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PostPosted: Tue Sep 25, 2007 7:46 am 
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Traffic Manager
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cirdan wrote:
Note that the patch no longer applies (cleanly) against current nightly. The changes required are minor, though, so I can make a new version if you want.


Yes please, i just need some MSVC++ practise for now.


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PostPosted: Tue Sep 25, 2007 11:59 am 
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Engineer
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Hi to all.

Please, can anybody suggest, how to force r11060 build to create openttd.cfg file and store configuration here? Look like, by default, it not do it :(

Will be grateful for help.

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PostPosted: Tue Sep 25, 2007 12:23 pm 
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No need. Once you have built the executable, just run it. It will create the .cfg file on exit.

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OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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PostPosted: Tue Sep 25, 2007 12:37 pm 
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Yes, I know, but it not creating it :( That's why I asking, how to force creation of config file...

Also, there is one more question: is it possible to switch off this autoscroll, when the cursor at the edge of screen?

Thnx.

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PostPosted: Tue Sep 25, 2007 12:48 pm 
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It is indeed, its in the customise patches screen. on the interface tab, pan screen when cursor at the edge.

Enjoy


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PostPosted: Tue Sep 25, 2007 1:03 pm 
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snike0437 wrote:
Yes, I know, but it not creating it :( That's why I asking, how to force creation of config file...
It is actually been created, however... it's being created in another directory than where you expect it to be. For windows it's at $MY DOCUMENTS$/OpenTTD (or something like that; don't know exactly as I do not have a Windows machine.


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PostPosted: Tue Sep 25, 2007 1:55 pm 
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Rubidium
doghousedean
Thanks guys! Both of answers was helpfull :)

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PostPosted: Tue Sep 25, 2007 9:09 pm 
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doghousedean wrote:
how about this one Close Airport Patch ?

chrissicom wrote:
cirdan wrote:
Note that the patch no longer applies (cleanly) against current nightly. The changes required are minor, though, so I can make a new version if you want.

That would be nice of you, that patch seems nice and small so I can have it for the next build :)

I've just uploaded a new version of the patch. It turned out that no changes were really required, it was just that the code had new comments added and that made the patch context not to match.

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My patches: Close airports | Upgrade airports | Autoconvert depots | New map features


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PostPosted: Thu Sep 27, 2007 12:38 pm 
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I've been learning C++ for a bit (Im not that good) as i was brought up on VB6 i thought i was about time.

I have created a little patch for ChrisIN (Hope you don't mind), its not quite right but i cant find something in the code yet, anyway without further delay, doghouse dean presents......


......a nautical miles patch for ships, the current speed on the ship gui windows is displayed in Nautical miles (see wikipedia), i cant find the bit to change the units part of the text but the speed is there, im gussing its integers only as the ratio of nautical miles to (statue) miles is 1.150779 (i rounded to 1.15).

Hope you like

DHD


Attachments:
File comment: Nautical miles patch for ChrisIN
nautical miles.diff [728 Bytes]
Downloaded 17 times
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PostPosted: Thu Sep 27, 2007 2:00 pm 
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Just a little update on my progress. I still didn't figure out why the routemarkers are falsely painted on signal tiles but I have fixed the right click problems. I removed the offending code and completely changed the behaviour of the show station catchment patch. The use is not optimal imho but it's a good solution that doesn't influence other mouse action. You have to ctrl + right click a station to show the catchment area and ctrl + left click the station to stop showing the catchment area. You might think why doesn't it stop showing the catchment area automatically.... well the bit of code that was doing that was causing problems with other mouse actions.

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My nick on OpenTTD IRC is Chris82.


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PostPosted: Thu Sep 27, 2007 3:31 pm 
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Hello, everybody. Chrissicom, you're making a fantastic job. I am eagerly awaiting your next release (because of auto slopes and other new features missing in the current version).
Tough what I miss in today OpenTTD builds is support for passenger destinations, Advanced Town Handling (this patch made construction very expensive, what I liked because gathering money in OpenTTD is all too easy) and PBS, which, to me, is the most important patch for OpenTTD. And because of the last two I still play MiniIN.
So, I just wanted to congratulate you for your fantastic job and I hope that you will continue delivering us your fantastic ChrisIN build, and that it won't die like it happened to MiniIN.


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PostPosted: Thu Sep 27, 2007 3:45 pm 
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I remade the Advanced Town Handling and it is called Increased Construction Costs (near Towns) now and is in ChrisIN for quite a while already. There is no version of PBS working with the current pathfinder (YAPF) and I am unable to update PBS. If anyone would renew it I'd include it for sure as I like the functionality it offers as well.

