Patch: New passenger destinations

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Bilbo
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Re: Patch: New passenger destinations

Post by Bilbo »

7of9 wrote:have anyone tried this patch in multiplayer?
Well, are there any server running with this patch? I found none.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
MarkyParky
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Re: Patch: New passenger destinations

Post by MarkyParky »

Hello,

Would be anybody (bookie?) so kind and make binary of this patch with 11822 or later? I tried to compile it both with 11810 and 11822 and both versions are unable to load saves made with bookie's binary.

Updating it to actual nightly would is a big deal, as GUI has changed a lot, but recompile it with 11822 could be done with minimum effort and brings great advantage of unlimited custom names. I am desperately running out of custom names in my game ;).

Thank you.
bokkie
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Re: Patch: New passenger destinations

Post by bokkie »

It doesn't compile. Apparently too much has been changed, so let's wait for someone with coding skills and spare time.
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Re: Patch: New passenger destinations

Post by MarkyParky »

Well, I have got (at least some minor) coding skill and I have been able to compile it. But my compiled version does not load savegames from your binary.

If I make an update to 11822, can you try to compile it "your way"? Because I am not able to load savegame from your binaries even if I compile 11810.

I can post updated patch in the morning, when I'll be home.
bokkie
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Re: Patch: New passenger destinations

Post by bokkie »

Fine, I use BuildOTTD so nothing fancy ;).
MarkyParky
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Re: Patch: New passenger destinations

Post by MarkyParky »

So I have been doing some research regarding last versions of this patch. It seems to me, that following happens:

In definition of some functions, there are some mismatches. MSVS is compiles them, but is not able to link the game with those mismatches. If I correct those misatches, game compiles succesfully, but is not able to load saves from versions compiled on BuildOTTD. On the other hand, you are reporting, that this game compiles with 11810 using BuildOTTD without any problems. I can not try BuildOTTD (I have Vista64), but it seems to me, that simply BuildOTTD does not care on those mismatches as much as MSVS does and it is able to succeed during compilation.

I am attaching patch updated to 11822 for BuildOTTD. There were only some minor changes, like moving some functions from one file to another. Please try to compile it. If you succed, we have figured out, what is wrong. If you don't succed, I will continue my investigation.

EDIT: Patch removed, contained bug. New, fixed also with binary, will follow soon.
Last edited by MarkyParky on 31 Jan 2008 00:36, edited 1 time in total.
Eisenbaehr
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Re: Patch: New passenger destinations

Post by Eisenbaehr »

The binary was compiled with BuildOTTD without errormessages or warnings :)
Attachments
trunk_r11822_MP_passdest_11822_BuildOTTD.patch_30.01.2008_23-30-18.rar
Compiled binary for Win32 without language files (for testing only).
(1.33 MiB) Downloaded 466 times
MarkyParky
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Re: Patch: New passenger destinations

Post by MarkyParky »

Thanks. It means, that BuildOTTD realy do not care about this mismatche.

But still problems with loading/saving.

In fact, I have run out of patience today evening, installed WXP Home on VirtualPC, installed BuildOTTD and am trying myself as well. But savegame incompatibility presist, so I am looking deeper into the code.
peter1138
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Re: Patch: New passenger destinations

Post by peter1138 »

There was a savegame change in trunk, so it is highly likely you'll just have to start a new game.
He's like, some kind of OpenTTD developer.
MarkyParky
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Re: Patch: New passenger destinations

Post by MarkyParky »

I am avare of this change, but I am looking for some workaround. This save game is worth it - it is almost 30 game years of simulation of real traffic in Prague, including all tram, bus and train lines with realistic placement. :shock:
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Bilbo
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Re: Patch: New passenger destinations

Post by Bilbo »

Perhaps something like copy & paste patch or alike .... copy entire map into new file. Disadvantage is that the copy & paste patch does not copy cities, buildings or stations, but roads, rails and terrain can be copied using it.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
qinf
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Re: Patch: New passenger destinations

Post by qinf »

Hi, I updated my patch:
  • Old save data can not be used.
  • Mail destination (experimental).
  • UI are redesigned since station's window can be resized in the latest trunk. Ctrl + resize maybe useful.
  • Realistic passenger/mail behavior, which each cargopacket has its home. If it reaches its destination, then it's destination set the home (IMO, round trip is important for commuter). But this setting requires huge cpu-time and memory.
Attachments
paxdest_r12032_238.diff
(139.96 KiB) Downloaded 427 times
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Juhl
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Re: Patch: New passenger destinations

Post by Juhl »

qinf wrote:Hi, I updated my patch:
  • Realistic passenger/mail behavior, which each cargopacket has its home. If it reaches its destination, then it's destination set the home (IMO, round trip is important for commuter). But this setting requires huge cpu-time and memory.
I hope you do this a given number of times, like forth and back, otherwise you would generate new cargo all the time but never get rid of some :)
It's dangerous to be born, you will end up dead!
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Snail
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Re: Patch: New passenger destinations

Post by Snail »

Hi,

I tried the latest version of the patch (12032) but it seems it won't compile...
While compiling, I get the following error messages (it stops at station.cpp):

Code: Select all

openttd0/src/station.cpp: In static member function ‘static void VehicleCargoStatisticsList::UpdateStations()’
openttd0/src/station.cpp:534: error: no matching function for call to ‘max(const uint&, size_t)’
make[1]: *** [station.o] Error 1
make: *** [all] Error 2
where openttd0 is my working directory.

BTW, I tried to compile it on MacOS X.
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Reto
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Re: Patch: New passenger destinations

Post by Reto »

Hi

In station.cpp change the line 534
from:

Code: Select all

for (uint i = min(max(min_route_size, update_queue.size() >> 8), ...
to:

Code: Select all

for (uint i = min(max(min_route_size, (uint)update_queue.size() >> 8), ...
But somebody has to think about that for a second, I'm bad at C/C++.

It compiles now, but I haven't run it yet.

Reto
MarkyParky
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Re: Patch: New passenger destinations

Post by MarkyParky »

Qinf:

I would like to report two bugs:

a) In multiplayer, a desync occures almost immidietly some connected routes are created.
b) Click on station rating cause game to crash.

Good luck with solving, you are doing a good job.
Scay
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Re: Patch: New passenger destinations

Post by Scay »

Need more builds to try for us with Vista (BuildOTTD doesn't work)
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Timitry
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Re: Patch: New passenger destinations

Post by Timitry »

Here comes a version compiled & running under win xp...
Hope that works, you will probably have to replace that sample.cat or whichever file tells ottd where your ttd folder is...
Have fun... ;-)
Works fine for me until now :) Hope it will stay that way...
Last edited by peter1138 on 07 Feb 2008 17:15, edited 1 time in total.
Reason: Removed copyright infringing download link
gutsy
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Re: Patch: New passenger destinations

Post by gutsy »

Could you give me the password for the folder, please???
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planetmaker
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Re: Patch: New passenger destinations

Post by planetmaker »

gutsy wrote:Could you give me the password for the folder, please???
Where do you need a password? The download works for me without. But you'll need to type in some letters displayed in an image...
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