Potential new patchpach

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KeldorKatarn
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Potential new patchpach

Post by KeldorKatarn »

Since several of my viewers continually requested it I thought about releasing the patch pack that I compiled for my own personal use.

Just to make sure that's done properly can someone tell me again in what way exactly I can make that available to people and maybe have a chick glance over the code (just remember this is meant for personal use by some people who want to play the same features, this is not meant to go into trunk, so I don't care much about that. But what you can tell me is stuff like.. is there any obvious crap in there, bugs, stuff that if slightly changed could work better with network code... )

Thanks

PS:
The patch is against 1.4.0 (rev 26440). Couldn't get it to work with 1.4.1 because of the entire settings rearrangement stuff and I personally don't plan to update this any further unless something big comes up, but if someone else wants to do that, feel free to. Where I am concerned all this stuff that I changed personally is free for all.

Included patches among several other personal changes:

- Personal implementation of daylength with fix for shrinking towns
- Different handling of acceleration and resistance
- Airport upgrade
- Railfences
- Stuck trains (deactivated though since it won't work with grass on old tracks)
- Town Cargo
- Wide Rivers
- Automated Timetables and Separation
- Upgraded viewport features
- Improved road vehicle overtaking behavior
- Grass on old tracks
- Ships movement (avoiding collisions)
- Signals in tunnels and bridges
- Spcific group names
- Station names from industries
- Trip history
- Vehicle Group info
Attachments
JokerPatchPack.patch
(440.28 KiB) Downloaded 172 times
Last edited by KeldorKatarn on 08 Jun 2014 12:27, edited 1 time in total.
Antaguana
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Re: Potential new patchpach

Post by Antaguana »

How did you know I would be looking for this today in time to upload it yesterday?

I came across your video series recently and was quite interested in your patch setup. I do not yet fully understand why many of these are not being included in the trunk. I guess it is a matter of fear that too many trunk changes cause stability issues and things take time. But some of them, like day length option seem to have been fairly popular patches for years now.

I would really like to see some new features like day length, auto time table being added to the trunk. In the mean time I will give your patch a go.

Are you going to release a complied version of this patch pack?

Thanks
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Re: Potential new patchpach

Post by Rubidium »

Antaguana wrote:But some of them, like day length option seem to have been fairly popular patches for years now.
That one specifically, or rather all different daylength patches, share a fairly well known list of fundamental gameplay issues. Some instantations solve some issues, but not solves all.

Also popular doesn't mean that the quality is good, or that it makes much sense. For example the 8192 by 8192 map size; a few days ago there was someone wondering how to connect a 1024 by 1024 map... then what about a map that is 64 times larger? For that matter I am still looking for a 1024 by 1024 and 2048 by 2048 map that is completely filled, so one could actually have some incentive to change the map size limitation. Although it already got raised to 4096 by 4096, even though that can't be reasonably filled.

Then there's also the amount of effort the patch maker is willing to make to get the patch up to par with the quality of the rest of the game, which simply takes a quite bit of time. I would definitely reckon that if we were to merge the first version of cargodist, there would have been many issues with that were not easily to resolve without breaking things like savegame compatability.

Also, on a side note... there has not been any change to settings between 1.4.0 and 1.4.1. If you are having issues with it, then you are not using 1.4.1 (and arguably not 1.4.0 either); the patch actually fails to apply cleanly to 1.4.0. It might also be possible to crash a server remotely by a nicely crafted CommandPacket with huge binary length.
KeldorKatarn
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Re: Potential new patchpach

Post by KeldorKatarn »

Antaguana wrote:How did you know I would be looking for this today in time to upload it yesterday?

I came across your video series recently and was quite interested in your patch setup. I do not yet fully understand why many of these are not being included in the trunk. I guess it is a matter of fear that too many trunk changes cause stability issues and things take time. But some of them, like day length option seem to have been fairly popular patches for years now.

