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PostPosted: Mon Apr 09, 2012 11:31 pm 
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That worked great. Thanks guys.

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PostPosted: Thu Apr 12, 2012 4:56 pm 
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Nice patchpack! :) Have you got plans to overhaul this patchpack's stuff to the 1.2.0 trunk when it comes out?

And also, Infrastructure maintenance should be marked as in trunk in the first page.

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PostPosted: Thu Apr 12, 2012 11:42 pm 
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kyosuke1989 wrote:
Nice patchpack! :)
Thank you very much for the kind words, much apreciated.

Quote:
Have you got plans to overhaul this patchpack's stuff to the 1.2.0 trunk when it comes out?
Nope sorry, let me explain
I do not do stable releases ever. The reason is simply that as soon as you patch it it is no longer a stable release.
I do however intend to bump to trunk, which is past 1.2.0 already, if I can manage to keep everything running that is. ;)

Quote:
And also, Infrastructure maintenance should be marked as in trunk in the first page.
Yes I know what you mean but I will not do that for the moment. The current version of my patchpack is still based on an older revision when infrastructure maintenance was not yet introduced.
I will adjust the first posts as you suggest when and if I get there. ;)




Please find attached a !test! version of what I have currently.
There are a few reasons for me posting a patch instead of directly pushing my code to the repo:
1. I think everything works still but there is simply to much to test it all by myself.
2. When I load my old savegame and exit to desktop without going back to the main menu first I am getting an assert. When I do the same with a new game this does not happen. Yes I did the dirty deed and messed with GRFs so I do not know if it is caused by my code or by the savegame itself. I do not have another savegame to test with (except for the few saves that were posted when people were reporting bugs). If someone could be so kind to test it would be very much apreciated.
3. As ammler mentioned a few pages back I need to fix something in my repo; I'd rather not push there untill it is fixed. I am aware there is a problem but I just did not find the time yet to go and find the right people on IRC and ask what the problem exactly is.
In case someone is wondering: the code and the resulting binaries are fine. From observation it is triggering the compilation of binaries that needs fixing (read: the compile farm does it's thing even if I did not order it to do so (eg. latest binaries are dated april 6th but I did not push anything then)). Maybe there is another issue too that I am not yet aware of ...
4. The attached pacth is SVN based, the repo is HG... I am not yet familiar with rebasing patches on HG and I prefered using a method that I am familiar with so I could concentrate on bumping and fixing conflicts instead of messing about and potentially screwing things up. :mrgreen:

Please, pretty please ... do not post binaries of this version.
I would not want people to download your binary thinking all is fine when in fact things might not be ... thank you for understanding.
Also note that he attached patch is not meant to be used to continue your games ... most likely you will be able to continue your games as usual when I post/push the next version but this is in no way guaranteed.
Also make a backup of your savegames so you can go back to the previous version if needed to be.
For the people that can not compile themselves ... You should not feel sad, a new (better tested) version will be coming soon-ish and at the same time you can be sure that your games are not lost. ;)


ps: I promise next post will be answering the remaining unanswered issues


Attachments:
File comment: After applying the patch you will find the changelog and todo files in the docs folder ... when making a bundle these two files will be automatically included next to the normal readme as of now. Note that these two files are not 100% up to date yet.
chipp_v14_5_12_r23067.diff [2.35 MiB]
Downloaded 52 times

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

See the first post of my thread, please.
Thank you very much for understanding.
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PostPosted: Fri Apr 13, 2012 2:08 am 
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Engineer
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Thanks a lot Chill! I found your patch just a while ago and did not played with it yet, but I will do in the future! Tested it on my laptop and it looked great :)


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PostPosted: Sat Apr 14, 2012 8:03 am 
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I've been trying the "!test!" patch above and I'm not sure if I've built it wrong (patch applied cleanly, only real change by me was disabling DirectMusic in the project settings, building with VC++ 2010 Express), but I get a crash a few seconds after starting (while still on the main menu, before doing anything).

