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 Post subject: Re: New map features
PostPosted: Mon Feb 12, 2018 11:29 am 
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Director
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Location: tile 0x0000
HackaLittleBit wrote:
TODO:
Position ships according to dock position. (depends on angle of arrival)
Better integration in pathfinder.
Lots of testing.

All done.
The big difference is that v->dest_tile is now the tile were the actual loading takes place, and not anymore the index of the station.
I am not able to crash the game.
Side effect is that traincontroller and yapf are a bit more efficient.

Please test this.
If this is stable we can add whistles and bells.:-)


Attachments:
Cirdan-shipdocking-v-dest_tile_26118.patch [4.03 KiB]
Downloaded 11 times

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 Post subject: Re: New map features
PostPosted: Mon Feb 12, 2018 11:48 am 
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HackaLittleBit wrote:
HackaLittleBit wrote:
TODO:
Position ships according to dock position. (depends on angle of arrival)
Better integration in pathfinder.
Lots of testing.

All done.
The big difference is that v->dest_tile is now the tile were the actual loading takes place, and not anymore the index of the station.
I am not able to crash the game.
Side effect is that traincontroller and yapf are a bit more efficient.

Please test this.
If this is stable we can add whistles and bells.:-)
A quick question ... Would it be safe to use your ship movement patch with this?

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 Post subject: Re: New map features
PostPosted: Mon Feb 12, 2018 12:44 pm 
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Director
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Safe yes but I want to sort out this one first.
It has to work flawless.
Hold on a sec in a couple of min I will post patch to fix OPF (old path finder)

EDIT
See below patch...
Apply on top of previous
Not very well tested though


Attachments:
Cirdan_26119_Fix_OPF.patch [931 Bytes]
Downloaded 13 times

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 Post subject: Re: New map features
PostPosted: Mon Feb 12, 2018 12:57 pm 
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Got it.
1. Apply and test the docking and fixOPF patches.
2. If they are good, apply the movement patch.
Then I can use my channel objects to guide the ships into the harbour in an orderly manner.

Today is laundry day. I'll be working on these between washes.

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 Post subject: Re: New map features
PostPosted: Mon Feb 12, 2018 10:02 pm 
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Test Report

The patched binary:
Attachment:
File comment: Windows 32bit
OpenTTD-NMF-HALB-2-g30353e06M-Win32.7z [5.74 MiB]
Downloaded 11 times

The save game:
Attachment:
Dock Test, Jul 15th, 1951.sav [12.36 KiB]
Downloaded 13 times

Three coal ports (East, South, West) with 2 docks each and each served by 8 ships (Total 24)
One power plant port (North) with 3 docks

No buoys
No channel guides.
No GRFs

Going to a free dock does occur but it is inconsistent.

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 Post subject: Re: New map features
PostPosted: Mon Feb 12, 2018 10:24 pm 
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Traffic Manager
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Quote:
Attachment:
File comment: Windows 32bit
OpenTTD-NMF-HALB-2-g30353e06M-Win32.7z [5.74 MiB]
Downloaded 1 time


---------------------------
Error!
---------------------------
Assertion failed at line 709 of C:/MinGW/msys/1.0/home/Wall/0_NMF/1_compile/fttd/src/newgrf_text.cpp: _grf_text[stringid].grfid != 0
---------------------------
OK
---------------------------

Got a weird crash, also it has the right click scrolling issue.

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 Post subject: Re: New map features
PostPosted: Mon Feb 12, 2018 10:49 pm 
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xarick wrote:
---------------------------
Error!
---------------------------
Assertion failed at line 709 of C:/MinGW/msys/1.0/home/Wall/0_NMF/1_compile/fttd/src/newgrf_text.cpp: _grf_text[stringid].grfid != 0
---------------------------
OK
---------------------------

Got a weird crash, also it has the right click scrolling issue.
To whoever is able to troubleshoot this, the .7z is a bundle and should contain the SRCs.

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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 12:55 am 
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Director
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wallyweb wrote:
Going to a free dock does occur but it is inconsistent.


Put buoys!!

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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 1:50 am 
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HackaLittleBit wrote:
Put buoys!!
:lol:
Yes Captain! Buoys away! 8)

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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 2:47 am 
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Test Report #2

New save game:
Attachment:
File comment: With buoys
Dock Test, Jan 3rd, 1952.sav [12.91 KiB]
Downloaded 15 times

Observations:
Added a buoy just off each harbour.
What happens is ship turns towards an empty dock.
When a second ship arrives and that dock is still empty, it will follow the ship ahead of it.
Is it possible to have a ship, instead of checking if a dock is occupied by another ship, have it check if a dock is selected/reserved by another ship?
Or, if the ship ahead arrives and occupies a dock, can the following ship change its selection to the next free dock?
Or, can a ship recheck availability on each tic and then change selection if needed?
At how many tiles away from the docks does a ship check if the dock is occupied?

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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 4:29 pm 
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Transport Coordinator
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HackaLittleBit wrote:
wallyweb wrote:
Going to a free dock does occur but it is inconsistent.


Put buoys!!


Am I allowed to but Hack onto those buoys?
If enough ships hit him, he maybe will try an approach
without them lol
Just kidding, I don't like to but buoys, but I'll guess I have
to life with them *sigh*

Sorry had no time to fool around with the new patches,
will try to compile the linux version l8er

but it sounds nice, if those ships now would move without overlaying each other then ships would be
sooooo nice and useful.