I would really like to see some new features like day length, auto time table being added to the trunk. In the mean time I will give your patch a go.

Are you going to release a complied version of this patch pack?

Thanks
If you read my post then you'll see I'm asking what exactly that involves. I don't know how to do that without violating this so called 'license'. So if anybody can point me at how to do that exactly, I'd happily do it. Otherwise I'll probably get sued for violating a "free software" license...
KeldorKatarn
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Re: Potential new patchpach

Post by KeldorKatarn »

Rubidium wrote:
Antaguana wrote:But some of them, like day length option seem to have been fairly popular patches for years now.
That one specifically, or rather all different daylength patches, share a fairly well known list of fundamental gameplay issues. Some instantations solve some issues, but not solves all.

Also popular doesn't mean that the quality is good, or that it makes much sense. For example the 8192 by 8192 map size; a few days ago there was someone wondering how to connect a 1024 by 1024 map... then what about a map that is 64 times larger? For that matter I am still looking for a 1024 by 1024 and 2048 by 2048 map that is completely filled, so one could actually have some incentive to change the map size limitation. Although it already got raised to 4096 by 4096, even though that can't be reasonably filled.

Then there's also the amount of effort the patch maker is willing to make to get the patch up to par with the quality of the rest of the game, which simply takes a quite bit of time. I would definitely reckon that if we were to merge the first version of cargodist, there would have been many issues with that were not easily to resolve without breaking things like savegame compatability.

Also, on a side note... there has not been any change to settings between 1.4.0 and 1.4.1. If you are having issues with it, then you are not using 1.4.1 (and arguably not 1.4.0 either); the patch actually fails to apply cleanly to 1.4.0. It might also be possible to crash a server remotely by a nicely crafted CommandPacket with huge binary length.
have you even read my post? I clearly stated this is not intended for trunk in any way, it is intended for interested people because I've been asked. If it wasn't for the GPL crap I'd simply upload the game somewhere and be done. I'm asking for what I need to do to not violate the license and still make this available to people who cannot compile stuff and also about maybe easy fixes to make it possibly go with network code more easily. It doesn't matter one bit whether it compiles against 1.4.0 fine or not and no I'm not using 1.4.1 on purpose becasue I actually don't like a few changes that have happened since then and I just don't have the time to do a proper merge here. And I sure as hell won't clean up code of patches that I didn't even write myself, I simply merged them to get them to work.

All I'm asking for here is some advice and some tips to be able to get this out to anybody who wants to use it, that's all. I clearly stated I don't have the time to do anything with major with this code. It's intended for people to play with, not for programmers, that's why the patch is completely irrelevant, but a compiled version is required. I also clearly said I am NOT going to maintain this patchpack, simply because I don't have the time. I just wanted to offer it so people can do whatever they want with it, since people clearly seem to be interested.

If the code was licensed truly free I wouldn't even have to come here, I could have given it to people with ease right form the start.


As for the revision, it is compiled against rev26440, which the revision of tag '1.4.0'. if that isn't 1.4.0 then you tag your code wrong. In any case, I updated the first post. And it does apply. Sometimes I complains about some diff headers for some files but the actual content of the diff is applied perfectly against each code file.
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Re: Potential new patchpach

Post by MJP »

Rubidium wrote:It might also be possible to crash a server remotely by a nicely crafted CommandPacket with huge binary length.
KeldorKatarn wrote:And I sure as hell won't clean up code of patches that I didn't even write myself,
Looks like I'm the real culprit here ;)

Maybe the reliability could be fixed with something like this (totally untested) diff:
check_bounds.diff
(1.52 KiB) Downloaded 117 times
KeldorKatarn
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Re: Potential new patchpach

Post by KeldorKatarn »

MJP wrote:
Rubidium wrote:It might also be possible to crash a server remotely by a nicely crafted CommandPacket with huge binary length.
KeldorKatarn wrote:And I sure as hell won't clean up code of patches that I didn't even write myself,
Looks like I'm the real culprit here ;)

Maybe the reliability could be fixed with something like this (totally untested) diff:
check_bounds.diff
What exactly does this fix? did your part of the code cause network issues?
Since I see some mention of "plans" in there... if you did the viewport addon stuff, nice work with that. I tried integrating that for ages until I finally managed to merge it in. To be honest... all I wanted from it was the small indicators with lines showing a vehicle's route. That part alone should really be in trunk. It's such a nice little help to increase usability.

