New map features

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TrueSatan
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Re: New map features

Post by TrueSatan »

on my way. compiler runs.
thanks for the fix its working now. i recompiled it.
something very strange happened.
I complied it with the patch applied and it worked, but I was
not so sure if I hadn't used the wrong executable from another directory.
then i reversed the patch without recompiling... strange but true
the games crashed after i took back the patch.
not sure what happened here :/

Cheers
Attachments
openttd-custom-gd7770b1dM-tracerestrict-cirdan-UNIX.tar.xz
Ubuntu 14.04 64bit
Version: custom-gd7770b1dM-tracerestrict
(4.67 MiB) Downloaded 56 times
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cirdan
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Re: New map features

Post by cirdan »

Thanks for reporting the bug and testing the fix. I have just updated the repository.
TrueSatan
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Re: New map features

Post by TrueSatan »

Thanks for the fix again :bow:
Here is the Ubuntu 14.04 64bit version.

Cheers
Attachments
openttd-custom-gda2f1d4c-UNIX.tar.xz
Ubuntu 14.04 64bit
Version: gda2f1d4c
(4.64 MiB) Downloaded 50 times
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wallyweb
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Re: New map features

Post by wallyweb »

cirdan wrote:I have just updated the repository.
:bow:

Here is the Win32 binary:
OpenTTD-NMF-gda2f1d4c-Win32.7z
(5.7 MiB) Downloaded 60 times
JGR's tracerestrict version is here:
OTTD_gbc0ce48c_tracerestrict-cirdan-Win32.7z
(5.72 MiB) Downloaded 60 times
Enjoy :D
Last edited by wallyweb on 24 May 2017 01:43, edited 1 time in total.
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JGR
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Re: New map features

Post by JGR »

wallyweb wrote:JGR's tracerestrict version will be posted here when available.
This is merged now.
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wallyweb
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Re: New map features

Post by wallyweb »

JGR wrote:
wallyweb wrote:JGR's tracerestrict version
This is merged now.
:bow:
JGR's tracerestrict version is now available here.

Enjoy :D
TrueSatan
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Re: New map features

Post by TrueSatan »

*Poke* Hey Cirdan, still alive ? :)
Just wanted to see if you are around, quiet some time
we haven't heard from you. Hope everything is all right
and you are only drowned in work :D

Game is still running without crashes.
I tried JGR's patchpack as well and some features are really nice.
But I miss the bridge over station for example, so I'll stick
with your version.

Hope to read ya soon.
Cheers
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cirdan
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Re: New map features

Post by cirdan »

TrueSatan wrote:*Poke* Hey Cirdan, still alive ? :)
Still alive, yes, and slowly albeit steadily working on my branch.
TrueSatan wrote:Just wanted to see if you are around, quiet some time we haven't heard from you. Hope everything is all right and you are only drowned in work :D
Drowned in real life would be a better description. But, truth to be told, it is also that most of the work that I have done over the last months does (should) not change anything for the user, and I prefer to keep those changes to myself in case they turn out badly. The best way to get an update is still to find a bug. :-)
TrueSatan wrote:Game is still running without crashes. I tried JGR's patchpack as well and some features are really nice. But I miss the bridge over station for example, so I'll stick with your version.
Since you are interested, and given that despite my previous paragraph I am beginning to have a considerable backlog of unpublished work, could you (or anybody) please help me test a new set of changes?

I have created a new branch in my public repo with the changes that I intend to commit soon, if all goes well, so that anybody can help me test them. Note that this branch may be rewound, rebased, reset or removed at any time without prior notice. My expectation is that most of the time it will be merged into master as it is, but if I have to amend it then it is entirely possible that I rewrite its history. So, do not do any development on top of it.

As of now, this new branch contains changes to pathfinding, blitting, newgrf sprite resolving and airport controller code, among other things. I am particularly interested in the airport controller changes; the code is simpler now, but nothing should have changed for the player. If you see aircraft misbehaving in airports, then that is certainly worth reporting.
TrueSatan
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Re: New map features

Post by TrueSatan »

Hehe you won't believe it but I saw the testing branch before you posted here and
thought Cirdan has something new for us :D

So if you committed the changes I will compile it and test it for sure.
Only need to figure how good the tracerestriction patch will apply
to your changes. Guess since you changed some things to
the pathfinder it will not that easy.
Nonetheless it will be fun to play without tracerestriction and fiddle around
with the changes.

So looking forward to the changes and if I find maybe one or two bugs.
Its always good to have someone else testing that stuff.

Cheers
TrueSatan
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Re: New map features

Post by TrueSatan »

Well seeing that you made the branch and realising that I can compile it right a way
are two different things lol
So I finally compiled it and it plays some rather old save game flawless

Only thing on my really old save game I see currently is, that the transparent buildings
are flickering more then usual. But I can't tell if its the newgrf I use or
if you have tweaked the graphic engine.

It was the really old savegame, another savegame works fine
So far so good, I guess I will start a new game to test a bit more.

