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 Post subject: Chill's patchpack v14_7
PostPosted: Sat Mar 13, 2010 5:55 pm 
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Update Way Too Late
----------------------
The patchpack is getting rather old compared to the rest of OpenTTD.
Please make sure that you are using version 0.4.6.1 of OpenGFX (https://bundles.openttdcoop.org/opengfx ... s/0.4.6.1/) to avoid glitches ingame.


Update March 13 2013
-----------------------
Most info below is still correct apart from the fact that the latest binary is attached to this post instead of hosted on the openttdcoop site.
I still need to fix the compiling errors I am having with the compile farm (which is on my end and not on theirs for as far as I am aware).


Update Nov 18 2011.
----------------------
Development of the patchpack has moved to the openttdcoop development zone.
A link to compiled binaries and a clone location for the source as well as a complete patch can be found at the other side of this link:
http://dev.openttdcoop.org/projects/chillpp.
This thread will still be used for announcements, general discussion on usage and feature request. If and when I restart the patchpack feature requests will also move to the projects page but not for now.
Issues and bugs can still be reported here or at the issues tab of the project linked above.
Using the issues tab will ensure that they will never be forgotten or overlooked and is now the prefered way of reporting bugs.
=============================


Index of first three posts:
post 1 :
- Introduction.
- List of used patches and links.
- Notes for players/testers and providers of binaries (non supported by the compile farm).

post 2
- Installation instructions.
- needed grfs in links and attachment.

post 3:
- Known bugs list.
- Todo list



INTRODUCTION
===========
This is a patchpack I have made for people to test the More height levels patch together with other patches.
I may or may not add more patches in the future. You may make request, depending on the difficulty to implement them I may or may not add them.


Patches used for making the patchpack: (in order of inclusion)
===========================
Note:
The actual used patches might have been updated by some other people, forgive me but they are too many to mention them all, therefore I have mentioned the original author for all included patches.
If you know of an earlier author, feel free to send me a PM or reply to the thread so I can update the included patches list with the earliest author.