As for networking, just to make it clear, I don't even know if any of my viewers even intend to use it for multiplayer (I certainly don't so I never really cared about that when merging patches)

But if some easy fixes can make sure that even that works for them, all the better.



After a lot of searching through the wiki I found some article mentioning these bundle build processes. Are those required to comply with the license? Can't I just zip the necessary files up from my projects folder and tell people to copy&replace them over a working 1.4.0 installation?

if not... I dont really feel like installing a bunch of tools that I have no idea how to use... can someone who knows how to create such a bundle create one for me and link it in this thread? That would help me out.
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Re: Potential new patchpach

Post by ChillCore »

Just use the "make bundle" command after compilation; that will make a bundle you can zip up with everything required legally as far as the binary goes.
As for the source ... a patchfile (by preference mentioning the correct revision to aply to) will do if you prefer not hosting a complete source.

ps:
Providing files to overwrite another version with is prone to a lot of errors and is really not needed. ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
KeldorKatarn
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Re: Potential new patchpach

Post by KeldorKatarn »

I cannot run makebundle I don't have that kind of software installed. Can someone please make a bundle of this... I just tried finding out how to install this minGW stuff to make all this make crap work and when I see 2 pages! of installation instruction... no thank you.

So is a zip legal now or not.
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planetmaker
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Re: Potential new patchpach

Post by planetmaker »

There's no better and more concise answer than the one which Chillcore gave.

Honestly, I fail to see how you can compile OpenTTD but not be able to create a bundle... you should already have everything required. Please never advise people to overwrite another OpenTTD installation. It usually fails, often subtlely; an OpenTTD instance needs all its files as needed for that specific version.

EDIT:
KeldorKatarn wrote:So is a zip legal now or not.
That question can't be answered. As no-one knows what your zip file would contain. The answer may be 'yes' or 'no', depending on what you try to distribute. On the other hand, the contents of the zip files produced by 'make bundle_zip' are known well.

For your reference:

Code: Select all

$ unzip -l bundles/openttd-custom-h21bbac41M-UNIX.zip 
Archive:  bundles/openttd-custom-h21bbac41M-UNIX.zip
  Length      Date    Time    Name
---------  ---------- -----   ----
        0  06-08-2014 19:43   scripts/
      945  06-08-2014 19:43   scripts/readme.txt
      117  06-08-2014 19:43   scripts/pre_dedicated.scr.example
       31  06-08-2014 19:43   scripts/on_server_connect.scr.example
       15  06-08-2014 19:43   scripts/game_start.scr.example
       62  06-08-2014 19:43   scripts/pre_server.scr.example
       89  06-08-2014 19:43   scripts/on_server.scr.example
       84  06-08-2014 19:43   scripts/autoexec.scr.example
      144  06-08-2014 19:43   scripts/on_dedicated.scr.example
       66  06-08-2014 19:43   scripts/on_client.scr.example
        0  06-08-2014 19:43   man/
     1167  06-08-2014 19:43   man/openttd.6.gz
        0  06-08-2014 19:43   ai/
      642  06-08-2014 19:43   ai/compat_1.4.nut
      642  06-08-2014 19:43   ai/compat_1.3.nut
      593  06-08-2014 19:43   ai/compat_1.5.nut
      642  06-08-2014 19:43   ai/compat_1.2.nut
     5081  06-08-2014 19:43   ai/compat_1.0.nut
     3177  06-08-2014 19:43   ai/compat_1.1.nut
    11828  06-08-2014 19:43   ai/compat_0.7.nut
        0  06-08-2014 19:43   game/
      642  06-08-2014 19:43   game/compat_1.4.nut
     1041  06-08-2014 19:43   game/compat_1.3.nut
      593  06-08-2014 19:43   game/compat_1.5.nut
     1041  06-08-2014 19:43   game/compat_1.2.nut
   478675  06-08-2014 19:43   changelog.txt
        0  06-08-2014 19:43   docs/
     9941  06-08-2014 19:43   docs/multiplayer.txt
    35042  06-08-2014 19:43   readme.txt
  7077009  06-08-2014 19:43   openttd
        0  06-08-2014 19:43   baseset/
     3126  06-08-2014 19:43   baseset/no_sound.obs
     6769  06-08-2014 19:43   baseset/orig_win.obm
   138710  06-08-2014 19:43   baseset/opntitle.dat
   825565  06-08-2014 19:43   baseset/openttd.grf
     4859  06-08-2014 19:43   baseset/orig_dos.obg
     5065  06-08-2014 19:43   baseset/orig_win.obg
     5457  06-08-2014 19:43   baseset/orig_dos_de.obg
     4396  06-08-2014 19:43   baseset/orig_dos.obs
     4658  06-08-2014 19:43   baseset/orig_win.obs
     2104  06-08-2014 19:43   baseset/openttd.32.bmp
     3538  06-08-2014 19:43   baseset/no_music.obm
        0  06-08-2014 19:43   media/
     8232  06-08-2014 19:43   media/openttd.desktop
     6803  06-08-2014 19:43   media/openttd.64.png
    16161  06-08-2014 19:43   media/openttd.256.png
     4551  06-08-2014 19:43   media/openttd.48.png
     6397  06-08-2014 19:43   media/openttd.32.xpm
    19290  06-08-2014 19:43   media/openttd.128.png
     2475  06-08-2014 19:43   media/openttd.32.png
      894  06-08-2014 19:43   media/openttd.16.png
        0  06-08-2014 19:43   lang/
   149755  06-08-2014 19:43   lang/german.lng
   158257  06-08-2014 19:43   lang/hungarian.lng
   269072  06-08-2014 19:43   lang/greek.lng
   159665  06-08-2014 19:43   lang/french.lng
   169589  06-08-2014 19:43   lang/arabic_egypt.lng
   162383  06-08-2014 19:43   lang/vietnamese.lng
   151979  06-08-2014 19:43   lang/irish.lng
   293791  06-08-2014 19:43   lang/thai.lng
   141467  06-08-2014 19:43   lang/turkish.lng
   168076  06-08-2014 19:43   lang/japanese.lng
   254322  06-08-2014 19:43   lang/belarusian.lng
   135127  06-08-2014 19:43   lang/norwegian_bokmal.lng
   129738  06-08-2014 19:43   lang/english.lng
   143416  06-08-2014 19:43   lang/dutch.lng
   154697  06-08-2014 19:43   lang/polish.lng
   146887  06-08-2014 19:43   lang/brazilian_portuguese.lng
   141077  06-08-2014 19:43   lang/finnish.lng
   177640  06-08-2014 19:43   lang/gaelic.lng
   167543  06-08-2014 19:43   lang/lithuanian.lng
   142314  06-08-2014 19:43   lang/malay.lng
   184600  06-08-2014 19:43   lang/hebrew.lng
   132649  06-08-2014 19:43   lang/norwegian_nynorsk.lng
   152382  06-08-2014 19:43   lang/galician.lng
   155671  06-08-2014 19:43   lang/italian.lng
   126107  06-08-2014 19:43   lang/gaelic_scottish.lng
   132929  06-08-2014 19:43   lang/afrikaans.lng
   152570  06-08-2014 19:43   lang/romanian.lng
   132901  06-08-2014 19:43   lang/estonian.lng
   140575  06-08-2014 19:43   lang/icelandic.lng
   147281  06-08-2014 19:43   lang/czech.lng
   153954  06-08-2014 19:43   lang/spanish.lng
   145770  06-08-2014 19:43   lang/croatian.lng
   151673  06-08-2014 19:43   lang/latvian.lng
   139738  06-08-2014 19:43   lang/slovak.lng
   137692  06-08-2014 19:43   lang/indonesian.lng
   141267  06-08-2014 19:43   lang/basque.lng
   118569  06-08-2014 19:43   lang/simplified_chinese.lng
   153744  06-08-2014 19:43   lang/portuguese.lng
   138225  06-08-2014 19:43   lang/welsh.lng
   238503  06-08-2014 19:43   lang/ukrainian.lng
   140870  06-08-2014 19:43   lang/faroese.lng
   138906  06-08-2014 19:43   lang/swedish.lng
   130018  06-08-2014 19:43   lang/esperanto.lng
   299810  06-08-2014 19:43   lang/tamil.lng
   124034  06-08-2014 19:43   lang/traditional_chinese.lng
   168443  06-08-2014 19:43   lang/korean.lng
   135697  06-08-2014 19:43   lang/danish.lng
   234869  06-08-2014 19:43   lang/bulgarian.lng
   129751  06-08-2014 19:43   lang/english_AU.lng
   130053  06-08-2014 19:43   lang/english_US.lng
   146352  06-08-2014 19:43   lang/serbian.lng
   154810  06-08-2014 19:43   lang/catalan.lng
   137805  06-08-2014 19:43   lang/luxembourgish.lng
   246127  06-08-2014 19:43   lang/russian.lng
   134921  06-08-2014 19:43   lang/slovenian.lng
    18212  06-08-2014 19:43   COPYING
    24091  06-08-2014 19:43   known-bugs.txt
---------                     -------
 17586723                     109 files

