JGR's Patch Pack
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- andythenorth
- Tycoon
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- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: JGR's Patch Pack
So I have the same clang as Snail on OS X 10.12.6.
My jgrpp checkout was building fine, but I hadn't fetched for about 3 months. After fetching, I now get the same "GCC version is too old: 4.2.1, minumum: 4.7" message.
I haven't bisected to find the last rev of jgrpp that builds. Head of OpenTTD trunk seems to build fine. Mystery deepens
My jgrpp checkout was building fine, but I hadn't fetched for about 3 months. After fetching, I now get the same "GCC version is too old: 4.2.1, minumum: 4.7" message.
I haven't bisected to find the last rev of jgrpp that builds. Head of OpenTTD trunk seems to build fine. Mystery deepens
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: JGR's Patch Pack
Are you able to compile Cirdans branche?andythenorth wrote:Mystery deepens
Re: JGR's Patch Pack
Trunk commit 00c16032 changes the test for clang detection to examine the version string, by means of executing: "`$1 --version | head -n1 | cut -d' ' -f1`"Snail wrote:I get the following:andythenorth wrote:Step 1: what do you get from this?Snail wrote:so if there's any way to specify I want to use clang onstage of gcc, I'd be happy to know it so that I can test that too.Code: Select all
clang --version
Code: Select all
Apple LLVM version 9.0.0 (clang-900.0.39.2) Target: x86_64-apple-darwin16.7.0 Thread model: posix InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
"Apple LLVM..." would not pass the test as it looks for "clang" in the first token.
I will look into developing some sort of fix later today.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Thanks for the good question The answer is another no...HackaLittleBit wrote:Are you able to compile Cirdans branche?andythenorth wrote:Mystery deepens
When I try to "configure" that fork, by typing this:
Code: Select all
./configure CC=clang CXX=clang++
Code: Select all
[LANG] Compiling strgen/strgen_base.cpp
In file included from /roba/ottdnmf/fttd/src/strgen/strgen_base.cpp:14:
/roba/ottdnmf/fttd/src/strgen/../core/pointer.h:35:12: fatal error: 'tr1/memory' file not found
# include <tr1/memory>
^~~~~~~~~~~~
1 error generated.
make[1]: *** [strgen_base.o] Error 1
make: *** [all] Error 1
Last edited by Snail on 09 May 2018 12:36, edited 3 times in total.
The French Narrow Gauge Train Set is now released! Get it here
Re: JGR's Patch Pack
Thanks in advance! Looking forward to trying itJGR wrote:Trunk commit 00c16032 changes the test for clang detection to examine the version string, by means of executing: "`$1 --version | head -n1 | cut -d' ' -f1`"Snail wrote:I get the following:andythenorth wrote: Step 1: what do you get from this?Code: Select all
clang --version
Code: Select all
Apple LLVM version 9.0.0 (clang-900.0.39.2) Target: x86_64-apple-darwin16.7.0 Thread model: posix InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
"Apple LLVM..." would not pass the test as it looks for "clang" in the first token.
I will look into developing some sort of fix later today.
The French Narrow Gauge Train Set is now released! Get it here
Re: JGR's Patch Pack
Can you try the most recent commit on github (094e04a0)?Snail wrote:Thanks in advance! Looking forward to trying itJGR wrote:I will look into developing some sort of fix later today.
Edit: This looks like https://github.com/OpenTTD/OpenTTD/issues/6773
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Wow! It works! When I compile, I still do get a few warnings, but it goes through without errors.JGR wrote: Can you try the most recent commit on github (094e04a0)?
Thank you very much for your work! I think I'm going to recommend this patch when I release my trainset, at least for its support for 32 railtypes (a feature the OTTD developers rejected for some esoteric reason).
Once I launch the game, the window title displays "OpenTTD norev000". Is this intended?
And another couple of questions... Does custom bridgeheads only work with roads (not rails)?
Finally, any chance you could add grass on unused rails to this patchpack? I know this has already been requested, but I was wondering if things changed.
The French Narrow Gauge Train Set is now released! Get it here
- andythenorth
- Tycoon
- Posts: 5658
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: JGR's Patch Pack
That rev works for me too. Clang, mac OS 10.12.6, no options, just './configure' and 'make'JGR wrote:Can you try the most recent commit on github (094e04a0)?
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: JGR's Patch Pack
Greetings,
We have yet again managed to break the game - a certain French individual can't resist doing so. I think this time it has something to do with deleting a station tile, splitting the station down the middle with the idea that the train would 'load through' using two loading hoppers or something.
We have yet again managed to break the game - a certain French individual can't resist doing so. I think this time it has something to do with deleting a station tile, splitting the station down the middle with the idea that the train would 'load through' using two loading hoppers or something.
- Attachments
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- crash.sav
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Regards,
Tinny/Tintinfan.
Tinny/Tintinfan.