- More height levels: viewtopic.php?f=33&t=40844&start=0 (By ic111, CommanderZ, Terkhen, ChillCore)
- Cargo distribution viewtopic.php?f=33&t=41992&start=0 (By fonso)
- Automated timetable and seperation viewtopic.php?f=33&t=46391&start=0 (By Gathers)
- Improved Build Station GUI viewtopic.php?f=33&t=41222&start=0 (By Scoz) (Removed -> trunk in r21755)
- Larger maps viewtopic.php?f=33&t=33137&start=0# (By Bilbo)
- Town rating colours viewtopic.php?f=33&t=42598&start=0# (By Terkhen)
- Signals in tunnels and on bridges viewtopic.php?f=33&t=41260&start=0# (By hackalittlebit)
- Chunnel viewtopic.php?f=33&t=41775&start=0# (By hackalittlebit)
- Diesel smoke viewtopic.php?f=33&t=19896&start=0 (By Sirkoz)(Removed -> Trunk in r20376)
- Stuck trains viewtopic.php?f=33&t=47095&start=0 (By Eddi)
- Sprinkles -> variable daylenght, town cargo factor, misc, ... viewtopic.php?f=33&t=46399&start=0 (By SpComb)
- Programmable Signals viewtopic.php?f=33&t=47690&stsart=0 (By Owen)
- Build while paused in editor viewtopic.php?f=33&t=42790&start=0 (By Bilbo) (Removed -> Trunk in r21430)
- Show system time window viewtopic.php?f=33&t=46580&start=0 (By Panther)
- Copy_paste viewtopic.php?f=33&t=41259&start=0 (By Frostregen)
- Split cargo and cargo subtypes in refit window viewtopic.php?f=33&t=48220start=0 (By Terkhen) (Broken, removed removed in v9_9)
- Buy bigger area viewtopic.php?f=33&t=29495&start=0 (By rfalke) (Broken, removed in v9)
- View and click vehicles in tunnels http://dev.openttdcoop.org/projects/cli ... repository (By SmatZ)
- Close adjacent level crossing viewtopic.php?f=33&t=46091&start=0 (By Eddi)
- Panorama screenshot viewtopic.php?f=33&t=49362&start=0 (By Eddi) (Removed -> Trunk in r20508)
- Measurement tool viewtopic.php?f=33&t=49212&start=0 (By Wolf01)
- Tree line height viewtopic.php?f=33&t=46786&start=0 (By Loclahost)
- Watch other company's gui viewtopic.php?f=33&t=45221&start=0 (By Muxy)
- Reduced tree growth patch viewtopic.php?f=33&t=45502&start=0 (By Gedemon)
- Vehicle leasing patch viewtopic.php?f=33&t=49389&start=0 (By jemmyw) (Broken, removed in v9_9_4)
- Max_grf viewtopic.php?f=31&t=37435&start=0 (By muzzy)
- Company_profile viewtopic.php?f=33&t=40457&start=0 (By Antuvo)
- Departure boards + 24h clock viewtopic.php?f=33&t=49956&start=0 (by hthhs)
- Timetable_change_all_stations viewtopic.php?f=32&t=50274&start=0 (by sph)
- Departure_vehicletimetableskip1 viewtopic.php?f=33&t=49956&start=0 (By hthhs)
- Natural sorting of strings http://bugs.openttd.org/task/4214 (by MagicBuzz) (Removed -> Trunk in 21344)
- Group_info viewtopic.php?f=33&t=33148&start=0 (By MagicBuzz)
- Partial refit viewtopic.php?f=33&t=51211&start=0 (By Terkhen) (Removed/reduced to "all" button -> Trunk in r21567)
- Cmd_all_ai viewtopic.php?f=33&t=51180&start=0 (By MagicBuzz)
- Infrastucture Sharing viewtopic.php?f=33&t=42254&start=0 (By Hirundo)
- CTRL-cloning does not open new guis http://bugs.openttd.org/task/4458 (idea By DJ Nekkid. Code ChillCore)
- Improved breakdowns viewtopic.php?f=33&t=39518&start=0 (by Hirundu)
- Trafficlights viewtopic.php?f=33&t=36261&start=0 (by Roujin)
- Towngrowth_needs_goods Modified and extended patch (by ChillCore see added patches zip (original by L.))
- Configurable amount of desert tiles See added patches zip (by ChillCore)
- Configurable speed signals See added patches zip (by hthhs. (extension to the progsig patch))
- CD_no oveload patch See added patches zip (by hthhs. (extension to the CargoDist Patch))
- Infrastructure Maintenance viewtopic.php?f=33&t=57293 (by Michi_cc)


Other features: (without separate patch)
==========
- New seed only when clicking the random button or CTRL-NewGame.
- Option to disable trains considering the back of a one-way signal as a safe waiting point.
- Easy difficulty setting replaced by Kidscorner. (Massive loan possible on game start and much easier difficulty settings)
- Option to show the linkgraphs for all companies or only the own company.
- Configurable tree build drag limit (20-128)
- Option to display the townpopulation always in white instead of rating coloured
- Cheat option to not devide vehicle income by daylength factor.
- ...
- More


The actual patches that are used in this patchpack and the patch itself can be found attached to this post.
Note:
- I have altered many patches to fit the patchpack (Savegame bump, tuning and extended some of them).
- The used patches zip contains the original patches and each one is based on clean trunk. You can not use them to recreate this patchpack. At least not without merging and retuning them yourself.
- The added_patches zip is provided for people wanting to know which versions exactly are included. (To be re-added as soon as I have an updated version).


Note for playtesters:
==============
Please do not complain to the Devs if bugs arise while playing with this patchpack, nobody likes to debug code they have not written.
Also do not complain to other patchwriters who's patches I may have used for the same reason as above.
The place to report bugs is here and nowhere else, I will then try to figure out what patch may be the cause and report where needed.

If bugreports concerning this patchpak do appear outside this thread, I may ask not to provide binaries anymore and to have the binaries that are already provided removed. I do not want that to happen and neither do you.
Thank you for understanding.


Note for binary providers:
=================
While I do appreciate to have someone compile a binary, please note the following:
Please provide the patch you have used to compile near the binary zip file.
As you know you must provide the source for up to three years when posting binaries. The first posts will change as I will have to remove the older patches to provide room for newer versions. Do not count on the first posts to have it available.

