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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 2:15 pm 
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Transport Coordinator
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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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Tycoon
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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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Transport Coordinator
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Joined: Wed Sep 20, 2006 11:43 pm
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Location: UK
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 785 times ]
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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 04, 2017 8:17 pm 
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Traffic Manager
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Joined: Fri Nov 21, 2014 12:39 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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President
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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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Tycoon
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Joined: Mon Aug 08, 2005 1:46 pm
Posts: 1703
Location: Ipswich
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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Engineer
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Joined: Thu Nov 09, 2017 2:21 pm
Posts: 2
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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Traffic Manager
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Joined: Thu Nov 18, 2010 7:48 pm
Posts: 251
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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Engineer
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Joined: Thu Nov 09, 2017 2:21 pm
Posts: 2
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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Tycoon
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Joined: Sat Jan 22, 2005 7:31 pm
Posts: 6082
Location: Wakefield, West Yorkshire
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 5 times
autosave13.sav [4.72 MiB]
Downloaded 5 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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Joined: Mon Aug 08, 2005 1:46 pm
Posts: 1703
Location: Ipswich
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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Ex TTDPatch Coder, Grumpy Greymuzzle
Avatar by MoonsongWolf.
Patch Pack, Github


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Nov 15, 2017 1:21 am 
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Tycoon
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Joined: Sat Jan 22, 2005 7:31 pm
Posts: 6082
Location: Wakefield, West Yorkshire
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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