Re: JGR's Patch Pack
I'll look into this, probably some part of the version detection script doesn't work properly on OSX.Snail wrote:Once I launch the game, the window title displays "OpenTTD norev000". Is this intended?
Rail custom bridge heads aren't implemented. Maybe some day I'll get round to it.Snail wrote:And another couple of questions... Does custom bridgeheads only work with roads (not rails)?
Finally, any chance you could add grass on unused rails to this patchpack? I know this has already been requested, but I was wondering if things changed.
I'm not all that keen on the grass on unused rails feature personally. There is a bit of shortage of map bits for it as well.
This is the same issue as previously, the train in question is attempting to refit whilst through-loading. I will do another release soonish.Tintinfan wrote:Greetings,
We have yet again managed to break the game - a certain French individual can't resist doing so. I think this time it has something to do with deleting a station tile, splitting the station down the middle with the idea that the train would 'load through' using two loading hoppers or something.
In the case of a split station like this, only one of the two contiguous parts will be used (the one where loading started).
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
I have some questions:
1. how this new feature "through load" works? It is loading fast but only these wagons on the platform?
2. if oil rig/fishing spot is occupied for loading, other ship would cruise around - is it possible to increase number of slots to 2? otherwise it is not possible to deliver passenger when other ship is waiting for cargo.
3. may I ask for visibility of station spread zone for all users stations, not only mine? It would be great tool for server admins to check cheats (abusing of station range). Option for enabling this zone setting as default, would be also welcome, it is very useful but must to be switched on every time when game is turned on.
1. how this new feature "through load" works? It is loading fast but only these wagons on the platform?
2. if oil rig/fishing spot is occupied for loading, other ship would cruise around - is it possible to increase number of slots to 2? otherwise it is not possible to deliver passenger when other ship is waiting for cargo.
3. may I ask for visibility of station spread zone for all users stations, not only mine? It would be great tool for server admins to check cheats (abusing of station range). Option for enabling this zone setting as default, would be also welcome, it is very useful but must to be switched on every time when game is turned on.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
There's an explaination GIF on page 68.McZapkie wrote:I have some questions:
1. how this new feature "through load" works? It is loading fast but only these wagons on the platform?
Re: JGR's Patch Pack
Thanks. Nice patch, but I see greater potential here, not just eyecandy feature.ino wrote: There's an explaination GIF on page 68.
Lets consider two station, one full of coal, followed by another full of iron ore. I need to take both coal and iron ore to steel mill, to balance production, unfortunately when autorefit is used (for example, sand is also transported in another destination), there is risk that train will be saturated with coal and no ore will be picked.
This patch helps to resolve this problem, unfortunately it works only with short terminal stations.
Maybe it is worth to consider, that if order is "wait for full load", train move consecutively as it is now implemented, and if there is just default load order, train would load first empty section and proceed to the next order?
PS. another use of new order, is to unload some cargo, for example food, goods or supplies, to feed several towns/industries
Again, only short terminal stations work here, additionally there is lot of warnings,
thus I propose to distinguish between "unload all" order, where all train is unloaded part by part, and default "unload if accepted", when only one attempt to unload is provided.
PS2. I got also crash, same log as previously reported by Tintinfan, after adding station tile.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
Industries defined in NewGRFs couldn't be extended in this way.McZapkie wrote:2. if oil rig/fishing spot is occupied for loading, other ship would cruise around - is it possible to increase number of slots to 2? otherwise it is not possible to deliver passenger when other ship is waiting for cargo.
Doing so for oil rigs might be technically doable, but wouldn't be much of a priority for me.
Remembering the current selection between game instances is reasonable enough.McZapkie wrote:may I ask for visibility of station spread zone for all users stations, not only mine? It would be great tool for server admins to check cheats (abusing of station range). Option for enabling this zone setting as default, would be also welcome, it is very useful but must to be switched on every time when game is turned on.
I'm not all that convinced on the concept of letting players peek at the catchments/etc. of other companies.
I find the cheating angle a bit odd, that is why there is a station spread limit setting.
Simultaneous load at two stations (or two contiguous platforms of the same station), isn't implemented and isn't a goal. It would create too many code-level issues, and isn't what the goal of the patch is.McZapkie wrote: Thanks. Nice patch, but I see greater potential here, not just eyecandy feature.
Lets consider two station, one full of coal, followed by another full of iron ore. I need to take both coal and iron ore to steel mill, to balance production, unfortunately when autorefit is used (for example, sand is also transported in another destination), there is risk that train will be saturated with coal and no ore will be picked.
This patch helps to resolve this problem, unfortunately it works only with short terminal stations.
I never use autorefit myself, but it sounds to me like what would actually be better here is a refit order which allowed you to refit half the train as one cargo and half as another.