Also please do not bump patches I have posted. I will not be downloading your bumped patch to go find some bugs that I may or may not have solved already or in an other way.
I do appreciate that you post fixed code or that you tell me where there may be a problem.
For personal use you may do as you wish of course. If you must bump and post the patchpack you may want to create your own thread. The patchpack then becomes yours and bug reports will be coming your way. ;)


Attachments:
File comment: The old version controlled MQ that was hosted by openttcoop.org between v13_7 and v14_7
NOTE: Do not combine with the complete version below. Use one or the other; the result is the same.

chipp_MQ_v13_7_to_v14_7.7z [3.89 MiB]
Downloaded 456 times
File comment: Includes needed GRFs and sources when applied
HG patch, apply with -p1
NOTE: Do not combine with the MQ above. Use one or the other the result will be the same.

chipp_v14_7_complete_r22555.patch [2.43 MiB]
Downloaded 1060 times
File comment: Windows binary.
Extract to a (writable) folder of your choice and add an openttd.cfg file next to the binary to avoid conflicts with current trunk.
Everything needed is included except for the graphics and sound files.
See the readme that comes with this binary for more info.

Chipp_v14_7_r22555_win32.7z [4.73 MiB]
Downloaded 1659 times

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


Last edited by ChillCore on Wed Jun 11, 2014 5:01 pm, edited 58 times in total.
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 Post subject: Re: Chill's patchpak
PostPosted: Sat Mar 13, 2010 6:02 pm 
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INSTALLATION / CHANGELOG
====================

Required steps before being able to play:
===========================
NOTE: the three following GRFs are needed for version 12_15 and older, starting from v13 newer version are needed with DOS palette sprites (and v13_5 needs 5 GRFs). You can find these updated/new GRFs attached to this post: viewtopic.php?f=33&t=47622&start=1686

- flat_blacktiles.grf (See attached to this post) by mikeel(graphics) and ChillCore(coding): placed in the data folder NOT in he newgrf folder.
The flat_blacktiles.grf is released under the GPL liscence. Both mikeel and I have agreed to do this.
- copypaste.grf viewtopic.php?p=440743#p440743 by Frostregen: placed in the data folder NOT in the newgrf folder.
The copypaste.grf is released under the GPL license. See first post in link above for notice.
- trafficlights.grf viewtopic.php?f=33&t=36261 placed in the data folder NOT in he newgrf folder
TODO: check license for this grf and mention here.
There are a few of them depending on what style of signals you want. you can use either of them at your choice.


Recommended steps before playing:
========================
- You may want to set the sprite_cache_size to 64 in the openttd.cfg.
- You may want to set your blitter to 32bpp-optimized in openttd.cfg.


Compiling/upgrading:
==============
Linux:
-------
First installation: Just do it.
Updating / re-installation: Remove all new files before upgrading only then apply the new patchpack to your source. (See new files.)

MinGW-MSYS / Tortoise svn:
--------------------------------
First installation: create dummy files only then apply the patch.
Updating / re-installation : Revert all new files manually only then apply the new version. (See new files.)


The new files are: (v12. for older versions plaese check source list in that specific patch)
============
In the src folder:
-------------------
command_queue.h
command_queue.cpp
copy_paste.h
copy_paste.cpp
copy_paste_gui.cpp
departures.cpp
departures_func.h
departures_type.h
departures_gui.cpp
departures_gui.h
infrastructure.cpp
infrastructure_func.h
moving_average.h
moving_average.cpp
programmable_signals.cpp
programmable_signals.h
programmable_signals_gui.cpp
trafficlight.cpp
trafficlight_func.h
trafficlight_type.h
watch_gui.h
watch_gui.cpp

In the src/core folder:
-------------------------
multimap.hpp

In the src/table folder:
--------------------------
settings.h

In the src/saveload folder:
------------------------------
linkgraph_sl.cpp
signal_sl.cpp

In the docs folder:
---------------------
copy_paste_array.txt
linkgraph.txt

Create a new folder in the src folder: linkgraph
Inside this new folder:
-------------------------
demands.cpp
flowmapper.cpp
linkgraph.cpp
mcf.cpp
demands.h
flowmapper.h
linkgraph.h
linkgraph_type.h
mcf.h

In the bin folder:
---------------------
chipp_changelog.txt
chipp_todo.txt


Attachments:
flat_blacktiles.grf [5.75 KiB]
Downloaded 2526 times
chipp_changelog.txt [32.32 KiB]
Downloaded 272 times

