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 Post subject: Re: New map features
PostPosted: Wed Mar 07, 2018 3:29 pm 
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wallyweb wrote:
An observation: If a second ship joins the waiting ship, the waiting buoy's symbols change to reservation available.

Correct. As by design.
But if you don't want that you have to make more waiting buoy's.

Last slot is always available.
Be it load/unload or waiting buoy.
Waiting buoy has priority over load/unload slot.

So if waiting buoy(s) is(are) available the last one will not be set to reserved.
So there is always a slot available.

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 Post subject: Re: New map features
PostPosted: Wed Mar 07, 2018 3:49 pm 
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HackaLittleBit wrote:
wallyweb wrote:
An observation: If a second ship joins the waiting ship, the waiting buoy's symbols change to reservation available.

Correct. As by design.
But if you don't want that you have to make more waiting buoy's.
Good to know. :D

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 Post subject: Re: New map features
PostPosted: Thu Mar 08, 2018 4:31 pm 
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Small patch to keep a funny Italian captain in check.
After unloading fans, that want to visit my property, he allways tries to destroy the roof.


Attachments:
early_ship_reverse_25991.patch [1.02 KiB]
Downloaded 16 times
helice.png
helice.png [ 31.06 KiB | Viewed 1841 times ]

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 Post subject: Re: New map features
PostPosted: Fri Mar 16, 2018 2:06 pm 
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Two bug fixes.
1. Reservation was not released when player skipped order manually.
2. Fix reserving last dock.
These fixes go on top of the patch published here.

TODO: Code optimizing


Attachments:
Fix_skipping_orders_25992.patch [1.04 KiB]
Downloaded 17 times
Fix_reservation_last_dock._25991.patch [1.55 KiB]
Downloaded 17 times

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 Post subject: Re: New map features
PostPosted: Sat Mar 17, 2018 7:14 am 
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HackaLittleBit wrote:
Two bug fixes.

I like the way you number your patches. It makes it so easy to apply them in the proper sequence. 8)

Here is the plain and simple Windows 32bit binary.
Attachment:
File comment: What you see is what you get
OpenTTD-NMF-g30353e06M-HALB-fix_Win32.7z [5.74 MiB]
Downloaded 17 times

Here is the JGR tracerestrict fully loaded version:
Attachment:
File comment: Fully loaded: ketchup,mustard,relish,onions,peppers,B-B-Q sauce,Louisiana hot sauce,Special sauce,Tartar sauce,bicarbonate
Bring your own burps.

OpenTTD-NMF_JGR-g5f20fe4eM-tracerestrict-cirdan-FBHA-fix-Win32.7z [5.76 MiB]
Downloaded 20 times


Quote:
TODO: Code optimizing
More compiling :?:

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 Post subject: Re: New map features
PostPosted: Sat Mar 24, 2018 4:01 pm 
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The (my) previous post is no longer editable, so here is a doubling post to correct a most horrible error of omission. :oops:
It would seem that my JGR tracerestricit-cirdan compilation was missing a diff, that for free-bridge, resulting in an inability to build bridges over stations.
Here is the fixed Win32 binary:

Attachment:
File comment: Fully loaded: ketchup,mustard,relish,onions,peppers,B-B-Q sauce,Louisiana hot sauce,Special sauce,Tartar sauce,bicarbonate ... and now a fix
Bring your own burps. I did.

OpenTTD-NMF_JGR-g5f20fe4eM-tracerestrict-cirdan-FBHA-fix2-Win32.7z [5.76 MiB]
Downloaded 21 times

A game saved with previous release should still be viable with the added benefit that your stations have been returned to bridgeable.

Enjoy,
:mrgreen:

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 Post subject: Re: New map features
PostPosted: Sun Apr 29, 2018 7:00 pm 
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It has been two months since I updated the testing branch in my repository with a new set of commits, and nobody has reported any bugs in the meantime, so I have updated the master branch to match. The update includes this fix for a bug regarding conversion of tunnel heads from the old map array. Apart from this, the only user-visible changes should be a slight tweaking of train braking in stations, to make it smoother, and that neutral stations (oilrigs) can now be renamed in single-player and never display a close airport button (as it was always disabled anyway). There are also some internal cleanups in the rail track drawing code, related to catenary and fences.

As the master branch has been fast-forwarded to the testing branch with no additional modifications, there should be no need to redo builds based on the testing branch.

I have not forgotten about HackaLittleBit's patch, but I still have not examined it in detail.

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 Post subject: Re: New map features
PostPosted: Sun Apr 29, 2018 9:31 pm 
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cirdan wrote:
... I have updated the master branch to match.
:bow:

Here are the bare bones Windows 32 bit binaries:

Attachment:
File comment: We hid the guarantee where only the archeologists might find it.
OpenTTD-NMF-g1938333b-Win32.7z [5.72 MiB]
Downloaded 17 times

Attachment:
File comment: The archeologists will be looking for the guarantee on this one too.
OpenTTD-NMF_JGR-ge9b013e8-tracerestrict-cirdanWin32.7z [5.74 MiB]
Downloaded 10 times

The patched versions are in their own post here below...

Enjoy. :D

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Last edited by wallyweb on Thu May 03, 2018 7:01 pm, edited 2 times in total.

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 Post subject: Re: New map features
PostPosted: Tue May 01, 2018 1:43 pm 
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cirdan wrote:
I have not forgotten about HackaLittleBit's patch, but I still have not examined it in detail.


Cirdan I organised and cleaned the patch for review.
OSD = Organised ship docking

OSD_v4.patch is the main motor including waiting bouy's and will work.
OSD_labels_v4.patch put simple labels for each dock.
By pressing Ctrl + clicking on a label of a dockbuoy the number changes from black to silver.
Black is a docking station.
Silver is a waiting station.

