JGR's Patch Pack
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- Tycoon
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Re: JGR's Patch Pack
I also make changes to the game, but I would never think to remove a set of roads. Also, it doesn't look like a single change was made.
And no, just returning the road set won't fix it, apparently there was also an attempt to upgrade the vehicle set as the auto exchange reports non-existent cars and so on. I'm surprised the game hasn't crashed yet.
And no, just returning the road set won't fix it, apparently there was also an attempt to upgrade the vehicle set as the auto exchange reports non-existent cars and so on. I'm surprised the game hasn't crashed yet.
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- Traffic Manager
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Re: JGR's Patch Pack
I thought the auto replace error is because I had used the cheat menu to put the date back at some point and doesn't that remove available vehicles?
Haven't changed any road sets.
I'm thinking of just starting again, edit the scenario slightly, considering I've learnt a lot about the new features since.
If the newgrfs are adjusted in the scenario edit before starting a new game am I less likely to have issues? It's mainly stations and vehicles I'd want to change.
Haven't changed any road sets.
I'm thinking of just starting again, edit the scenario slightly, considering I've learnt a lot about the new features since.
If the newgrfs are adjusted in the scenario edit before starting a new game am I less likely to have issues? It's mainly stations and vehicles I'd want to change.
East of England/East Anglia scenario/map released!! http://www.tt-forums.net/viewtopic.php?p=205440#205440
Re: JGR's Patch Pack
Well, I have just updated two very long running games to U&RaTT v1.1 and also found that vehicles were stuck on tiles due to incompatible road types (bascially looked like going in circles on a single tile). For example, I disabled the Polroad-internal roads in that process since they did not match very well with U&R and there also seemd incompatibilities between U&R versions.Argus wrote: ↑21 Feb 2024 21:45 I also make changes to the game, but I would never think to remove a set of roads. Also, it doesn't look like a single change was made.
And no, just returning the road set won't fix it, apparently there was also an attempt to upgrade the vehicle set as the auto exchange reports non-existent cars and so on. I'm surprised the game hasn't crashed yet.
Still, when I converted the adjacent road tile to something compatible, all vehicles were able to "escape" the incompatible tile, which could then be converted. Too quite some time but I managed to completely and successfully update my road networks.
Also, using the "magic bulldozer" I found that I can change road types that cities in normal mode don't want to allow me, although I find that a bit strange but nobody responded to my question so far.
However, as far as I remember, the "vehicles stuck" never happened on station tiles - either because I was very lucky (but map is huge at 1024x2048, so chance of getting stuck on station low) or because the station tiles were never of an incompatible type.
Still, this was OTTD 13.4 so there might also be problems inherent to the JGR patchpack.
Re: JGR's Patch Pack
I've posted a save with the road stops unblocked in the other thread.
I've applied a fix to prevent deleting road vehicles in bay stops from leaving them marked occupied, which will be in the next release.
I've applied a fix to prevent deleting road vehicles in bay stops from leaving them marked occupied, which will be in the next release.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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Re: JGR's Patch Pack
Absolute Hero!
I'm glad it wasn't a newgrf or road issue... Pretty sure it was CityAI going bankrupt while occupying stations.
East of England/East Anglia scenario/map released!! http://www.tt-forums.net/viewtopic.php?p=205440#205440
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Re: JGR's Patch Pack
So there was no road set from the start? Weird, I can't play without roads anymore.Davie_UCF wrote: ↑21 Feb 2024 23:05 I thought the auto replace error is because I had used the cheat menu to put the date back at some point and doesn't that remove available vehicles?
Haven't changed any road sets.
I'm thinking of just starting again, edit the scenario slightly, considering I've learnt a lot about the new features since.
If the newgrfs are adjusted in the scenario edit before starting a new game am I less likely to have issues? It's mainly stations and vehicles I'd want to change.
Re: JGR's Patch Pack
As far as I know, "setting back the time" does not affect vehicle availability (or anything else), at least if you have "vehicles never expire" switched on, as I do.