Crash happens seems to come from 282 in cargopacket.cpp function "uint VehicleCargoList::LoadReserved(uint max_move)".

The message says:
"Debug Assertion Failed!

Program: ...TTDOpenTTD Source-2projects..objsWin32Debugopenttd.exe
File: c:program files (x86)microsoft visual studio 10.0vcincludelist
Line: 286

Expression: list iterators incompatible"

Not sure what the problem is exactly, the code seems valid, but the iterator "it" is not initialised correctly. I guess that points to a build problem... Any ideas?


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PostPosted: Sat Apr 14, 2012 11:10 am 
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CrossSide wrote:
Thanks a lot Chill! I found your patch just a while ago and did not played with it yet, but I will do in the future! Tested it on my laptop and it looked great :)
Thank you for the kind words CrossSide, have fun.


mallardtheduck wrote:
I've been trying the "!test!" patch above and I'm not sure if I've built it wrong (patch applied cleanly, only real change by me was disabling DirectMusic in the project settings, building with VC++ 2010 Express
Thank you for testing and reporting mallardtheduck,
Has VC++ 2010 Express created the new files correctly? eg. take a looksie at infrastructure.cpp to see if it is a valid file ... I know that with MinGW/MSYS one has to create dummy files before aplying the patch. I do not know if this is the case with Visual Studio too.
My guess is that the new files are there or you would have had trouble compiling due to missing functions and invalid #include lines, but can you check anyway please just to be sure?

Quote:
get a crash a few seconds after starting (while still on the main menu, before doing anything).

Crash happens seems to come from 282 in cargopacket.cpp function "uint VehicleCargoList::LoadReserved(uint max_move)".

The message says:
"Debug Assertion Failed!

Program: ...TTDOpenTTD Source-2projects..objsWin32Debugopenttd.exe
File: c:program files (x86)microsoft visual studio 10.0vcincludelist
Line: 286

Expression: list iterators incompatible"
It crashes on the title save eh ... sounds like a backwards compatibility thinghy ...
I will have a looksie in the code.

Quote:
Not sure what the problem is exactly, the code seems valid, but the iterator "it" is not initialised correctly. I guess that points to a build problem... Any ideas?
No yet sorry. The test patch is really the last version I have at the moment ... my kids are having their easter holidays from school and I did not have much time to get on with it yet. ;)
It is very well possible I forgot something somewhere while bumping or that something is already fixed but in a later revision ... I do browse the trunk changes a few revisions ahead for possible conflicts before bumping but it happens sometimes that an error surfaces later on and I did not see that yet.
Also some of the patches (eg. CargoDist) are not always the latest versions available.

Is your system 32- or 64bits?
I am currently developing the patch on 64 bits (Linux Mint) exclusively but I do still have a 32bits WinXP OS running too ... I have a copy of Visual C++ 2008 Express Edition on there but I have not yet set it up to compile anything. Might take some time as I have no clue how it works yet; I only installed it last year on this pc and registered it just in case I might need it some day.

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

See the first post of my thread, please.
Thank you very much for understanding.


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PostPosted: Sat Apr 14, 2012 11:46 am 
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In a binary I got from the devzone I can't save a scenerio from the editor to a heigtmap. It just gives black heightmap png.

http://bundles.openttdcoop.org/chillpp/ ... hfe846ddd/

From there the windows x64 zip.

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PostPosted: Sat Apr 14, 2012 1:05 pm 
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Have you tried generating a game with it?
Although the resulting heightmap may seem to be just black, in fact it is not and it is just your eyes deceiving you.

This is because heightmaps use a 256 colours grayscale. In trunk this is reduced to 16 levels both when generating a game from a heightmap and when exporting a heightmap. In the patchpack the 256 shades of grey are preserved.

I still have to make it so that when the moreheightlevels patch is off, the heightmap extraction uses only 16 shades (preferably in combination with adding a different extension).

