Yet Another Patch Pack based on YACD
Moderator: OpenTTD Developers
Re: Yet Another Patch Pack based on YACD
Hi there,
It seems there's some co-working problem with daylength and STS patches.
I like to play with daylength factor x2. After autofilling timetable, vehicle's
travel times are doubled (twice bigger). That leads into auto separation problem.
I reduced (divided by 2) the travel time values manually, but that doesn't solve
the problem.
Anyway, thanks for your patch pack (only YACD based pack I know).
It seems there's some co-working problem with daylength and STS patches.
I like to play with daylength factor x2. After autofilling timetable, vehicle's
travel times are doubled (twice bigger). That leads into auto separation problem.
I reduced (divided by 2) the travel time values manually, but that doesn't solve
the problem.
Anyway, thanks for your patch pack (only YACD based pack I know).
Re: Yet Another Patch Pack based on YACD
Hi!stb wrote:Hi there,
It seems there's some co-working problem with daylength and STS patches.
I like to play with daylength factor x2. After autofilling timetable, vehicle's
travel times are doubled (twice bigger). That leads into auto separation problem.
I reduced (divided by 2) the travel time values manually, but that doesn't solve
the problem.
Anyway, thanks for your patch pack (only YACD based pack I know).
After some hours of trying to meet sts and truedaylength patch each other I've given up. There is no any problem with the old because it doesn't change the main tick system.
I'm so glad about it, that was my main goal: play with yacd with kewl patches. Now i've included my first own Lost Cargo Cost patch, please try & beta test it, and tell me how do you feel about it! :->
Re: Yet Another Patch Pack based on YACD
Hi,
Tested daylength and sts. They work!
And, a few more bugs I've noticed so far:
1. the day length factor resets to 1 on every saving, loading and new game.
2. production of all industries multiplies by day length factor after the 1st month. e.g.
new game starts with 4x factor and some mine of 100t coal.
on Feb 1, the mine out jumps to 400t!!!
Thanks again!
P.S. production already multiplied by day length factor at game start, but
we notice it on Feb 1 thru "Production last month".
Tested daylength and sts. They work!
And, a few more bugs I've noticed so far:
1. the day length factor resets to 1 on every saving, loading and new game.
2. production of all industries multiplies by day length factor after the 1st month. e.g.
new game starts with 4x factor and some mine of 100t coal.
on Feb 1, the mine out jumps to 400t!!!
Thanks again!
P.S. production already multiplied by day length factor at game start, but
we notice it on Feb 1 thru "Production last month".
Re: Yet Another Patch Pack based on YACD
Wishlist: Moreheightlevels and some city cargo generation patch?
Re: Yet Another Patch Pack based on YACD
Hi,
The daylength resetting (above post) causes STS malfunction.
Sometimes, after saving game, I forget to set the daylength factor back to
the original value (eg 2x in my case), some of vehicles with STS activated,
stop/wait at a station with unreal (thousands/millions) "early" days.
Also I'm not sure whether it is a bug in the trunk or your pack,
"Allow funding buildings" in Economy | Towns settings are not stored in saves.
The daylength resetting (above post) causes STS malfunction.
Sometimes, after saving game, I forget to set the daylength factor back to
the original value (eg 2x in my case), some of vehicles with STS activated,
stop/wait at a station with unreal (thousands/millions) "early" days.
Also I'm not sure whether it is a bug in the trunk or your pack,
"Allow funding buildings" in Economy | Towns settings are not stored in saves.
Re: Yet Another Patch Pack based on YACD
Okie, i made a quickfix:stb wrote:Hi,
The daylength resetting (above post) causes STS malfunction.
Sometimes, after saving game, I forget to set the daylength factor back to
the original value (eg 2x in my case), some of vehicles with STS activated,
stop/wait at a station with unreal (thousands/millions) "early" days.
Also I'm not sure whether it is a bug in the trunk or your pack,
"Allow funding buildings" in Economy | Towns settings are not stored in saves.
- daylength is stored in the savegame
- production is divided by daylength factor
And yes: i haven't touch the fundingbuildings function in the original 1.3.2. So I think this bug is in the latest stable.
Re: Yet Another Patch Pack based on YACD
Hi!
It seems the small button for "Station coverage areas" is missing?
It seems the small button for "Station coverage areas" is missing?