Passenger destinations still has some issues from what I read in the patch thread and since I have to fight some bugs in the current patches already I am only adding small patches right now which do not introduce any new problems.

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E-Mail to mail [at] christophsackl.com for inquiries regarding my OpenTTD Servers (sandra-bullock.co.uk), ChrisIN or my patches. Thanks!
My nick on OpenTTD IRC is Chris82.


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PostPosted: Fri Sep 28, 2007 12:17 am 
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ChrisIN is absolutely brilliant for people like myself who want an array of patches but without the work of compile->debug->recompile->fix the new bug -> recompile etc.

Hopefully when the patches have been refined more they can make it into trunk!

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PostPosted: Fri Sep 28, 2007 9:45 am 
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Can fully agreed with AntBUK :)

Also, have one little question to author of this build: do you have in plans to add a needed percentage of load for vehicles instead of (or in addition to) "Full load"/"Unload" options?
(see attached screenshot from the last MiniIN, whre this feture was present)

Thnx.


Attachments:
loadpercent.jpg
loadpercent.jpg [ 34.25 KiB | Viewed 617 times ]

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PostPosted: Fri Sep 28, 2007 9:51 am 
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I played with that pacth before and thought it was useless to say only do half load, may as well sell the waggons and keep the cash.

The only use i can see for it is for busy stations/airports were passengers dont stay on the platform for long and trains/planes are only picking up a few


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PostPosted: Fri Sep 28, 2007 10:16 am 
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Is there a thread for this patch? Then I could have a look at the code and check how "usable" it is.

Here's a preview .diff again of the latest ChrisIN. It will not be updated to newer trunk versions right now because there were too many savegame bumps in trunk and I want a little longer compatibility line within ChrisIN.
The only major bug left to fix before release of the build is that routemarkers are drawn on the signal tiles... I have tried lots of stuff already but I just can't figure out why it happens as the code has absolutely no obvious influence on the signals.

Edit: Preview file removed as the full version has been published in the first post!

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My nick on OpenTTD IRC is Chris82.


Last edited by chrissicom on Fri Sep 28, 2007 8:18 pm, edited 1 time in total.

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PostPosted: Fri Sep 28, 2007 10:36 am 
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IMHO, this will be very usefull, at least with values of 80% and 90% of loading. For example, train with "Full load" order is waiting on station for full loading with wood. It's already loaded for 98%, but still waiting for the 2% :) When forest produce more wood, train will pick up these 2% and will depart, but some wood will be left on station till the next arrival, and this will be not good for raitings, IMHO. If he will recieve and order to wait for 90% load, he will pick up some more, than 90% and will depart => will not waste maintenance costs.

But, anyway, it's not so important to have this patch, but it would be good :)

2 chrissicom: it should be somewhere, will search now...

Look like that's it.

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PostPosted: Fri Sep 28, 2007 12:30 pm 
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Hmmm that's one patch [42.18 KB] almost 10% the size of ChrisIN :D that'll take a while until I checked it out.

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My nick on OpenTTD IRC is Chris82.


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PostPosted: Fri Sep 28, 2007 1:15 pm 
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r11174-ChrisIN.diff wrote:
Code:
+static inline RouteMarkerType GetRouteMarkerType(TileIndex t)
+{
+   // m4 0..2 contains normal signal types, 4..7 for RouteMarkers
+   return (RouteMarkerType)GB(_m[t].m4, 4, 4);
+}
+
+static inline void SetRouteMarkerType(TileIndex t, RouteMarkerType s)
+{
+   // m4 0..2 contains normal signal types, 4..7 for RouteMarkers
+   SB(_m[t].m4, 4, 4, s);
+}


rail_map.h wrote:
Code:
/**
 * Set the states of the signals (Along/AgainstTrackDir)
 * @param tile  the tile to set the states for
 * @param state the new state
 */
static inline void SetSignalStates(TileIndex tile, uint state)
{
        SB(_m[tile].m4, 4, 4, state);
}

/**
 * Set the states of the signals (Along/AgainstTrackDir)
 * @param tile  the tile to set the states for
 * @param state the new state
 */
static inline uint GetSignalStates(TileIndex tile)
{
        return GB(_m[tile].m4, 4, 4);
}


Looks like the culprit to me. :D

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PostPosted: Fri Sep 28, 2007 2:34 pm 
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You are perfectly right frosch, if I would just know what all these cryptic numbers do I could eventually fix it.

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E-Mail to mail [at] christophsackl.com for inquiries regarding my OpenTTD Servers (sandra-bullock.co.uk), ChrisIN or my patches. Thanks!
My nick on OpenTTD IRC is Chris82.


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