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 Post subject: Re: New map features
PostPosted: Sun Mar 04, 2018 10:36 am 
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Location: tile 0x0000
Small patch to keep track of the ordering of the docks in the harbour. See foto.
Image


Attachments:
dock numbers_26124.patch [3.8 KiB]
Downloaded 17 times
dn.png [152.06 KiB]
Not downloaded yet

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 Post subject: Re: New map features
PostPosted: Sun Mar 04, 2018 2:26 pm 
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HackaLittleBit wrote:
Small patch to keep track of the ordering of the docks in the harbour.
First I successfully applied your Organise_ship_docking patch.
Then I applied your dock numbers_26124.patch and got this:
MinGW wrote:
sh: dock: No such file or directory

and then I figured it out ... MinGW read the space in your patch name as a new line or some such.
Bad bad MinGW does not like spaces in it's lunch.
Adding an underscore worked: dock_numbers_26124.patch
MinGW is happy now.
:mrgreen:
Make is acookin' and lunch will be up within 30 minutes or so.

A Win32 binary lunch is ready:
Attachment:
File comment: The recipe ...
DockNumberTest_Win32.7z [5.74 MiB]
Downloaded 13 times


and a sampling from our kitchen:
Attachment:
File comment: Lunch by the numbers ...
Dock Number Test.png
Dock Number Test.png [ 66.35 KiB | Viewed 1011 times ]

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 Post subject: Re: New map features
PostPosted: Sun Mar 04, 2018 6:09 pm 
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Here is the binary with JGR's tracerestrict-cidan, Hackalitlebit's docks by the numbers and notafrog's favourite free bridge:

Attachment:
File comment: Code by numbers
OpenTTD-NMF_JGR-g5f20fe4eM-tracerestrict-cirdan-HAv2plus1-Win32.7z [5.76 MiB]
Downloaded 17 times

and some "what-you-see-is-what-you-get":

Attachment:
File comment: Paint by numbers
Docking_By_The_Numbers.png
Docking_By_The_Numbers.png [ 170.6 KiB | Viewed 1003 times ]

Enjoy,
:D

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 3:34 pm 
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Director
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Location: tile 0x0000
Waiting bouy ready!

Wally it is better to apply the 4 patches again.(zipfile below)
I hope you don't have problems with savegames.(I didn't)
Docks (yes the ones with 2 tiles) can only be used for loading and unloading.
Dockbuoy's can be transformed into a waiting buoy or for loading unloading.
You need to click on the label and press ctrl.
By doing so you will roll trough all possible states.

Code:
color codes :
green-green   : Ready to receive for loading unloading.
red-green     : Reserved for loading unloading.
green-yellow  : Ready to receive for waiting.
red-yellow    : Reserved for waiting.

See below foto.
Attachment:
wb.png
wb.png [ 18.7 KiB | Viewed 931 times ]


Patches included in zipfile.
Note that instead of using bool var (reserved) now a flag (dockstatus) is used!!
Attachment:
docks.png
docks.png [ 25.92 KiB | Viewed 931 times ]


Attachments:
bouy.zip [7.9 KiB]
Downloaded 19 times

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 5:36 pm 
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HackaLittleBit wrote:
Waiting bouy ready!
Can you make the coloured dots larger? On my system they are quite difficult to discern even at maximum zoom

Quote:
Patches included in zipfile.
I applied them in the following order:
26350 then 26351 then 26352 then 26353
Is this ok? Your png image suggests a reverse order.

Here is the Windows 32 bit binary:

Attachment:
File comment: Just the 4 patches, nothing else.
OpenTTD-NMF-g30353e06M-HALB-4_Win32.7z [5.74 MiB]
Downloaded 15 times


NOTE: My MinGW had a hiccup on the first chunk of the first patch (26350), however it seems that MinGW retried and it was ok. The subsequent 3 patches went without issue. So, please run this binary to make sure that nothing broke.