Re: Yet Another Patch Pack based on YACD
I've removed it. This function is only available via ctr-click on stations. (forgot to mention in description)stb wrote:It seems the small button for "Station coverage areas" is missing?
Re: Yet Another Patch Pack based on YACD
Thank you for your patchpack, i'll test it
XaT
XaT
Re: Yet Another Patch Pack based on YACD
Is that possible to get x64 linux binaries for hosting a dedicated server ? (And 64 windows ?)
XaT
XaT
- suburbansky
- Engineer
- Posts: 19
- Joined: 05 Apr 2013 11:31
- Location: Switzerland
Re: Yet Another Patch Pack based on YACD
Thank you very much for the update... A great patchpack, indeed!
However, I still get a CTD when I try setting a start date for a connection. Of course you don't necessarily need this feature, but as far as I'm concerned it's the only way to establish nodes where different lines are synced (e.g. make two or more trains to arrive at roughly the same time at a given station to achieve slim connections.)
However, I still get a CTD when I try setting a start date for a connection. Of course you don't necessarily need this feature, but as far as I'm concerned it's the only way to establish nodes where different lines are synced (e.g. make two or more trains to arrive at roughly the same time at a given station to achieve slim connections.)
-
- Engineer
- Posts: 17
- Joined: 11 Oct 2013 23:20
Re: Yet Another Patch Pack based on YACD
Hi, im new into openTTD gaming.
Just downloaded the 1.3.2 source and then proceeded to patch it and compile it according to the wiki instructions.
Problem is:
Just downloaded the 1.3.2 source and then proceeded to patch it and compile it according to the wiki instructions.
Problem is:
Code: Select all
gabriel@linux-a7dy:~/openttd-1.3.2/bin> ./openttd
Error: Cannot open file 'trafficlights.grf'
Re: Yet Another Patch Pack based on YACD
You haven't downloaded that file, which is required by the game (most probably a patch). Either search the net for it or look up the first post of this thread.
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
-
- Engineer
- Posts: 17
- Joined: 11 Oct 2013 23:20
Re: Yet Another Patch Pack based on YACD
I did, and found this file:
http://www.tt-forums.net/viewtopic.php?p=666128#p666128
I downloaded changed the name to trafficlights.grf and copied it in /usr/share/openttd/data/
But still the same error message
http://www.tt-forums.net/viewtopic.php?p=666128#p666128
I downloaded changed the name to trafficlights.grf and copied it in /usr/share/openttd/data/
But still the same error message
Re: Yet Another Patch Pack based on YACD
Either what you downloaded is different than the requested one, you put it in the wrong folder, or it's a bug.
Most appopriate would be waiting for users / the OP...
Most appopriate would be waiting for users / the OP...
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
Re: Yet Another Patch Pack based on YACD
Since the daylength patch doesn't affect cargo decay, payments are quite a bit off in moneytight games where running costs should be about equal to incomes (I've been trying the patch with a game with horse carriages in the 1700s, which should be a hard feat but wasn't). Is there any way to rebalance this?
-
- Engineer
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- Joined: 11 Oct 2013 23:20
Re: Yet Another Patch Pack based on YACD
Any tips or help on my issue from the OP please?
Thanks
Thanks
Re: Yet Another Patch Pack based on YACD
You can run openttd in debug mode, making it output more information (in general, a LOT of more information ).
I don't have the program nearby, but I believe it's something like "./openttd -d grf=5", which means "give me debug output about newgrfs at output level 5". Higher numbers mean more detail.
"./openttd -h" gives an overview of the exact options that exist.
If you added the .grf file at the right place, it should turn up as being detected or loaded. If the .grf file has problems causing it to be rejected, you probably also get that information.
If openttd fails to find the file, you may want to consult the readme.txt file that explains in detail where openttd looks for .grf files under what conditions, to check against the situation at your local system.
(under the assumption that the patch didn't alter where openttd looks for files)
I don't have the program nearby, but I believe it's something like "./openttd -d grf=5", which means "give me debug output about newgrfs at output level 5". Higher numbers mean more detail.
"./openttd -h" gives an overview of the exact options that exist.
If you added the .grf file at the right place, it should turn up as being detected or loaded. If the .grf file has problems causing it to be rejected, you probably also get that information.
