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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 2:15 pm 
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As far as I know, no there isn't. I might make a signal routing tutorial.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 4:26 pm 
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Gwyd wrote:
As far as I know, no there isn't. I might make a signal routing tutorial.
There is a tutorial here. Does it cover what you are looking for?

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 4:35 pm 
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wallyweb wrote:
Gwyd wrote:
As far as I know, no there isn't. I might make a signal routing tutorial.
There is a tutorial here. Does it cover what you are looking for?


I understand the original routing features its just the slot operations in the advanced programming,

see screenshot below


Attachments:
Screenshot from 2017-11-04 16-34-37.png
Screenshot from 2017-11-04 16-34-37.png [ 69.01 KiB | Viewed 1073 times ]
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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 8:17 pm 
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wallyweb wrote:
Gwyd wrote:
As far as I know, no there isn't. I might make a signal routing tutorial.
There is a tutorial here. Does it cover what you are looking for?
Found this on youtube ... https://www.youtube.com/playlist?list=P ... Fuw9-4Z9ph


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 8:56 pm 
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I understand these programmable signals, nice feature, by the way, separate signal with fixed (non conditional, just ready to use) "long reserve" feature would be very convenient (it should be even in trunk).
But what for are these "slots"?

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My experimental openTTD server: 149.156.194.203:3979 non-standard client, now testing: JGRPP http://tiny.pl/ggnch
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, preindustrial houses, wired, ECS industry extension.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 9:37 pm 
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And this is why I think I should make a tutorial

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 Post subject: Re: JGR's Patch Pack
PostPosted: Tue Nov 07, 2017 12:31 pm 
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wicket-303 wrote:
Hello :D
JGR's Patch Pack is very wonderful. However, the time and day will inevitably deviate ...
Is it impossible to fit "Tick per minute" and "Day lengch factor" perfectly?

aberro wrote:
I'd say more - is it impossible to make "Tick per minute" floating point? Because I'm using "Day length factor" times 10 and trying to align 24 hours with year, but it's definitely impossible, target value is 187.69791(6) (74 ticks per day * 10 daytime factor * 365.25 days in year = 270285, divided by 1440 minutes in day)

Ticks per minute may not be floating point. That would cause a long list of problems.
The 74 ticks per day is implicitly hard-coded in various places, changing it correctly would be likely to be non-trivial.

The slots feature is somewhat non-trivial to use and understand, which is why it is hidden behind an advanced setting
I'm probably not the best person to write a tutorial myself. I will look into writing some documentation at some point though.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Nov 09, 2017 5:24 pm 
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Joined: Thu Nov 09, 2017 2:21 pm
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Notes on compiling for Ubuntu 16.04...

1. Get the build tools
Code:
sudo apt-get build-dep openttd

2. Download and unzip source code from Github
3. Change directory into the unzipped source code.

4. Configure
Code:
./configure

5. Compile
Code:
make

Takes a few minutes...

6. Install
Code:
sudo make install

Here, I had a problem:
Code:
install: target '///usr/local/share/games/openttd/data' is not a directory
Makefile.bundle:178: recipe for target 'install' failed
make: *** [install] Error 1


Solution: I manually created the directory.
Code:
sudo mkdir -p /usr/local/share/games/openttd/data

and ran sudo make install again.
It installed and runs.

I also have the standard openttd installed (downloaded the .deb file from openttd.org)
This installs into /opt/openttd.
There is no data/ directory there.
I guess the data/ directory is needed for the patched openttd, but not the standard openttd

I'm no expert on makefiles, but it seems like the makefile is not creating the data directory.

Anyway, the problem is solved, it works and was an easy fix, and probably won't happen again (when I compile the next JGR version) because the directory has already been created.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Nov 09, 2017 5:30 pm 
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Why are you doing 'make install'? Just run the compiled file from directory 'bin'.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Nov 09, 2017 8:05 pm 
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Quote:
Why are you doing 'make install'? Just run the compiled file from directory 'bin'.

And sure enough that works fine.
I did 'make install' purely out of habit.
Thanks


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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Nov 09, 2017 11:19 pm 
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mjd_tech wrote:
Quote:
Why are you doing 'make install'? Just run the compiled file from directory 'bin'.

And sure enough that works fine.
I did 'make install' purely out of habit.
Thanks

Using make bundle gives you an "installation" folder that you can copy and erase from sources without any problem.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Tue Nov 14, 2017 7:47 am 
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This may be entirely coincidental but...

Windows froze at the exact moment it autosaved. I have included the corrupt autosave (openTTD seems to have created it, but corrupted it), and a copy of the autosave before the error. to see if you can notice anything building up.

Windows crashed entirely, and needed to be restarted. Again, I have no idea if this was pure unfortunate exact timing, or something else.


Attachments:
CORRUPT.sav [4.68 MiB]
Downloaded 7 times
autosave13.sav [4.72 MiB]
Downloaded 9 times

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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Nov 15, 2017 1:19 am 
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Tycoon
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Redirect Left wrote:
This may be entirely coincidental but...