I use this function regularly to stay in one "epoch" (like 1960-1965) for years (in "real life") now and never had any problems.
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Re: JGR's Patch Pack
What do you mean? I didn't change the road set from the start of the scenarioArgus wrote: ↑22 Feb 2024 10:24So there was no road set from the start? Weird, I can't play without roads anymore.Davie_UCF wrote: ↑21 Feb 2024 23:05 I thought the auto replace error is because I had used the cheat menu to put the date back at some point and doesn't that remove available vehicles?
Haven't changed any road sets.
I'm thinking of just starting again, edit the scenario slightly, considering I've learnt a lot about the new features since.
If the newgrfs are adjusted in the scenario edit before starting a new game am I less likely to have issues? It's mainly stations and vehicles I'd want to change.
East of England/East Anglia scenario/map released!! http://www.tt-forums.net/viewtopic.php?p=205440#205440
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- Tycoon
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Re: JGR's Patch Pack
What I mean is that there is only the basic road in the game, no others.
Re: JGR's Patch Pack
How do you choose a town name set? I see it has been changed to GRF-based which is a fine idea, but it's not working. Nothing happens when I add town name GRFs.
Edit: Also happens with unpatched game version 13.0. I'm sorry for posting it here. My brain is mush after configuring the settings for a new game. It always is, but the core devs refuse to let the settings just be inherited from the last game you played. Instead, it has to be the last game you started which, for me, is often months or years ago and I often had to tweak a lot after starting the game.
Edit: Also happens with unpatched game version 13.0. I'm sorry for posting it here. My brain is mush after configuring the settings for a new game. It always is, but the core devs refuse to let the settings just be inherited from the last game you played. Instead, it has to be the last game you started which, for me, is often months or years ago and I often had to tweak a lot after starting the game.
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Extreme network builder. screenshot thread
Re: JGR's Patch Pack
Isn't it that the town name NewGRFs only work for the creation of NEW towns but will not change the names of towns already existing at the time when you load that add-on?!?
Re: JGR's Patch Pack
Generated town names are "special", in the sense that the game does not store the text of the town name, but only the "number" of the town name. What the number means depends on the town name set used to generate the names. But a town only stores the town name number, not which set was used to generate that name with.
This means that you can not have town names from more than one town name set in a single game world. And because all towns must have a name, and you can't have a game with zero towns, then it's not possible to change the town name set after the game has been started.
Exception: If a player (or scenario creator) renames a town, then the town name text will be stored. However, the town name number is still stored, so it can be reset to the original generated name.
This means that you can not have town names from more than one town name set in a single game world. And because all towns must have a name, and you can't have a game with zero towns, then it's not possible to change the town name set after the game has been started.
Exception: If a player (or scenario creator) renames a town, then the town name text will be stored. However, the town name number is still stored, so it can be reset to the original generated name.
Re: JGR's Patch Pack
Thank you very much for the detailed technical explanation - so it is even more narrow than I initially thought and should read "town name NewGRFs only work for the creation of towns at the start of a new game"?!?
Whazt about the scenario editor - assuming I haven't created any towns yet? Can I still change "town name NewGRF" in the editor? What happens if I create a couple of towns, then delete them all, switch to other "town name NewGRF" and create more?!? I assume once I have a single town in the editor, "town name NewGRF" will also not have any effect here?!?
Re: JGR's Patch Pack
As far as I remember, there isn't any user interface for changing town names language/style except in the "generate world" window, and that obviously means you'll be clearing and regenerating the entire world.
What you can possibly do is save the terrain as a heightmap, and then generate a new world with the correct town names style using that heightmap. It's a bit roundabout, but it should work. You'll still have to put rivers and trees back in too.
Remember that adding town names from a NewGRF is two-step: First you add the NewGRF to the list of active GRFs, and then you also have to select the town names style it adds when you generate the world.
What you can possibly do is save the terrain as a heightmap, and then generate a new world with the correct town names style using that heightmap. It's a bit roundabout, but it should work. You'll still have to put rivers and trees back in too.