Thanks.

Image


Attachments:
File comment: Base motor
OSD_v4.patch [10.27 KiB]
Downloaded 19 times
File comment: Labels
OSD_v4_labals.patch [4.85 KiB]
Downloaded 17 times
Tronnley Market Transport, 14th Jun 1987.png [233.45 KiB]
Not downloaded yet

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Last edited by HackaLittleBit on Thu May 03, 2018 11:16 am, edited 4 times in total.
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 Post subject: Re: New map features
PostPosted: Tue May 01, 2018 1:46 pm 
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Here you have a test patch shows in the label what is happening.
Plus a game for testing.


Attachments:
File comment: Test Labels
OSD_v4_test_labels.patch [4.14 KiB]
Downloaded 14 times
File comment: Test Game
Needs graph MariCo v0.34

OSD.sav [12.1 KiB]
Downloaded 20 times

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 Post subject: Re: New map features
PostPosted: Thu May 03, 2018 7:02 am 
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wallyweb wrote:
They will be added when JGR's tracerestrict-cirdan push is available and posted here.

I've done the merge and push, I haven't done much testing however.

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 Post subject: Re: New map features
PostPosted: Thu May 03, 2018 12:51 pm 
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HackaLittleBit wrote:
OSD_v4.patch is the main motor including waiting bouy's and will work.
OSD_labels_v4.patch put simple labels for each dock.
By pressing Ctrl + clicking on a label of a dockbuoy the number changes from black to silver.
Black is a docking station.
Silver is a waiting station.

Quote:
Here you have a test patch shows in the label what is happening.
Plus a game for testing.

Before I publish JRG's tracerestict-cirdan binary with your patches, some test observations using all three OSD patches and your test game:

Only the dots change colour. I have to go to full zoom to be sure they changed. Can you use a symbol that is larger than the dots(such as ! or @ or #)?

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 Post subject: Re: New map features
PostPosted: Thu May 03, 2018 4:05 pm 
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I would't publish that last patch.
It is only for testing.

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 Post subject: Re: New map features
PostPosted: Thu May 03, 2018 4:16 pm 
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HackaLittleBit wrote:
I would't publish that last patch.
It is only for testing.
:oops:
/me goes back to his compiler farm and plants some new seed.

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 Post subject: Re: New map features
PostPosted: Thu May 03, 2018 6:45 pm 
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JGR wrote:
wallyweb wrote:
They will be added when JGR's tracerestrict-cirdan push is available and posted here.

I've done the merge and push, I haven't done much testing however.
:bow:

The unpatched version is here above.

The patched version is here below.

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Last edited by wallyweb on Thu May 03, 2018 6:59 pm, edited 1 time in total.

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 Post subject: Re: New map features
PostPosted: Thu May 03, 2018 6:58 pm 
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What? A double triple post? Must be because it is double triple good. :lol:

Here are the patched patched binaries:

Attachment:
File comment: We called the Local Authorities and the fixes are in.
Here is cirdan's New Map Features version.

OpenTTD-NMF-g1938333bM-FBR-OSDf-Win32.7z [5.72 MiB]
Downloaded 12 times

Attachment:
File comment: There be two fixes here too.
This is JGR's tracerestrict-cirdan version.

OpenTTD-NMF_JGR-ge9b013e8M-FBR-OSDf-Win32.7z [5.74 MiB]
Downloaded 13 times


FBR = free-bridge diff.
OSDf = HackaLittleBit's buoy patches (f=fixed)

The guarantees are still posted in the municipal landfill.

The unpatched versions are posted here above..

Enjoy

:D

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Last edited by wallyweb on Sun May 06, 2018 10:42 pm, edited 2 times in total.

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 Post subject: Re: New map features
PostPosted: Fri May 04, 2018 8:49 pm 
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This is from an older version, and there's other patches applied, and all sorts of NewGRF, so I'm kinda in doubt it's really down to the patch, but -
Attachment:
hmm.png [162.51 KiB]
Not downloaded yet

has anyone else has issues with towns refusing to build on certain tiles near their center? I didn't manage to reproduce it - not in a clean save and not in this one. Sometimes it just seems to happen and then nothing I do seems to change anything. But it's only for those few towns and not necessarily from the start either so I really can't say anything about it ... I guess I'm just curious whether whatever is going on here happens only to me ^^;


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 Post subject: Re: New map features
PostPosted: Sat May 05, 2018 11:59 am 
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you do know about town rating, right?

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 Post subject: Re: New map features
PostPosted: Sat May 05, 2018 12:13 pm 
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Eddi wrote:
you do know about town rating, right?

How much they like me? I can build there - it's the towns that don't build anything on these tiles.

The point here is that every tile that's not got a building or something on it is covered with objects, therefore there's literally 0 space for towns to build anything anywhere. Yet sometimes they have an empty square right in the middle ... for years and years and years and years. The moment I demolish some objects or build new roads they start building there - so it's not that they just don't build new buildings. Just not on that tile. They are happy to build statues there though, if I buy them.

But I've checked my old screenshots and for example that tile in Machida isn't empty until 6 real-life months in the game :| So ... it's not exactly something I could do extensive research on :mrgreen:

Well. It's probably some odd glitch with that save, not something that generally happens with the patch. But I was curious. Could have been that somebody else also encountered this ^^


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 Post subject: Re: New map features
PostPosted: Sat May 05, 2018 12:54 pm 
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Might be related to https://github.com/OpenTTD/OpenTTD/issues/6610

But I'm not convinced they're related tbh :)

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