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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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Joined: 2018-07-30, 00:03
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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.

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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.


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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.


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