Remember that adding town names from a NewGRF is two-step: First you add the NewGRF to the list of active GRFs, and then you also have to select the town names style it adds when you generate the world.
Re: JGR's Patch Pack
Thanks. The screenshot is from my 2nd attempt at generating a new game. The first attempt only had 1 town name GRF, the Arabian one. Generating a new game with only Brazilian Names 2.0, a GRF with 5296 town names, and... nope, I don't think Pintbridge or Rundinghead sound very Brazilian at all!
Generating another new game with no GRFs except Brazilian Names 2.0... Nope! I see Little Rintbridge, Kedworth Falls, and many other names absolutely typical of the classic English name generator. I'm testing with Brazilian Names 2.0 because it's been updated in the last year, but the same applies to others for which I haven't checked the update date; Ahyangyi's Finnish Town Names, Bulgarian Town and Village Names v1.1, Welsh Town Names, and Romanian Town Names.
It's just occurred to me that some of these GRFs might be climate-locked, but surely Brazilian Names would work in the tropical games I've been generating. Checking Romanian in temperate... nope; still the same old English names.
It was a long time ago. I've hardly played for a long time. Also, as indicated, I was VERY frustrated when I wrote that.
Extreme network builder. screenshot thread
Re: JGR's Patch Pack
Just to clarify a few things ...
Do you actually select the Town Name GRF, you want to use, in World Generation when starting a new game ?
Steps to take :
a) add the Town Name GRF to the 'Active NewGRF files' in 'NewGRF Settings'.
b) start a new game.
c) select the Town Name GRF under 'Town Names' in 'World Generation'
d) click 'Generate' a new game.
The same applies, if you want to use a Town Name GRF in the Scenario Editor :
e) do the same as above [a..d].
f) exit the game (no need to save anything)
g) start the Scenario Editor.
h) the Town Name GRF selected above is now enabled ...
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Re: JGR's Patch Pack
Interesting behaviour change i've just noticed, that is slightly inconvenient, having just updated from version 56.1 straight to 58.0.
When you ctrl-click on a signal to change it to a different type, it will now cycle through all of them. Previously i could place a block signal, and then immediately change it to a path one, now i have to cycle through them all to get there.
In the settings, i can only see an option to cycle through all, or the current signal group, rather than skip straight to path. I always place track signals as block, and then upgrade the ones on a junction or station entrance/exit to path. Is there a way of reverting to the old behaviour i am missing, and if not, is it possible to go back to this behavior in the patch pack?
When you ctrl-click on a signal to change it to a different type, it will now cycle through all of them. Previously i could place a block signal, and then immediately change it to a path one, now i have to cycle through them all to get there.
In the settings, i can only see an option to cycle through all, or the current signal group, rather than skip straight to path. I always place track signals as block, and then upgrade the ones on a junction or station entrance/exit to path. Is there a way of reverting to the old behaviour i am missing, and if not, is it possible to go back to this behavior in the patch pack?
Re: JGR's Patch Pack
This setting has changed upstream, it's been changed a few times.Redirect Left wrote: ↑29 Feb 2024 16:30 Interesting behaviour change i've just noticed, that is slightly inconvenient, having just updated from version 56.1 straight to 58.0.
When you ctrl-click on a signal to change it to a different type, it will now cycle through all of them. Previously i could place a block signal, and then immediately change it to a path one, now i have to cycle through them all to get there.
In the settings, i can only see an option to cycle through all, or the current signal group, rather than skip straight to path. I always place track signals as block, and then upgrade the ones on a junction or station entrance/exit to path. Is there a way of reverting to the old behaviour i am missing, and if not, is it possible to go back to this behavior in the patch pack?
I never use the ctrl-click signal type change function myself and don't have a strong opinion on it. I can look into adding another/the old mode though.
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Patch Pack, Github
Patch Pack, Github
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Re: JGR's Patch Pack
Quite, I'm not sure why they keep playing with it, to be honest!
I would greatly appreciate that if you could
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