: 2020-01-19, 15:40

Could this be the same one as this crash? https://github.com/widelands/widelands/issues/3647

Fix for this is in review already

Edited: 2020-01-19, 15:41

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WorldSavior
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Posted at: 2020-01-19, 15:45

Nordfriese wrote:

Could this be the same one as this crash? https://github.com/widelands/widelands/issues/3647

It could be, but for me it sounds like there could be a difference. The bug report says that the second flag is already there, while it's not the case in my scenario.


Wanted to save the world, then I got widetracked

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Nordfriese
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Posted at: 2020-01-19, 15:47

The details of how you build a waterway are actually unimportant there – what matters is that at least once a ferry self-destructed before you build the new waterway, is this the case in your game?


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WorldSavior
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Posted at: 2020-01-19, 16:09

Nordfriese wrote:

The details of how you build a waterway are actually unimportant there – what matters is that at least once a ferry self-destructed before you build the new waterway, is this the case in your game?

Yes, I retested that now. Though, when all ferries self-drestructed, there is no crash.


Wanted to save the world, then I got widetracked

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