Cheers


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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 4:57 pm 
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Joined: Tue May 13, 2014 5:43 pm
Posts: 14
cirdan wrote:
notafrog wrote:
bla bla grump grump stations over standard station platforms only.

The code did not change as such. My master branch only ever allowed bridges over the standard stations, but at some time I did post this patch that would lift this restriction and allow bridges also over custom stations. Perhaps you were playing with a version that had this patch applied? The patch should still apply cleanly, but ping me if it does not.

I'm afraid my attempts at patching have never been successful.
To be honest none of the versions since that patch seem to address any issues that affect my style of playing, so I'll just go back to using the old one.

Having said that, is there any reason it wasn't made a permanent feature? I've been using that patch for nearly two years and it works just great.
Sometimes bits of certain stations protrude through but that's an in-game engineering challenge.


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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 9:59 pm 
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Director
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wallyweb wrote:
but it sounds nice, if those ships now would move without overlaying each other then ships would be
sooooo nice and useful.

Patience. :)
wallyweb wrote:
Observations:
Added a buoy just off each harbour.
What happens is ship turns towards an empty dock.
When a second ship arrives and that dock is still empty, it will follow the ship ahead of it.
Is it possible to have a ship, instead of checking if a dock is occupied by another ship, have it check if a dock is selected/reserved by another ship?
Or, if the ship ahead arrives and occupies a dock, can the following ship change its selection to the next free dock?
Or, can a ship recheck availability on each tic and then change selection if needed?
At how many tiles away from the docks does a ship check if the dock is occupied?

I think most of your wishes are met.

Att start new game!!

EDIT
I took savegame away because it crashed. with this new patch.
You have to start new game if messed with previous patches.
Old savegames should load without problems.
Now reservations are saved in savegame.


Attachments:
File comment: Start new game!!
dock_reservations_26118SL.patch [6.15 KiB]
Downloaded 13 times

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Last edited by HackaLittleBit on Wed Feb 14, 2018 8:06 am, edited 3 times in total.
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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 10:08 pm 
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HackaLittleBit wrote:
I think most of your wishes are met.
I have a present for you in Conninghall 8)
see savegame

Reservations are not(yet) saved in savegames.


Will your savegame need the patch below it?

Do I add that patch as a third patch to the other two?
:D

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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 10:11 pm 
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Director
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HackaLittleBit wrote:
Will your savegame need the patch below it? Yes

Do I add that patch as a third patch to the other two? No


Just kidding No it a complete rewrite. Different philosophy.

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 Post subject: Re: New map features
PostPosted: Tue Feb 13, 2018 10:18 pm 
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Ok. I'll be compiling after my supper. Should have a report in a couple of hours. :D

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 Post subject: Re: New map features
PostPosted: Wed Feb 14, 2018 2:43 am 
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Test Report #3

Attachment:
File comment: New Windows 32bit binary
OpenTTD-NMF-HALB-3-g30353e06M-Win32.7z [5.74 MiB]
Downloaded 9 times

HackaLittleBit wrote:
Different philosophy.

Observations:
Using your savegame. 8)
Lots of buoys for TrueSatan. :twisted:

I see two docking buoys:
- One has the town of Conninghall in its catchment area and functions as a normal station.
- The other is a part of the 5 Docks Station serving the town of Menfingborough where the four normal docks have the town in their catchment area, but the docking buoy has nothing in its catchment area. Navigation buoys draw the ships to the docking buoy where the ships hold until one of the four regular docks is available. (interesting to see the waiting ships' speeds oscillating :wink: ).

There is also the town of Londworth with a 4 dock station, but traffic is low enough that a docking buoy is not needed.

Seems to work. :D

Tomorrow morning I'm going to try a game with my (about to be released) channels GRF. Should be interesting. 8)

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 Post subject: Re: New map features
PostPosted: Wed Feb 14, 2018 4:54 pm 
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Wah instead of roses I got buoys for valentines day.
man they must hate me :DDDDD
And damn no time to compile currently. Bloody work lol

Will try the new patch then maybe tonight.

Cheers


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 Post subject: Re: New map features
PostPosted: Wed Feb 14, 2018 5:29 pm 
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TrueSatan wrote:
Wah instead of roses I got buoys for valentines day.
Maybe Hackalittlebit or cirdan can code heart shaped buoys with pink frosting and filled with chocolate. :lol:

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 Post subject: Re: New map features
PostPosted: Wed Feb 14, 2018 5:43 pm 
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Transport Coordinator
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wallyweb wrote:
TrueSatan wrote:
Wah instead of roses I got buoys for valentines day.
Maybe Hackalittlebit or cirdan can code heart shaped buoys with pink frosting and filled with chocolate. :lol:


Well I guess I'll pass :D
Then don't need to code anything for me lol

Hurry I found some time to compile the different approach (with even more buoys)
So without any warranty here is the ubuntu 16.04 64 bit special buoys valentines edition edition.

Thanks hack for your work :)

Edit: Well to bad it crashes all my tracerestricted save before the patch,
only new games works. was different with the other approach.
anyway... looks interesting how those ships are waiting on the
dock buoy (that’s something I used before, because for
some harbour newgrf you need those buoys).
I like it so far.
Now it needs to be compatible to my old saves and all is good :D


Cheers


Attachments:
File comment: Version: g5f20fe4eM-tracerestrict-cirdan-dock-reservation
Ubuntu 16.04 64bit

openttd-custom-g5f20fe4eM-tracerestrict-cirdan-UNIX.tar.xz [4.66 MiB]
Downloaded 8 times
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