Thanks for sharing the testing branch.
Cheers
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cirdan
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Re: New map features

Post by cirdan »

TrueSatan wrote:Well seeing that you made the branch and realising that I can compile it right a way are two different things lol
So I finally compiled it and it plays some rather old save game flawless
Thank you for testing.
TrueSatan wrote:Only thing on my really old save game I see currently is, that the transparent buildings are flickering more then usual. But I can't tell if its the newgrf I use or if you have tweaked the graphic engine.
It was the really old savegame, another savegame works fine So far so good, I guess I will start a new game to test a bit more.
There are four months' worth of changes in the testing branch with respect to the master branch, but I do not remember changing anything that could cause this. A savegame would be useful for debugging. Otherwise, if no other problems show up, I plan to update the master branch soon.
TrueSatan
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Re: New map features

Post by TrueSatan »

K I guess I found something.
I found a station where the flickering of the buildings is heavy.
I saved it there and tried the very same savegame
in the latest tracerestiction and nmf (not testing branch).
Both have no flickering of buildings at all if a train passes them.
Since I use some newgrfs I guess I need to make a package
for you with the save and the newgrfs I used in the very save game.
I will send you a pm where you can get the package.

Else the game is running fine so far.
Played my rather old savegame for more then 10 years (1000 trains, some busses,
planes and boats no crashed no quirks)

I'll be back hehe
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cirdan
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Re: New map features

Post by cirdan »

Thanks for reporting this. Can you try the attached patch?
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fix-flickering.diff
(467 Bytes) Downloaded 75 times
TrueSatan
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Re: New map features

Post by TrueSatan »

Thank you looks great now.
Seeing the patchfile someone could think it must be an easy fix.
But I guess it took some time to find out.

No clue if someone else was testing the testing branch, but I had no
other bug so far.
Using my rather old game and started a new one with a new
set of newgrfs. Also tried to use some vehicles.

So I would say you can merge the branch to the main.

Thanks again for this lovely patch :bow:

Cheers
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cirdan
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Re: New map features

Post by cirdan »

TrueSatan wrote:Thank you looks great now. Seeing the patchfile someone could think it must be an easy fix. But I guess it took some time to find out.
Actually, not too much, once I had a savegame to reproduce the bug—a few rounds of git bisect to find the commit that introduced it and then staring at that commit for a while to see what was wrong, which is why I make my commits as small and piecewise as possible.
TrueSatan wrote:No clue if someone else was testing the testing branch, but I had no other bug so far.
Great. I have merged the new set of changes into the master branch and removed the testing branch for now. Note that I have squashed the fix into the relevant commit, so the new master branch tip does not match the testing branch (before removal).

User-visible changes in this update:
  • Station tile callback variable 42 (terrain and track type) is now available when there is no station yet (such as in the user interface or during the slope check) and returns the track type selected by the user (but no terrain information), as suggested by michael blunck.
  • Improved drag and drop handling for custom stations. When laying out a station that only allows a fixed number of tracks or platform length with drag and drop, the particular dimension that is fixed is now preset in the highlight area and dragging is enabled only in the other direction. If both the number of tracks and platform length are fixed, then the highlight area is set to the only possible size and the station is built on click without any dragging at all.
  • Removing non-rectangular airports will no longer clear all the tiles in the enclosing rectangle of the airport, whether they belong to the airport or not, or cause desyncs or crash the game, if one such tile is a hangar of another airport. (Note that all default airports are rectangular and I am not aware of any NewGRF in the wild that defines a non-rectangular airport, but I managed to trigger this with a custom NewGRF.)
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Re: New map features

Post by michael blunck »

cirdan wrote: User-visible changes in this update:
  • Station tile callback variable 42 (terrain and track type) is now available when there is no station yet (such as in the user interface or during the slope check) and returns the track type selected by the user (but no terrain information), as suggested by michael blunck.
  • Improved drag and drop handling for custom stations. [...]
Thanks for that. I´m going to test it ASAP.

regards
Michael
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TrueSatan
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Re: New map features

Post by TrueSatan »

Oh cool haven't read all the testing comments so I missed the
drag and drop for fixed stations. nice feature will test it asap.

Main is compiling now and I will remove my testing stuff as well, because
the next testing branch will be different anyway.

Thanks again for all the effort on your branch.
waiting for jgr to update his tracerestriction patch branch as well.
I had no time to try to apply the tracerestriction myself.

So Ubuntu 14.04 lts 64bit version will be applied soon at this post.
:bow: :bow: :bow: to Cirdan

Cheers
Attachments
openttd-custom-g30353e06-UNIX.tar.xz
Ubuntu 14.04 LTS 64bit
Version: g30353e06
(4.63 MiB) Downloaded 58 times
TrueSatan
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Re: New map features

Post by TrueSatan »

Do I have to enable the drag and drop feature?
Because with my rather "old" save game, its not working
with thebew station from Michael Blunk.
I can drag and drop but over the dimensions and get an error
cannot build station here.
He fixed the layout mostly to the length of7 and usually to two platforms.
Btw the station set is used in my rather old save game :D

Thanks and cheers
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wallyweb
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Re: New map features

Post by wallyweb »

cirdan wrote:I have merged the new set of changes into the master branch
:bow:

Here is the Windows 32bit binary:
OpenTTD-NMF-g30353e06-Win32.7z
(5.74 MiB) Downloaded 51 times
Enjoy. :D
Last edited by wallyweb on 07 Nov 2017 13:23, edited 1 time in total.
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Re: New map features

Post by JGR »

wallyweb wrote:[Reserved for JGR's tracerestrict push]
I've done the merge, but haven't done any non-trivial testing.
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