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


Last edited by ChillCore on Sat Feb 18, 2012 11:59 am, edited 69 times in total.
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 Post subject: Chill's patchpack v11_5
PostPosted: Mon Mar 15, 2010 11:22 pm 
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Posts: 2506
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KNOWN BUGS / TODO:
================

Known bugs in the patchpack:
----------------------------------------
- Copy paste does not copy everything (see screenshot further in the thread, page 4).
- Copy paste sometimes crashes when pasting loaded templates.
- Auto timetable and separation has a problem with waypoints (train separation will not be correct).
- Some Measurement tools inconsistencies when selecting only one tile.
- Measurement tools never show 0 height difference except on first game start.
- In the smallmap linkstats view, NARS gearing ratio shows up us cargo.
- When you click the smallmap, the positioning of the main viewport is a little off when clicking high levels.
- Programmable signals patch will crash when removing an exit signal that a programmable signal depends upon.
- With higher daylength settings the date will overflow when using time in minutes (statusbar and timetable_gui)
- Town gui does not resize when the towngrowth patch kicks in (enabling setting or town reaches big enough size) while the town gui is open.
- Maybe some more ...


Known bugs in the more heights levels patch:
------------------------------------------------------------
- The dark_green and violet smallmap colours for showing the elevation are not quite finished.
- Terraform actions are counted instead of affected tiles in regards of the terraforming limit.
- Under certain conditions the tree generation is very slow when creating a new map (-> too many trees). This does not seem to happen with the original tree algorithm.


Todo:
-------
- Fractional profit with higher daylength settings.
- Remove table/settings.h and add the new setting to the ini files (last time I tried I had a segmentation fault and the game refused to start).
- Update CargoDist to include the ingame linkgraphs overlay.
- Lots more ...


Todo:
-------
- User guide, maybe a html file including pictures (if I find the time and courage).


Attachments:
File comment: Longer version of the bugslist and todos.
Note: It's a bit messy.

chipp_todo.txt [5.06 KiB]
Downloaded 221 times

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


Last edited by ChillCore on Sat Feb 18, 2012 12:02 pm, edited 4 times in total.
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 Post subject: Chill's patchpack v11_5
PostPosted: Mon Mar 15, 2010 11:22 pm 
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Update in second post. (Zip and patch replaced.)

- Added Improved Build Station GUI.
- Cargodist: small bug fixed in smallmap , update in economy.cpp.
- Moreheightlevels: smallmap heightlevelcolours updated.

Savegame compatible with v1. ;)

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


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 Post subject: Re: Chill's patchpak
PostPosted: Wed Mar 17, 2010 11:53 am 
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Joined: Sun Jun 07, 2009 1:59 pm
Posts: 34
Is it possible to compile to win32? I can test but I can't compile. thanks, Norbert


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 Post subject: Re: Chill's patchpak
PostPosted: Wed Mar 17, 2010 12:00 pm 
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Really great combination of patches Chill! A dreamed combination for me.

It would be really nice is someone could compile it for Win32. I'll be happy to playtest it then.


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PostPosted: Wed Mar 17, 2010 3:51 pm 
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Location: Massachusetts, USA
Update 3/31/10:
New win32 binary. Build output.

Original Post:
oklmernok wrote:
Is it possible to compile to win32? I can test but I can't compile. thanks, Norbert

Here you go. It is made with MSYS, so no crash reports. I attached the original patch for when Chill updates, the diff will still be available here.


Downloads:
File comment: Win32
chipp_v2_r19430.rar [3.47 MiB]
Downloaded 34 times


Attachments:
File comment: Win32
chipp_v2_r19525.rar [3.48 MiB]
Downloaded 1019 times
chipp_v3_2_r19525.diff [646.67 KiB]
Downloaded 275 times


Last edited by petert on Wed Mar 31, 2010 8:52 pm, edited 2 times in total.
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 Post subject: Re: Chill's patchpak
PostPosted: Wed Mar 17, 2010 6:34 pm 
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Thank you petert.

I will probably add some more but I do not know for sure which ones.
Until trunk bumps only patches that do not bump savegame to keep backwards compatibility with v1.
Then when trunk bumps it will break it anyway so I might add the others that do bump.