There is already some logic to not advance further within the station if there is no more cargo which can be loaded, however this is disabled when there is refit activity.McZapkie wrote:Maybe it is worth to consider, that if order is "wait for full load", train move consecutively as it is now implemented, and if there is just load order, train would load first section and proceed to the next order
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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Re: JGR's Patch Pack
I started getting a "Game Save Failed: File Not Writable" error when trying to save my game.
Save is too large to upload. Help?
EDIT: "Internal Error: liblzma returned error code"
EDIT 2: Fixed. Had to stop running it from an SD Card.
Save is too large to upload. Help?
EDIT: "Internal Error: liblzma returned error code"
EDIT 2: Fixed. Had to stop running it from an SD Card.
Last edited by SimYouLater on 10 May 2018 23:38, edited 1 time in total.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: JGR's Patch Pack
Seems you misunderstood me, I didn't mention simultaneous loading, I was asking about skipping load/unload when first section was finished and proceeding to the next station/order.JGR wrote: Simultaneous load at two stations (or two contiguous platforms of the same station), isn't implemented and isn't a goal. It would create too many code-level issues, and isn't what the goal of the patch is.
It is already implemented, but only if there is terminal without place to move further. Which is not convenient and generate warnings spam.
My proposal was to use this behaviour also if load/unload order is optional (not full/all, when obviously you want to charge/discharge whole train).
It is not possible, to make half of refit via station/depot refit order (you can refit it manually, but any further refit order will reset it back to homogeneous refit for all cars of given type).JGR wrote: I never use autorefit myself, but it sounds to me like what would actually be better here is a refit order which allowed you to refit half the train as one cargo and half as another.
It is a common problem with complex economies, notice that people often ask for partial load/unload orders patch, by now "load through" patch fulfill this needs, but only thanks to side effect (short terminals).
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
I don't agree on this, it prevents normal load/unload behaviour. It is entirely reasonable to load more than one section without necessarily using a full-load order.McZapkie wrote:I was asking about skipping load/unload when first section was finished and proceeding to the next station/order.
It is already implemented, but only if there is terminal without place to move further. Which is not convenient and generate warnings spam.
My proposal was to use this behaviour also if load/unload order is optional (not full/all, when obviously you want to charge/discharge whole train).
It would seem odd to add a mechanism to only load/unload the front section of a train, without a corresponding way to do the same for the rear or some arbitrary subset.
This is the first that I've heard of such a thing being asked.McZapkie wrote:people often ask for partial load/unload orders patch
In general it is what cargodest is intended for.
That said if being able to load/unload only a subset of wagons is really what the goal is, that should be implemented directly in an understandable and logical way (i.e. by a clear and obvious mechanism in the order list).
This is not the intended use-case and seems rather fragile to me.McZapkie wrote:"load through" patch fulfill this needs, but only thanks to side effect (short terminals).
It was intended to make long freight trains (e.g. 15+ tiles), useful/practical and to a lesser extent for realism.
I know that it is not possible at present, however I was thinking that making it possible would be a more satisfactory and robust solution to the issue.McZapkie wrote:It is not possible, to make half of refit via station/depot refit order (you can refit it manually, but any further refit order will reset it back to homogeneous refit for all cars of given type).JGR wrote: I never use autorefit myself, but it sounds to me like what would actually be better here is a refit order which allowed you to refit half the train as one cargo and half as another.
Does it say which error code?SimYouLater wrote:I started getting a "Game Save Failed: File Not Writable" error when trying to save my game.
Save is too large to upload. Help?
EDIT: "Internal Error: liblzma returned error code"
There is also a new release which resolves the bug with through load refit orders.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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Re: JGR's Patch Pack
JGR wrote:Does it say which error code?SimYouLater wrote:I started getting a "Game Save Failed: File Not Writable" error when trying to save my game.
Save is too large to upload. Help?
EDIT: "Internal Error: liblzma returned error code"
There is also a new release which resolves the bug with through load refit orders.
Sorry about that.SimYouLater wrote:EDIT 2: Fixed. Had to stop running it from an SD Card.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: JGR's Patch Pack
Fast query shows:JGR wrote:This is the first that I've heard of such a thing being asked.McZapkie wrote:people often ask for partial load/unload orders patch
In general it is what cargodest is intended for.
viewtopic.php?f=29&t=71052
viewtopic.php?f=32&t=26723&p=478164
besides other threads, where it was also more or less explicit discussed (conditional jumps, cargo distribution etc).
Cargodist is not an answer - it work for all freight cargoes, which is terribly messy, and doesn't work as intended (especially in case of stockpile limits).
I'm aware, that purposes of this patch was different and eyecandy only, you just accidentally created something very useful
Maybe my proposal of overloading full load/unload all orders was not the best idea, instead of this there should be separate explicit order for such behaviour, anyway, don't mind it, I will test this partial load/unload feature using terminal stations and will report my thoughts later, with some screenshots to be more explanatory.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
Sadly, 0.24.x is unstable and renders further game play impossible. 0.23 does not have such issue.
Crash report:
Crash report:
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