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 7:03 pm 
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Director
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wallyweb wrote:
Can you make the coloured dots larger? On my system they are quite difficult to discern even at maximum zoom

When you open /Cirdan-clone/src/lang/english.txt you can find the following lines
Code:
STR_VIEWPORT_DOCK_GREEN                                         :{GREEN}..{BLACK}{NUM}
STR_VIEWPORT_DOCK_RED                                           :{RED}..{BLACK}{NUM}
STR_VIEWPORT_DOCK_GREEN_YELLOW                                  :{GREEN}.{YELLOW}.{BLACK}{NUM}
STR_VIEWPORT_DOCK_RED_YELLOW                                    :{RED}.{YELLOW}.{BLACK}{NUM}

Just change the dots to another character.
Like * or º or :
I now used
Code:
STR_VIEWPORT_DOCK_GREEN                                         :{GREEN}::{BLACK}{NUM}
STR_VIEWPORT_DOCK_RED                                           :{RED}::{BLACK}{NUM}
STR_VIEWPORT_DOCK_GREEN_YELLOW                                  :{GREEN}:{YELLOW}:{BLACK}{NUM}
STR_VIEWPORT_DOCK_RED_YELLOW                                    :{RED}:{YELLOW}:{BLACK}{NUM}

That looks like this
Attachment:
dubblepoint.png
dubblepoint.png [ 62.08 KiB | Viewed 892 times ]

It is for testing only.
Also change your company collor for more contrast.

wallyweb wrote:
I applied them in the following order:
26350 then 26351 then 26352 then 26353

Correct. Uh... I didn't think about it, but that is how I see it on my screen.

wallyweb wrote:
NOTE: My MinGW had a hiccup

Hmmm I'll check it out here.
Hold on.

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 7:28 pm 
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Director
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wallyweb wrote:
NOTE: My MinGW had a hiccup

:oops:

Its time to start branching.
Clean patch below

apply in reversed order.
Attachment:
2.png
2.png [ 26.4 KiB | Viewed 883 times ]

Tested 2x and compiled 2x :mrgreen:


Attachments:
buoys2.zip [7.91 KiB]
Downloaded 18 times

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 7:32 pm 
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HackaLittleBit wrote:
wallyweb wrote:
Can you make the coloured dots larger? On my system they are quite difficult to discern even at maximum zoom
Just change the dots to another character.
Aha! I will experiment with an assortment of characters.
Quote:
Also change your company collor for more contrast.
This is a little more difficult. Players select a company colour for a reason. My own preference is orange because it shows up well for me. Another player may prefer red or white for a similar reason, or for any reason they deem to be valid.

Quote:
wallyweb wrote:
NOTE: My MinGW had a hiccup

Hmmm I'll check it out here.
Hold on.
/me pauses productivity.
Quote:
Clean patch below
Back with a fresh binary in about an hour, 8)

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 7:56 pm 
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MinGW says ...
Code:
$ patch -p1 < Cirdan-clone_26346.patch
patching file src/pathfinder/opf/opf_ship.cpp
patching file src/pathfinder/yapf/yapf_ship.cpp
Hunk #1 FAILED at 48.
Hunk #2 succeeded at 104 (offset -3 lines).
Hunk #3 succeeded at 230 (offset -3 lines).
1 out of 3 hunks FAILED -- saving rejects to file src/pathfinder/yapf/yapf_ship.
cpp.rej
patching file src/saveload/afterload.cpp
patching file src/saveload/saveload.cpp
patching file src/saveload/station_sl.cpp
patching file src/ship_cmd.cpp
patching file src/station_base.h
Hunk #3 succeeded at 537 (offset 27 lines).
patching file src/vehicle.cpp


Here are the yapf_ship files:
Attachment:
yapf.7z [4.96 KiB]
Downloaded 16 times

/me pauses productivity

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 8:06 pm 
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Did you update your branche from cirdan?
His last commit is:
Fix old map array tunnel head conversion 7 days ago.
here

I checked your reject.
But that should be easy
open file yapf_ship.cpp
and replace lines (somewere near line 50)
Code:
-      , m_dest_tile    (depot ? INVALID_TILE :
-            ship->current_order.IsType (OT_GOTO_STATION) ?
-               m_dest_station->GetClosestTile (ship->tile, m_dest_station->dock_area) :
-            ship->dest_tile)

with
Code:
      , m_dest_tile    (depot ? INVALID_TILE : ship->dest_tile)


And I made clean clone of cirdan and the patch applies without problems

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 9:21 pm 
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HackaLittleBit wrote:
Did you update your branche from cirdan?
His last commit is:
Fix old map array tunnel head conversion 7 days ago.

I tried but I couldn't get Git clone to point to his testing branch.