For best (and exact) results it is best to leave the moreheightlevels patch on and selecting the Alpinist terrain type setting when generating a game/scenario from a heightmap created with the patchpack itself, else the resulting terrain will be rather flat.
When generating a map from a heightmap made with any version of OpenTTD that is not my patchpack it is best to select a lower terain type or leave the moreheightlevels patch off to prevent your map being very steep and rather unplayable.

I hope this helps solving your issue.

Note that generating different heightmaps depending on the moreheightlevels patch is not difficult at all but I did not investigate the adding of different extentions yet (which I would prefer doing at the same time of making the change to avoid confusion).

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

See the first post of my thread, please.
Thank you very much for understanding.


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PostPosted: Sat Apr 14, 2012 5:27 pm 
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It´s black and when I Laod a game with the heigthmap I just see water, so I think it´s really a saving problem. Also tried with my `normal` OTTD installation and in that one it just worked fine.

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PostPosted: Sat Apr 14, 2012 8:09 pm 
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Not sure what is not working for you my friend.
I just tested the same binary as you but Windows 32bits and it works fine for me.

Can you please post your savegame so I can check your settings?

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

See the first post of my thread, please.
Thank you very much for understanding.


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PostPosted: Sun Apr 15, 2012 12:38 pm 
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Ok,
generated the following with teh win32 version:


Attachments:
File comment: The saved heightmap
heightmaptest.png
heightmaptest.png [ 6.14 KiB | Viewed 455 times ]
File comment: From this random scenario landmass
heightmaptest.scn [21.6 KiB]
Downloaded 20 times

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PostPosted: Sun Apr 15, 2012 12:59 pm 
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Code:
% python
>>> from PIL import Image
>>> im = Image.open('heightmaptest.png')
>>> print im.mode
P
>>> print im.size
(512, 512)
>>> d = set()
>>> for x in range(512):
...   for y in range(512):
...     d.add(im.getpixel((x,y)))
...
>>> d
set([0, 1, 2, 3, 4, 5, 6, 7, 8, 9])
It contains pixel indices 0..9, apparently


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PostPosted: Sun Apr 15, 2012 1:27 pm 
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i'll quote the important bit of the above post for emphasis:

ChillCore wrote:
For best [...] results [...] select the Alpinist terrain type setting when generating a game/scenario from a heightmap [...]

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PostPosted: Sun Apr 15, 2012 1:43 pm 
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I want to do the other way around, generate a heightmap from a scenario.

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PostPosted: Sun Apr 15, 2012 2:19 pm 
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yes. and as Alberth confirmed above, this seems to have worked correctly. you have 10 different heightlevels in that image.

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PostPosted: Sun Apr 15, 2012 3:03 pm 
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Hm loading it in TTD with alpinist setting gives a flat sea.

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PostPosted: Sun Apr 15, 2012 3:08 pm 
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OpenTTD has no alpinist setting.
Anyways, here is a better one for plain OpenTTD, I multiplied all pixel values by 16.


Attachments:
File comment: heights multiplied by 16
heightmaptest2.png
heightmaptest2.png [ 6.21 KiB | Viewed 400 times ]
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PostPosted: Sun Apr 15, 2012 3:09 pm 
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I meant openTTD with pachtpack, it has :P

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PostPosted: Sun Apr 15, 2012 3:10 pm 
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i don't have the latest version, but i get this when opening your heightmap:


Attachments:
Unbenannt, 1. Jan 1999.png [157.98 KiB]
Downloaded 1 time

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PostPosted: Sun Apr 15, 2012 3:19 pm 
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I should get that too, but it gives a blank sea.

Loading the editted version of Alberth works fine. And gives the right landscape.

Edit:

Someway it seems to work partially right now, I can load my own generated heightmap with the patched version. But the landscape becomes flattened. So the mountains become little hills.

Ps. Can I multiply the heightmap by 16 with photoshop?

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Last edited by jor[D]1 on Sun Apr 15, 2012 3:39 pm, edited 1 time in total.

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