I am thinking about adding: reduce passengers, town rating colours, stuck trains, a slightly retuned larger maps that does not increase total mapsize, (even) more conditional orders, improved breakdowns, limit terraform per month, treelineheigt, signals in tunnels, double pane grf selection gui, maybe grass on tracks ...

Any requests ?
Infrastructure sharing, head to head and daylenght may be too difficult or interfere with the patches that are already in.


Edit:
Reposted the patch that goes with the v2 binary that was removed from the post above.


Attachments:
chipp_v2_r19430.diff [593.17 KiB]
Downloaded 220 times

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


Last edited by ChillCore on Tue Apr 06, 2010 8:29 pm, edited 1 time in total.
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 Post subject: Re: Chill's patchpak
PostPosted: Wed Mar 17, 2010 11:47 pm 
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Joined: Sun Nov 11, 2007 12:06 pm
Posts: 658
grass on tracks would be better left out or have a setting added to when grass grows

_________________
For Community Integrated Version http://code.google.com/p/civopenttd/


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 Post subject: Re: Chill's patchpak
PostPosted: Thu Mar 18, 2010 6:57 am 
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Engineer
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Joined: Thu Dec 18, 2008 7:39 am
Posts: 46
Location: Sweden
ChillCore wrote:
treelineheigt

Nice to know someone is using my patch/the idea from my patch. I didn't seem to catch any devs attention with it though :(, but I guess they are busy with 1.0.0


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 Post subject: Re: Chill's patchpak
PostPosted: Thu Mar 18, 2010 11:07 pm 
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2007Alain2007 wrote:
grass on tracks would be better left out or have a setting added to when grass grows

Hello Alain, it has been a while.
When you disable all details in the menu the grass and system load will disappear but I guess you know that already.
If you want to write such a button I will happily include it if you think it should be there.
It should not be to hard ... update patch, add setting, add button, attach condition to behaviour ... post in the correct thread ... have fun :twisted:
I know what you mean but I think people that have a computer that does not quite support the extra load will turn off the all details setting anyway. Imho I think the button and extra code is not needed.

loclahost wrote:
Nice to know someone is using my patch/the idea from my patch.

It may be a nice addition. But I will alter it to allow it on all climates when the time comes. For me OpenTTD is a game one can play as one wishes and if you write a patch it should add as much as possible and only dissalow what breaks the code. :)
IMHO forest that appear above the treeline seem wrong (to me.) and industries that appear above the treeline would not to be logical.(Again to me.)
EDIT: ^^ industries that require trees.
Quote:
I didn't seem to catch any devs attention with it though :(, but I guess they are busy with 1.0.0

I am pretty sure they have noticed.
Maybe they feel it has not matured enough yet. It is impossible to test every version of every patch so they must go by what is written in your thread.
If I were a dev I would like you to test it more.(My skillzz are nowhere near good enough to be one.)
And then there is 1.0.0 coming soon too like you say.



Todo for v3:
Bump to trunk -> bugfix town name r19432 (if you want to fix it yourself in the meantime) and update automated timetables and seperation -> also bug fixed see thread.
I might take some time as my internet connection seems to be quite unstable the last few days. I think the wind is coming from the wrong direction or something. ;)

Also, anybody knows what happened to the skip command in the language files?

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


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 Post subject: Re: Chill's patchpak v3
PostPosted: Sat Mar 20, 2010 10:14 pm 
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Patch and zip replaced in second post.

- Bumbedybump to r19477.
- Added larger maps patch: Retuned! Maximum map size remains 2048 * 2048. Maximum map side size is 32768.
- Added town rating colours.
- Added signals in tunnels and on bridges.
- Added chunnel.
- Updated automatic timetable and vehicle seperation.

Savegame compatibility remains with v1 & v2. :)



petert,
if/when you remove/replace the binary please do leave the patchfile in place. I do have a reserve copy but you never know.
Also when you do, could you send me a pm with how many times it was downloaded, I will then update the first post.
Thanks.

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


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 Post subject: Re: Chill's patchpak v3
PostPosted: Sat Mar 20, 2010 10:22 pm 
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Tycoon
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Joined: Thu Apr 02, 2009 10:43 pm
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Location: Massachusetts, USA
ChillCore wrote:
petert,
if/when you remove/replace the binary please do leave the patchfile in place. I do have a reserve copy but you never know.

Why remove it? Why not just add a another binary in a future post?