Quote:
I checked your reject.
But that should be easy
I'll apply your fix and see what happens.

Now, how do I get Git to clone from his testing branch?

Hmm ... So now we will have
Code:
-      , m_dest_tile    (depot ? INVALID_TILE : ship->dest_tile)
+      , m_dest_tile    (depot ? INVALID_TILE : ship->dest_tile)

:?:

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 9:30 pm 
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Director
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wallyweb wrote:
Now, how do I get Git to clone from his testing branch?


I pull from here
git://repo.or.cz/openttd/fttd.git

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 9:49 pm 
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HackaLittleBit wrote:
So did I and that got me the regular repo. Now I just got brilliance and determined that the branch name is testing and I put that into Git clone's branch field and that worked. 8)

I'm compiling a clean test branch now, and when that is done I will compile another with your patches. Look for results in about an hour or two. :mrgreen:

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 9:59 pm 
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Director
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You know, for a long time I refused to buy a new computer.
I used many years ago system 36 and system 1 IBM
We had 60 terminals on 750 kb of memory.
Yeahhhhh.
So I was happy with my eee pc + 2 MB of memory. (massive machine) windows xp
My son grew up and started to laugh at me.
Anyway after much arguing he managed to take me to the shop.
He showed me a machine with 4000k screen Nvidia board etc etc. quadcore etc etc etc.
I tell you, he was right
The difference is incredible.
I compile openttd in less than a minute. Instead of 15.
4000k screen is like reading a book.
Don't be a grumpy old man, spend the money! :mrgreen:

Regards

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 Post subject: Re: New map features
PostPosted: Tue Mar 06, 2018 11:10 pm 
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cirdan wrote:
I have just resurrected my testing branch with an update that fixes a crash when loading games with the old map array (reported by HackaLittleBit). If everything goes well and no other bugs appear, I will merge this branch to my master branch in a few days.

Having finally figured out how to pull from cirdan's testing branch, here is the bare and naked, unmodified Windows 32bit binary:

Attachment:
File comment: Once tested and verified to be without a crash, this will be replaced by a formal push from cirdan
NMF-g1938333b-testing-Win32.7z [5.72 MiB]
Downloaded 16 times

Moving on to HackalitleBit's patches, MinGW now gives me:
Code:
$ patch -p1 < Cirdan-clone_26346.patch
patching file src/pathfinder/opf/opf_ship.cpp
patching file src/pathfinder/yapf/yapf_ship.cpp
patch: **** malformed patch at line 40: @@ -107,7 +104,7 @@
Are you sure about that yapf_ship.cpp mod you suggested?

HackaLittleBit wrote:
Don't be a grumpy old man, spend the money! :mrgreen:
About five years ago I spent close to $2000 on a brand new HP lappy, the big one with a big screen, triple core performance and Windows 7. Yeahhhhh.
Sometime last year, when it was well out of warranty, it smoked its on-board graphic chip. Result: One motherboard reduced to scrap!
So I resurrected my reliable old Dell single core XP box and muddled along until I had the $150 I needed for a used A-Open dual core XP box which is where I am and remain until I can raise $500 for something with more cores and with absolutely NO Windows 10.
It could be worse. I could always go back to my still running IBM P/S 1 with Windows 3.1 :P

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 Post subject: Re: New map features
PostPosted: Wed Mar 07, 2018 12:13 am 
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Director
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Wally see below patch

I manually edited it.
Don't apply the patch just look at the differences.
Change manually this line (51)
Code:
      , m_dest_tile    (depot ? INVALID_TILE : ship->current_order.IsType(OT_GOTO_STATION) ? m_dest_station->GetClosestTile(ship->tile, STATION_DOCK) : ship->dest_tile)

Into
Code:
      , m_dest_tile    (depot ? INVALID_TILE : ship->dest_tile)


I applied my patches and indeed it is the only problem I encountered.

I all depends on which branch is active.


Attachments:
temp_26346.patch [2.13 KiB]
Downloaded 15 times

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 Post subject: Re: New map features
PostPosted: Wed Mar 07, 2018 1:51 am 
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I only have a plain text editor (NoteTab Light) so I do not see the line numbers.