If openttd fails to find the file, you may want to consult the readme.txt file that explains in detail where openttd looks for .grf files under what conditions, to check against the situation at your local system.
(under the assumption that the patch didn't alter where openttd looks for files)
Re: Yet Another Patch Pack based on YACD
I'm proudly present the new version of my small (and now larger ) patchpack!
Now you can lease vehicles, but you can turn it off completly. (I don't like this too much, but it's still only a feature )
Transparent vehicles in tunnels, so you can click on it anytime. (and of course you can turn it off)
Specific group names for lazy users who wanna see group names specified on first-last station or city name.
More conditional orders for ECS users (I more like ECS over FIRS, sorry! )
What I really like is the snow in temperate patch, it's worth to try!
And I include a very new (renewd ) project: import cities coordinates from txt file. (I've only tested it once, but it's not affected the gameplay, it's only a scenario editor command)
Advanced station control is very handy when you reorganize your loading/unloading stations. And you can use it for cheating to increase the station rating very quickly with drop all the waiting cargos, so please don't use it in a fair game! (I will make a toggle for it in next release.)
Please report any bugs! I'm playing mostly in singleplayer, so I need some information if it is multiplayer ready.
Aaaand... Anybody wanna help me to compile macosx & android binaries? I don't own any of these devices, but some of my friends have asked for it.
Ask moreheightlevel developers to fix this!
The old method: just increase the length of the day, so the cargo production is the default
The new method (trueday): Divide the cargo production (& some more things) by the daylength factor, so you realise lower profit per day.
I promise I will make a toggle in next release what controls which daylength do you want.
Now you can lease vehicles, but you can turn it off completly. (I don't like this too much, but it's still only a feature )
Transparent vehicles in tunnels, so you can click on it anytime. (and of course you can turn it off)
Specific group names for lazy users who wanna see group names specified on first-last station or city name.
More conditional orders for ECS users (I more like ECS over FIRS, sorry! )
What I really like is the snow in temperate patch, it's worth to try!
And I include a very new (renewd ) project: import cities coordinates from txt file. (I've only tested it once, but it's not affected the gameplay, it's only a scenario editor command)
Advanced station control is very handy when you reorganize your loading/unloading stations. And you can use it for cheating to increase the station rating very quickly with drop all the waiting cargos, so please don't use it in a fair game! (I will make a toggle for it in next release.)
Please report any bugs! I'm playing mostly in singleplayer, so I need some information if it is multiplayer ready.
Aaaand... Anybody wanna help me to compile macosx & android binaries? I don't own any of these devices, but some of my friends have asked for it.
Town generate cargo patch is now included, and i've been playing with the moreheightlevels and I notice it is still buggy in all cases: with any town buildings newgrf, then the center of the city is flickering. I don't know why, so I haven't include this because I'm always playing with a lot of custom buildings.TERdON wrote:Wishlist: Moreheightlevels and some city cargo generation patch?
Ask moreheightlevel developers to fix this!
You can make easily your binaries from source + patch. Currently I have no 64 bit machines around, and 64bit only has a bit speed improvent, so i think it's unnecessarily. (And I can attach only 3 files to the 1st post )XaTriX wrote:Is that possible to get x64 linux binaries for hosting a dedicated server ? (And 64 windows ?)
Okie, i got it and i've included this tiny patch to fix this: http://code.google.com/p/openttd-handra ... c5cb529bab (i haven't tried it yet, but i trust )suburbansky wrote:However, I still get a CTD when I try setting a start date for a connection.
There are 2 ways to adjust the daylength:TERdON wrote:Since the daylength patch doesn't affect cargo decay, payments are quite a bit off in moneytight games where running costs should be about equal to incomes (I've been trying the patch with a game with horse carriages in the 1700s, which should be a hard feat but wasn't). Is there any way to rebalance this?
The old method: just increase the length of the day, so the cargo production is the default
The new method (trueday): Divide the cargo production (& some more things) by the daylength factor, so you realise lower profit per day.
I promise I will make a toggle in next release what controls which daylength do you want.
Re: Yet Another Patch Pack based on YACD
You can post the updated file in a new post, and then link to it from your first post. Or ask for some space on DevZone and link to your files from there.ipsirc wrote:And I can attach only 3 files to the 1st post )
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
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