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ChillCore
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Re: Potential new patchpach

Post by ChillCore »

KeldorKatarn wrote: I cannot run makebundle I don't have that kind of software installed.
Notice the space in "make bundle". ;)
So is a zip legal now or not.
Sure it is as long as you provide a correct binary and it's source.


edit:
Did not see planetmaker's edit before posting ...
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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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Re: Potential new patchpach

Post by Eddi »

KeldorKatarn wrote:As for the revision, it is compiled against rev26440, which the revision of tag '1.4.0'. if that isn't 1.4.0 then you tag your code wrong.
you have to check out the correct revision of the correct branch, revision 26440 of the "trunk" branch is not the same as revision 26440 of the "tags/1.4.0" branch. use "svn switch svn://svn.openttd.org/tags/1.4.0" to check out the correct branch. since tags are never changed, it does not matter which revision you check out, as long as it is newer than the creation of the branch.
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Re: Potential new patchpach

Post by KeldorKatarn »

Eddi wrote:
KeldorKatarn wrote:As for the revision, it is compiled against rev26440, which the revision of tag '1.4.0'. if that isn't 1.4.0 then you tag your code wrong.
you have to check out the correct revision of the correct branch, revision 26440 of the "trunk" branch is not the same as revision 26440 of the "tags/1.4.0" branch. use "svn switch svn://svn.openttd.org/tags/1.4.0" to check out the correct branch. since tags are never changed, it does not matter which revision you check out, as long as it is newer than the creation of the branch.
Well then I compiled against 26440 of trunk. Either way, the viewers who asked don't care at all about what the version is, they just want the same game I was using for the let's play.
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Re: Potential new patchpach

Post by KeldorKatarn »

ChillCore wrote:
KeldorKatarn wrote: I cannot run makebundle I don't have that kind of software installed.
Notice the space in "make bundle". ;)
I know what make is, and again, I don't have any GNU package installed, so make won't do anything.
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Re: Potential new patchpach