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 Post subject: Re: Chill's patchpak v3
PostPosted: Sat Mar 20, 2010 10:29 pm 
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Why keep it if there is a newer version? Most people are interested in the latest version only anyway.
You may leave it if you prefer but it would save some hard disk space for orudge. ;)

_________________
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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.


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PostPosted: Tue Mar 23, 2010 10:03 pm 
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Version 3.1 can be found in the second post. Still savegame compatible with previous versions.


Seems like the smallmap had a little problem in the industrie view while showing heightlevels. See attatchment.
I almost fixed it in version 3.1. It may still show a little bit with very high levels(200+) in the dark_green and violet view untill I have finished those two arrays completely.

For the self compilers you can fix previous versions by replacing the GetSmallMapIndustriesPixels() code with the one below in smallmap_gui.cpp while the patch is still applied.
I posted the entire function for ease of replacement.

Code:
static inline uint32 GetSmallMapIndustriesPixels(TileIndex tile, TileType t)
{
   if (t == MP_INDUSTRY) {
      /* If industry is allowed to be seen, use its colour on the map */
      if (_legend_from_industries[_industry_to_list_pos[Industry::GetByTile(tile)->type]].show_on_map) {
         return GetIndustrySpec(Industry::GetByTile(tile)->type)->map_colour * 0x01010101;
      } else {
         /* Otherwise, return the colour of the clear tiles, which will make it disappear */
         t = MP_CLEAR;
      }
   }

   uint tile_height = TileHeight(tile);

   if (_settings_client.gui.smallmap_land_colour == 0) {
      if (AllowMoreHeightlevels()) {
         if (tile_height < lengthof(_green_map_heights_extended)) {
            return ApplyMask(_smallmap_show_heightmap ? _green_map_heights_extended[TileHeight(tile)] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         } else {
            return ApplyMask(_smallmap_show_heightmap ? _green_map_heights_extended[TileHeight(tile) - 1] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         }
      } else {
         if (tile_height < lengthof(_green_map_heights_old)) {
            return ApplyMask(_smallmap_show_heightmap ? _green_map_heights_old[TileHeight(tile)] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         } else {
            return ApplyMask(_smallmap_show_heightmap ? _green_map_heights_old[TileHeight(tile) - 1] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         }
      }
   } else if (_settings_client.gui.smallmap_land_colour == 1) {
      if (AllowMoreHeightlevels()) {
         if (tile_height < lengthof(_dark_green_map_heights_extended)) {
            return ApplyMask(_smallmap_show_heightmap ? _dark_green_map_heights_extended[TileHeight(tile)] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         } else {
            return ApplyMask(_smallmap_show_heightmap ? _dark_green_map_heights_extended[TileHeight(tile) - 1] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         }
      } else {
         if (tile_height < lengthof(_dark_green_map_heights_old)) {
            return ApplyMask(_smallmap_show_heightmap ? _dark_green_map_heights_old[TileHeight(tile)] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         } else {
            return ApplyMask(_smallmap_show_heightmap ? _dark_green_map_heights_old[TileHeight(tile) - 1] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         }
      }
   } else {
      if (AllowMoreHeightlevels()) {
         if (tile_height < lengthof(_violet_map_heights_extended)) {
            return ApplyMask(_smallmap_show_heightmap ? _violet_map_heights_extended[TileHeight(tile)] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         } else {
            return ApplyMask(_smallmap_show_heightmap ? _violet_map_heights_extended[TileHeight(tile) - 1] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         }
      } else {
         if (tile_height < lengthof(_violet_map_heights_old)) {
            return ApplyMask(_smallmap_show_heightmap ? _violet_map_heights_old[TileHeight(tile)] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         } else {
            return ApplyMask(_smallmap_show_heightmap ? _violet_map_heights_old[TileHeight(tile) - 1] : MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
         }
      }
   }
}


For the binary downloaders ... Sorry you will have to live with it untill someone compiles a new binary.


