New map features

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HackaLittleBit
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Re: New map features

Post by HackaLittleBit » 07 Mar 2018 15:29

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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Re: New map features

Post by wallyweb » 07 Mar 2018 15:49

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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Re: New map features

Post by HackaLittleBit » 08 Mar 2018 16:31

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 43 times
helice.png
helice.png (31.06 KiB) Viewed 2534 times

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Re: New map features

Post by HackaLittleBit » 16 Mar 2018 14:06

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 44 times
Fix_reservation_last_dock._25991.patch
(1.55 KiB) Downloaded 44 times

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Re: New map features

Post by wallyweb » 17 Mar 2018 07:14

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.
OpenTTD-NMF-g30353e06M-HALB-fix_Win32.7z
What you see is what you get
(5.74 MiB) Downloaded 47 times
Here is the JGR tracerestrict fully loaded version:
OpenTTD-NMF_JGR-g5f20fe4eM-tracerestrict-cirdan-FBHA-fix-Win32.7z
Fully loaded: ketchup,mustard,relish,onions,peppers,B-B-Q sauce,Louisiana hot sauce,Special sauce,Tartar sauce,bicarbonate
Bring your own burps.
(5.76 MiB) Downloaded 47 times
TODO: Code optimizing
More compiling :?:

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Re: New map features

Post by wallyweb » 24 Mar 2018 16:01

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:
OpenTTD-NMF_JGR-g5f20fe4eM-tracerestrict-cirdan-FBHA-fix2-Win32.7z
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.
(5.76 MiB) Downloaded 48 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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Re: New map features

Post by cirdan » 29 Apr 2018 19:00

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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Re: New map features

Post by wallyweb » 29 Apr 2018 21:31

cirdan wrote:... I have updated the master branch to match.
:bow:

Here are the bare bones Windows 32 bit binaries:
OpenTTD-NMF-g1938333b-Win32.7z
We hid the guarantee where only the archeologists might find it.
(5.72 MiB) Downloaded 46 times
OpenTTD-NMF_JGR-ge9b013e8-tracerestrict-cirdanWin32.7z
The archeologists will be looking for the guarantee on this one too.
(5.74 MiB) Downloaded 37 times
The patched versions are in their own post here below...

Enjoy. :D
Last edited by wallyweb on 03 May 2018 19:01, edited 2 times in total.

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Re: New map features

Post by HackaLittleBit » 01 May 2018 13:43

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
OSD_v4.patch
Base motor
(10.27 KiB) Downloaded 46 times
OSD_v4_labals.patch
Labels
(4.85 KiB) Downloaded 46 times
Tronnley Market Transport, 14th Jun 1987.png
(233.45 KiB) Not downloaded yet
Last edited by HackaLittleBit on 03 May 2018 11:16, edited 4 times in total.

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Re: New map features

Post by HackaLittleBit » 01 May 2018 13:46

Here you have a test patch shows in the label what is happening.
Plus a game for testing.
Attachments
OSD_v4_test_labels.patch
Test Labels
(4.14 KiB) Downloaded 40 times
OSD.sav
Test Game
Needs graph MariCo v0.34
(12.1 KiB) Downloaded 47 times

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Re: New map features

Post by JGR » 03 May 2018 07:02

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.
Ex TTDPatch Coder, Grumpy Greymuzzle
Avatar by MoonsongWolf.
Patch Pack, Github
Dad-Coder since April 2018

Currently on holiday, patchpack/dev queries will be looked into when I'm back.

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Re: New map features

Post by wallyweb » 03 May 2018 12:51

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.
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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Re: New map features

Post by HackaLittleBit » 03 May 2018 16:05

I would't publish that last patch.
It is only for testing.

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Re: New map features

Post by wallyweb » 03 May 2018 16:16

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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Re: New map features

Post by wallyweb » 03 May 2018 18:45

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.
Last edited by wallyweb on 03 May 2018 18:59, edited 1 time in total.

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Re: New map features

Post by wallyweb » 03 May 2018 18:58

What? A double triple post? Must be because it is double triple good. :lol:

Here are the patched patched binaries:
OpenTTD-NMF-g1938333bM-FBR-OSDf-Win32.7z
We called the Local Authorities and the fixes are in.
Here is cirdan's New Map Features version.
(5.72 MiB) Downloaded 39 times
OpenTTD-NMF_JGR-ge9b013e8M-FBR-OSDf-Win32.7z
There be two fixes here too.
This is JGR's tracerestrict-cirdan version.
(5.74 MiB) Downloaded 42 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
Last edited by wallyweb on 06 May 2018 22:42, edited 2 times in total.

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Re: New map features

Post by Pyoro » 04 May 2018 20:49

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 -
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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Re: New map features

Post by Eddi » 05 May 2018 11:59

you do know about town rating, right?
You might not exactly be interested in Ferion, but if you are, have fun :)

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Re: New map features

Post by Pyoro » 05 May 2018 12:13

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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