Windows froze at the exact moment it autosaved. I have included the corrupt autosave (openTTD seems to have created it, but corrupted it), and a copy of the autosave before the error. to see if you can notice anything building up.

Windows crashed entirely, and needed to be restarted. Again, I have no idea if this was pure unfortunate exact timing, or something else.

If the operating system crashed mid-way through saving the file, it's likely unsalvageable.
There isn't anything obviously wrong with the other savegame.
You're probably better off looking into operating system logs/issues or hardware issues, as OpenTTD is unlikely to be the cause of an operating system crash.

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Avatar by MoonsongWolf.
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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Nov 15, 2017 1:21 am 
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I've already checked. Windows didn't record anything for that, it skips straight to the boot up logs within nothing noting the crash, which is somewhat unusual in its own way.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Nov 16, 2017 9:04 pm 
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Engineer
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Joined: Thu Nov 16, 2017 8:59 pm
Posts: 1
Just wondering if you had considered this patch? The ability to have a vehicle leave if one with shared orders arrives would be excellent.

https://www.tt-forums.net/viewtopic.php?t=50001

Many thanks


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 18, 2017 12:53 pm 
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Posts: 100
I've been getting really frustrated with not being able to play OpenTTD because of the Fall update and the right click/mouse drag issues it brings. I normally play this patch pack, so I've tried compiling my own, and even without making the required code changes, I get errors while trying to compile (specifically in btree.h, due to a COMPILE_ASSERT, after I've fixed all the other errors by using the openttd-useful file containing Windows includes/libraries) JGRPP, that I don't get when compiling vanilla (which gives me linker errors, but that's an entirely different kettle of fish).

What am I missing/doing wrong? I've tried with MSVC 2017 (14.1) and MSVC 2015 (14.0), and while I installed versions of MingW (Cygwin64 and MingW-w64), my Posix style compilation abilities verge on the non-existent.

Edit: More detail on the errors; 190 errors, 95 copies of variations of this pair (the only difference being the "compiling source file"):
Code:
Error   C2672   'btree::btree<Params>::key_compare_checker': no matching overloaded function found (compiling source file ..\src\cargomonitor.cpp)
   openttd   c:\users\me\documents\github\openttd-patches\src\3rdparty\cpp-btree\btree.h   1396   
Error   C2118   negative subscript (compiling source file ..\src\cargomonitor.cpp)
   openttd   c:\users\me\documents\github\openttd-patches\src\3rdparty\cpp-btree\btree.h   1396   


Edit2: I've fixed my issues with linking Vanilla OTTD, so I can build Vanilla without issues. I'd prefer a "fixed" version of JGRPP (so used to many of the extras that I can't even think of them compared to Vanilla, routing restrictions and signals on bridges and tunnels being the only ones that come to mind)

Edit3: Commenting out that assert allows it to compile (I don't believe it's causing problems, but my C++ is rusty enough to not know enough to say with absolute 100% certainty), but now getting linker errors (similar to the ones I got when building Vanilla, but my same solution didn't fix linking JGRPP) as attached.

Edit4: Nope, way over my head!

Edit5: Tried again with Cygwin/MingW-w64, which tells me that it can't find "src/endian_check.cpp" - which is a load of poppycock. I'm really not destined to get this working!

Edit6: Last one I swear! I actually got it compiled and working using Linux and MXE to cross compile. Yay!


Attachments:
File comment: Only LNK2001 errors at the end of compilation.
Linker Errors.txt [21.92 KiB]
Downloaded 3 times

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 Post subject: Re: JGR's Patch Pack
PostPosted: Tue Nov 21, 2017 12:53 am 
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Engineer
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Joined: Sun Apr 09, 2017 2:58 pm
Posts: 38
Dunno if you have seen this yet, but there's a bug report on Reddit:

https://www.reddit.com/r/openttd/commen ... nsfer_bug/

Quote:
I noticed that I get money from transfers in JGR (JGRpp 0.22.0, should be most recent). I x-checked with OTTD 1.7.0 and didn't get any money there. So I made a new game, ran it in OTTD 1.7.0, again, no transfer money. Then, loaded the same game in JGR, transfer money. So it's not in the save, but in the PP.
My set-up:
Economy NewGRFs: FIRS 3.0.0, reduced passenger payments 1.0, base cost mod 5.0.
Vehicles: Road Hogs 1.2.1 (freight trams fave money, didn't check other vehicles), OpenGFX + (trains 0.3.0, RV 0.4.1), vac trains, Squid r1687.
I transferred within catchment of an unrelated industry (wood next to a machine shop). The next time, a sugar refinery did the trick, so it doesn't have to be the same line of processing (e.g. wood-->iron-->machine shop-->supplies)
The bug is independent of day length modifier.
However, I found another bug related to day length. I started with 5 and changed to 7; the result was that most vehicles had hardly any running costs. There were AIs running paddle steamers on 30-square routes, and they were profitable. When I checked my running costs, my dozen or so trams had lower combined costs than one should have ($100-ish)!
Starting another game with a setting of 7 gave the right amount of running costs.


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