Post by KeldorKatarn »

planetmaker wrote:Honestly, I fail to see how you can compile OpenTTD but not be able to create a bundle... you should already have everything required. Please never advise people to overwrite another OpenTTD installation. It usually fails, often subtlely; an OpenTTD instance needs all its files as needed for that specific version.
Does anybody read what I'm writing? I said I do compile it and don't have make so I want to know whether I can create a bundle as a zip file, geez. I'm compiling with VS 2010, not with GNU make and I copy all contents of the bin folder + the exe from the object folder over my game installation and it works.

if I already have all necessary files, then why isn't the VS project set up with post build instructions to create said bundle.
I'll check with your file list and see whether I can manually create a correct bundle and post it here for someone to check.
That question can't be answered. As no-one knows what your zip file would contain. The answer may be 'yes' or 'no', depending on what you try to distribute. On the other hand, the contents of the zip files produced by 'make bundle_zip' are known well.
Then I really fail to see why the VS projects aren't set up to build these bundles as well. Unless they do and what I find in my bin folder IS the bundle. If so, can anybody confirm that? Otherwise I'll try to create one manually.
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Re: Potential new patchpach

Post by planetmaker »

KeldorKatarn wrote:Then I really fail to see why the VS projects aren't set up to build these bundles as well. Unless they do and what I find in my bin folder IS the bundle. If so, can anybody confirm that? Otherwise I'll try to create one manually.
They are setup to provide bundles, too. But you need to ask MSVC to actually build a bundle. It's not the default. And as I never ever used MSVC I can't tell you the details where to look in the UI.
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Re: Potential new patchpach

Post by KeldorKatarn »

planetmaker wrote:
KeldorKatarn wrote:Then I really fail to see why the VS projects aren't set up to build these bundles as well. Unless they do and what I find in my bin folder IS the bundle. If so, can anybody confirm that? Otherwise I'll try to create one manually.
They are setup to provide bundles, too. But you need to ask MSVC to actually build a bundle. It's not the default. And as I never ever used MSVC I can't tell you the details where to look in the UI.
Well then my question is directed at someone who DOES use MSVC. Someone must have set up those projects. And since I'm developing on windows, explaining the unix way to me isn't helpful.

So the MSVC projects are set up, can someone who develops on windows tell me how to set it up to build said bundle?
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Re: Potential new patchpach

Post by Antaguana »

It sounds like you are getting slightly frustrated by the difficulty encountered in making a bundle on MSVC.
Unfortunately I can not offer any help on how to do it, other than to say please stick in there, people will appreciate your efforts.

As for my question about why some of the features have not been implemented into the trunk. I am aware you specifically said you were not doing this for trunk and that is fine. I was asking more generally why some of these things are still being implemented as patches when it seems to me like they could have been added to the trunk by now. Thanks to all of those who successful explained it is more complex than simply taking the patch and integrating it into trunk. You are right, popular does not necessary mean quality. I would have thought though, that if something is popular, then it is likely people think it adds the their enjoyment of the game. I would have thought that this would encourage someone to take the time to make a quality patch, integrate it and test it. I guess not.
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Re: Potential new patchpach

Post by adf88 »

KeldorKatarn wrote:So the MSVC projects are set up ... how to set it up to build said bundle?
Just switch to "Release" configuration before compiling. Compile. Copy openttd.exe to bin folder. Distribute content of the bin folder. That's it.
:] don't worry, be happy and checkout my patches
KeldorKatarn
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Re: Potential new patchpach

Post by KeldorKatarn »

adf88 wrote:
KeldorKatarn wrote:So the MSVC projects are set up ... how to set it up to build said bundle?
Just switch to "Release" configuration before compiling. Compile. Copy openttd.exe to bin folder. Distribute content of the bin folder. That's it.
So pretty much what I've been doing all along. Ok. I'll do that.
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