Transport Fever 2

Transport Fever 2

Auto.Sig²
GordonDry 15 Jul, 2020 @ 4:24pm
Crash with 1.8 and 1.9, placed a signal on a "depot bridge"
Tpf2 build 29485 on Windows

The mod did its job and placed signals every 700m, one of them was at a position where it's not possible to place a signal manually:
https://www.transportfever.net/filebase/index.php?entry/5099-große-stahlbogenbrücke-tpf-2/
That bridge is a building, available in the depots menu.
The game only crashed as I reached that position with the game camera, roaming over the track to check the placed signals.
As soon as the signal on the bridge was visible, the game freezed and crashed shortly afterwards.

This was logged:

c:\build\tpf2_gog\src\lib\ecs\engine.h:275: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const: Assertion `it != components.end()' failed.
Exception type: Fatal error

Details:

Error message: Assertion `it != components.end()' failed.

Minidump: C:/Users/Admin/AppData/Roaming/Transport Fever 2/crash_dump/91ebb503-889e-4460-b8c5-83db1f8a7ff5.dmp

In file: c:\build\tpf2_gog\src\lib\ecs\engine.h:275

In function: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const


__CRASHDB_CRASH__ struct AssertException: c:\build\tpf2_gog\src\lib\ecs\engine.h:275: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const: Assertion `it != components.end()' failed.
Exception type: Fatal error

Details:

Error message: Assertion `it != components.end()' failed.

Minidump: C:/Users/Admin/AppData/Roaming/Transport Fever 2/crash_dump/91ebb503-889e-4460-b8c5-83db1f8a7ff5.dmp

In file: c:\build\tpf2_gog\src\lib\ecs\engine.h:275

In function: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const



Goodbye.


Full log:
https://www.dropbox.com/s/brs724in2iem17n/2020-07-16-1%20tpf2%20crash%20log.7z?dl=1
Last edited by GordonDry; 16 Jul, 2020 @ 4:45am
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Showing 1-12 of 12 comments
Enzojz  [developer] 19 Jul, 2020 @ 1:12pm 
What I am able to confirme is it happens with ordinary depot too
SupaNerdo 9 Apr, 2021 @ 3:02pm 
Same issue, except with a workshop station.

I was trying to find a workaround by finding the entity using game.interface.getEntity() and using game.interface.bulldozer(entity), but the latter doesn't appear to be part of the api any longer

I also tried decompressing my save and removing the entity there, but its binary so no joy. If anyone else has thoughts I would love to know as I was enjoying that save :steamsad:
SupaNerdo 10 Apr, 2021 @ 8:00am 
Here are a couple of screenshot:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2452694867

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2452695283

@Enzojz

I had a look at your code on Github[github.com] to see if I could reverse engineer it to autodelete signals (maybe by hardsetting it to the lowest distance, and then iterating bulldozer over them). But its outside of my capacity unfortunately.

I have an workaround going forward by terminating track before objects, but I think my save isn't saveable :(
Enzojz  [developer] 15 Apr, 2021 @ 7:47am 
Originally posted by SupaNerdo:
Here are a couple of screenshot:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2452694867

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2452695283

@Enzojz

I had a look at your code on Github[github.com] to see if I could reverse engineer it to autodelete signals (maybe by hardsetting it to the lowest distance, and then iterating bulldozer over them). But its outside of my capacity unfortunately.

I have an workaround going forward by terminating track before objects, but I think my save isn't saveable :(

I think if you want to remove all signals on a track, just delete the track then re-lay it (with snapping)
SupaNerdo 15 Apr, 2021 @ 11:07am 
To problem is that if you highlight the station (as you would with the bulldozer tool) the station turning yellow crashes the game with the error in the first post, I can't remove the signals in the station without the game crashing using conventional means
Nanamachi 20 Apr, 2021 @ 5:38am 
This issue has occurred on my map. Here's how to reproduce.

1. Place a through station
2. Construct rail from the station
(curve or slope rail are easy to reproduce)
3. Place signals until signal slightly overlap on the station
(use short distance to reproduce easily)
4. Do ANY in below
a. Hover the cursor on the station (even in the demolish tool)
b. Open the station dialog from the station list (F4)
c. Upgrade the rail nearby the station

There are two issues with this problem. The first one is that signals sometimes overlap on a station. This is the issue on this mod. The second is crashing in a such situation, and this is the bug in the game itself. The developer may fix it, but others can't.

If I could remove this signal, the crashing will solve. But... how?
Nanamachi 20 Apr, 2021 @ 5:50am 
Oops, I forgot to write my environment.

OS: Windows 10 Pro 64bit 19042.928
Tpf2: Build 31994
Auto.Sig2: 1.9 (latest)

minidump and logs: https://drive.google.com/drive/folders/1lbKSLizK9_J6COjTtufhywQbVh8j6wBa?usp=sharing
SupaNerdo 28 Apr, 2021 @ 9:43am 
This is exactly the question I have. I also think it might be good to have a signal remove mode for autosig anyway, in case you do a mistake and place signals badly, you could spend a lot of time deleting signals
Enzojz  [developer] 1 May, 2021 @ 12:03am 
The crash has been fixed
Enzojz  [developer] 1 May, 2021 @ 12:04am 
Originally posted by SupaNerdo:
Here are a couple of screenshot:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2452694867

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2452695283

@Enzojz

I had a look at your code on Github[github.com] to see if I could reverse engineer it to autodelete signals (maybe by hardsetting it to the lowest distance, and then iterating bulldozer over them). But its outside of my capacity unfortunately.

I have an workaround going forward by terminating track before objects, but I think my save isn't saveable :(
Auto removal and replace is implemented too
SupaNerdo 1 May, 2021 @ 4:04am 
You are amazing!
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