HackaLittleBit wrote:
Wally see below patch

I manually edited it.
Don't apply the patch just look at the differences.
Change manually this line (51)
Code:
      , m_dest_tile    (depot ? INVALID_TILE : ship->current_order.IsType(OT_GOTO_STATION) ? m_dest_station->GetClosestTile(ship->tile, STATION_DOCK) : ship->dest_tile)


This is the closest line that I have and it is different from the one that you have:
Code:
-      , m_dest_tile    (depot ? INVALID_TILE :
-            ship->current_order.IsType (OT_GOTO_STATION) ?
-               m_dest_station->GetClosestTile (ship->tile, m_dest_station->dock_area) :
-            ship->dest_tile)

It is followed by this line:
Code:
+      , m_dest_tile    (depot ? INVALID_TILE : ship->dest_tile)


so if I make your suggested change, I will have:
Code:
-      , m_dest_tile    (depot ? INVALID_TILE : ship->dest_tile)
+      , m_dest_tile    (depot ? INVALID_TILE : ship->dest_tile)


Wouldn't it be easier to just send me your revised patch rather than I make the changes by hand?

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 Post subject: Re: New map features
PostPosted: Wed Mar 07, 2018 8:37 am 
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Director
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Location: tile 0x0000
wallyweb wrote:
Wouldn't it be easier to just send me your revised patch rather than I make the changes by hand?

:roll:
Anyway
Here is a pic of the harbour of Singapore.
Image

This is the reality there.
Attachment:
singapore.png
singapore.png [ 309.15 KiB | Viewed 754 times ]


And below the 4 patches that you need.

They go above the commit from cirdan of 5 months ago.
Changeset: 25986 (65a280a61037) Make BreakIndustryChainLink an ordinary function …

wallyweb wrote:
I only have a plain text editor (NoteTab Light) so I do not see the line numbers

I am on linux now and never going back.
On windows one of the best tools for editing is NOTEPAD++
With this you can read c++ and patches and lots more.
EDIT
I see now that Kdevelop has a version for windows!!!
Here you can download it.
I know that more devellopers here use this IDE
I really like it, highly recomended.

I do not know how to set up things for windows.
Here are the instructions


Attachments:
singapore2.png [310.19 KiB]
Not downloaded yet
organised_harbor_movement.zip [7.84 KiB]
Downloaded 24 times

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 Post subject: Re: New map features
PostPosted: Wed Mar 07, 2018 11:34 am 
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HackaLittleBit wrote:
This is the reality there.
So when are you going to make a scenario of the real thing? :lol:

Quote:
And below the 4 patches that you need.
:bow:

Quote:
They go above the commit from cirdan of 5 months ago.
Ok ... We're done with cirdan's test push then ...

Quote:
I am on linux now and never going back.
I was on Linux, many distros, many times ... Red Hat, Mandrake, and whatever the latest one is ... I forget the name ... I may go back when I get a better PC, but for now I'm not messing with partitions etc.

Quote:
On windows one of the best tools for editing is NOTEPAD++
With this you can read c++ and patches and lots more.
Actually I can do all that with NoteTab Light. I'm just too busy lazy to poke around the app.

Quote:
I see now that Kdevelop has a version for windows!!!
Here you can download it.
I know that more devellopers here use this IDE
I really like it, highly recomended.
I'll look into it, but it would probably just sit there taking up space.

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 Post subject: Re: New map features
PostPosted: Wed Mar 07, 2018 3:01 pm 
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OK ... Here we go ... :D

Windows 32bit cirdan's push with HackalittleBit's mod:
Attachment:
File comment: Exactly the way HackalittleBit wrote it
OpenTTD-NMF-g30353e06M-HALB-4a_Win32.7z [5.74 MiB]
Downloaded 15 times

Windows 32bit JGR's tracerestrict-cirdan with HackalittleBit's mod and cirdan's free-bridge diff and a little mod of my own: 8)
Attachment:
File comment: With my own mod added
OpenTTD-NMF_JGR-g5f20fe4eM-tracerestrict-cirdan-FBHAv4a-Win32.7z [5.76 MiB]
Downloaded 18 times

A little screenshot showing my mod:
Attachment:
File comment: A thousand words worth of picture
dockTest.png
dockTest.png [ 94.37 KiB | Viewed 705 times ]


An observation: If a second ship joins the waiting ship, the waiting buoy's symbols change to reservation available.

All in all, this is really neat. 8)

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