I have updated the patchpack to r19498 because from r19499 my patched savegame gets broken. See attached crashlog. I can load it but it crashes soon after.
I have no clue if it was me that has messed up my savegame, as you can see in the crashlog, or if it is bumping that breaks it. I have tested with some non patched savegames (one of mine and a coopsavegame) and those seem to be doing fine. The only difference is, my patched savegame was created with industry_close on.
Would someone please be so kind to bump his version 3 or 3.1 to trunk and test his savegame ... you may want to disable autosave if it is on and just run the savegame in FF.
If the problem lies with bumping to trunk it takes only a couple of seconds/minutes before it crashes. If it crashes you can simply revert to r19498 and continue your game.(That is why you should not save or try with a copy.)
Also if savegame compatibility is broken from 19499 for everyone the next version will include some more patches that require breaking the savegame compatibility with previous versions and v3.1 will then be the last version that does not.
Thank you for the effort in advance.

Edit: Typo.


Attachments:
File comment: Nobody noticed ... ?
OTTD_on_acid.png
OTTD_on_acid.png [ 60.91 KiB | Viewed 66108 times ]
v3.1_bumped_crash_log.txt [4.73 KiB]
Downloaded 206 times

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


Last edited by ChillCore on Sun Mar 28, 2010 1:19 pm, edited 1 time in total.
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PostPosted: Fri Mar 26, 2010 9:35 am 
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A new win32 build rev 19518
diff file used : chipp_v3_1_r19498.diff (not included in rar file. file too big)

ChillCore wrote:
Required steps before being able to play:
==========================
- flat_blacktiles.grf : placed in the data folder NOT in he newgrf folder. (See second post.)
- You may want to set the sprite_cache_size to 64 in the openttd.cfg.
- You may want to set your blitter to 32bpp-optimized in openttd.cfg.
- You may want to enable orders are non-stop in the advanced settings. (!! Highly recomended !!)

Known bugs:
========
- If playing against an ai make sure that you do not enable freeform edges. (See next line.)
- When placing airports, make sure that you keep a distance of at least 9 squares from the edges if you have enabled freeform edges. (Bug in moreheightlevelspatch that makes the game crash if aircraft shadows leave the north- or southeast border.)
- Creating a heightmap in artic climate with snowline higher than 13 will make your game crash. (Bug in moreheightlevels.)


Attachments:
ottd19518_chipp.rar [3.54 MiB]
Downloaded 396 times

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PostPosted: Fri Mar 26, 2010 11:00 am 
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Thank you for that build ColdIce.


I would appreciate it if a few players could report if their savegames still work so that I know if I can keep savegame compatibility for a little while longer or if I can break it on purpose.


Also if a Dev is reading this ...
There is a problem with my crashlog a few posts up.
While reviewing it I noticed that it says Firs-r179. This is not correct. My savegame was created with Firs-r600.
I have tested my savegame with ColdIce's build and it still crashes in the same place but this time the Firs' revision is reported correctly.
I also retested with my own build (r19517) and there it still reports as r179. Strange very strange.
If need to be I can attach both.

Edit:
Added the patch that goes with ColdIce's build.(So that we do not break the Lisence and require the build to be removed)


Attachments:
chipp_v3_1_r19518.diff [647.68 KiB]
Downloaded 225 times

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


Last edited by ChillCore on Mon Mar 29, 2010 8:18 pm, edited 1 time in total.
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PostPosted: Mon Mar 29, 2010 12:57 pm 
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Map edges somehow aren't drawn properly somehow. I'm using the previously posted binary. I've downloaded the grf and put it in the data directory (both in OpenTTD map as in my documents etc.) and I've changed the .cfg as said. Removing all GRF's and deleting the .cfg (thus creating a new one) doesn't make a difference. Am I doing something wrong?


Attachments:
Geen naam, 1950-01-01.png
Geen naam, 1950-01-01.png [ 287.01 KiB | Viewed 65806 times ]
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PostPosted: Mon Mar 29, 2010 1:23 pm 
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I've encountered the same problem.


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PostPosted: Mon Mar 29, 2010 1:37 pm 
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Thank you for reporting Bokkie and tsjook.
I have not seen those glitches for a long time. I suspect them to come from the moreheightlevelspatch.

Are you using the original graphics or the OpenGFX ones?
Mapsettings, seed?
Can you reproduce ?
Does it still happen with the new build ColdIce has posted?

More info please.
Screenshot of settings before map generating? Savegame?

Edit:
I see it too now. I don't know how I could have missed that.
It will have a looksie later today what I have messed up and where.

_________________
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.


Last edited by ChillCore on Mon Mar 29, 2010 1:54 pm, edited 1 time in total.

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