Wasila wrote:
Albert wrote:
ECS production slowly ramps up if you send it more input cargo. There is however a ceiling. If you send more, it gets piled upto some maximum (and the pile is reduced at max production rate). If you send more than the maximum stock pile size, the industry doesn't accept the cargo any more.
Oh, I get it. I might give it a shot, but it sounds like it needs a bit too much micromanagement. At least in FIRS you don't have to connect engineering supplies up.
Also the chains in ECS are more complicated IIRC, but I have not yet tried it since there is the "display chain" option.
You are right that in FIRS you do not
have to deliver the xxx suplies but if you do you may have a production boost.
Wasila wrote:
Not terribly important, but I think I've found a big (still on v13).
After I deleted a vehicle, it was still counted in the overall number of vehicles in a group:
Important enough to report, thank you for the savegame.
Unfortunately I can not reproduce, not in v13 and not in v13_5 ...
When I remove train 8 from that group there is still one vehicle counted in that group, when putting it back and cloning it there are three ...
I also checked the company window and there only seven trains listed there... strange ... very, very strange
You can fix it by simply deleting the group (not the vehicle) and recreate that group after that the number in that group will be correct.
Please report if it happens again.
Muzzly wrote:
Thanks for a new version Chill !!!
Here are windows binaries for chipp_v13_5_r22553.
My pleasure and thank you for the binaries.

I will update the first post and mention them there.
Aberth wrote:
romazoon wrote:

i just want to say thank you again for the awesome work on the patchpack !
Also, i discovered this feature you included wich copy and save heighmap from an existing scenario ! really awesome !
well, I ve seen it ain t perfect yet (apparently the heighmap taken need some tweaking in a image editor or be used with some alpinist settings) but i ve been dreaming of something like this for so long. I have a scenario i d like to remake (clean grf list) and i had no heightmap, until now

.
so again thanks you chill for including this to your patch pack and thanks to the maker of this new feature !

It is actually a trunk feature
Thank you for the kind words.
Indeed it is a trunk feature and Alberth put it in.
The only thing that I changed is that when generating the heightmap it does so with 256 colours instead of 16.
To have the same map as it was before (in the patchpack) you should select Alpinist when loading it in the scenario editor or when generating the map, no matter what the mapsize is.
Loading that heightmap in trunk will result in less detail and everything below level 15 being water.
I may have to do some fixing there and/or add something before the extension to indicate that the heightmap should be loaded in the patchpack or with the morheightlevels patch for best results.
May I suggest to put GRFs in your scenario (selected from the main menu before loading the heightmap) and only use those that are found on bananas if you have the intention of posting it.
Many people have made the misstake of letting the players choose GRFs afterwards, resulting in quite a few buggy scenarios on bananas -> no available vehicles or simply broken due to changing GRFs in the scenario editor.
aantono wrote:
After compiling the build on OSX getting the following error upon startup:
Code: Select all
GetDYLDEntryPointWithImage(/System/Library/Frameworks/AppKit.framework/Versions/Current/AppKit,_NSCreateAppKitServicesMenu) failed.
Building on OSX 10.6.7
The following environment settings are used:
Code: Select all
export MACOSX_DEPLOYMENT_TARGET=10.6; export CFLAGS="-arch x86_64 -g -Os -pipe -no-cpp-precomp";
export CCFLAGS="-arch x86_64 -g -Os -pipe"; export CXXFLAGS="-arch x86_64 -g -Os -pipe" LDFLAGS="-arch x86_64 -bind_at_load"
./configure --enable-static --without-liblzma
make
make bundle
Any ideas as to what I might be doing wrong?
BTW, the original OTTD trunk builds and runs just fine with those same settings.
I am very sorry but I have absolutely no clue what might be wrong ...
I have no OSX so I am not familiar with that error message.
I do not know if the commands are the same for OSX but can you try building a debug build and start it from the console, please? Maybe that will give an aditional clue.
Code: Select all
./configure --enable-debug=3 (with or without more config options)
make
cd bin
gdb ./openttd
run
^^^ IIRC
That should give some output.
If/when it crashes continue by typing
to get a detailed backtrace.
to exit gdb afterwards.
ps:
Can you please put "export CCFLAGS" on a new line in your environment settings code block.
Tables are horribly broken and the page is hard to read at the moment.
Thanks

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Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.