JGR's Patch Pack
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Re: JGR's Patch Pack
I do not know if I can ask questions here, but I will ask you a question.
I set the value of "Day length factor" to 104 and play it. As I gradually expand, the bus will be in deficit and the train will also become deficit.
Could you tell me if you have any good settings?
I set the value of "Day length factor" to 104 and play it. As I gradually expand, the bus will be in deficit and the train will also become deficit.
Could you tell me if you have any good settings?
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Re: JGR's Patch Pack
Did you just change the day length factor? High day length factor can be problematic, as the vehicle running cost is also scaled. Meaning, your running cost per month goes up by 104 times. So if you cannot transfer enough passengers/goods within those time (and it will be hard, as those aren't scaled), your profit will drop.
Re: JGR's Patch Pack
JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.
Re: JGR's Patch Pack
You can't place anything else than block signals on tunnels or bridges.ino wrote:JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.
Re: JGR's Patch Pack
You would be wrong. It's not in a release yet, though, but I have always been compiling by myself. (a kinda must because I am on Linux)acs121 wrote:You can't place anything else than block signals on tunnels or bridges.ino wrote:JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.
Re: JGR's Patch Pack
Well, it's not released, so it's not, that's allino wrote:You would be wrong. It's not in a release yet, though, but I have always been compiling by myself. (a kinda must because I am on Linux)acs121 wrote:You can't place anything else than block signals on tunnels or bridges.ino wrote:JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.
Re: JGR's Patch Pack
It's a relatively advanced/arcane feature which is non-trivial to use correctly.ino wrote:JGR, so I was playing with bidirectional bridge/tunnel signal, and I think creation process is confusing. I cannot seems to fin any way to create bidi signal other than to explcitly select two-way PBS signal and click on bridge/tunnel head. Is this expected? I kinda assume it would be in Ctrl-click cycle.
It's not in the ctrl-click cycle and requires explicit action to reduce the risk of accidentally signalling a bridge/tunnel bidirectionally.
The feature is done, publicly published on github, and (unless I hear otherwise) fully working.acs121 wrote:Well, it's not released, so it's not, that's allino wrote:You would be wrong. It's not in a release yet, though, but I have always been compiling by myself. (a kinda must because I am on Linux)acs121 wrote:
You can't place anything else than block signals on tunnels or bridges.
Only the first tile of the bridge will be a PBS signal, the next ones are unidirectional block signals.
It is quite reasonable to run code which hasn't gone into a release yet.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Hello,
Thank you very much for this fantastic and complete patch pack.
As I played for a long time with the "standard" version of OTTD, I like the ability to tell in the timetable how much time the vehicle should stay in station.
This allow to keep waiting a few days in stations with low rating and low cargo supply, in order to get back a better rating and more cargo.
But the standard timetable (and separation) are unusable as soon as you renew some vehicles with newer (adn faster) : you must adjust each step manually and it's very hard to get it working again (especially in the earky ages when new vehicles appears every few years).
Then I was so happy to get back the automated timetable and separation patch from your pack.
But there is just a small bad thing : with automated timetable I can't specify how much time the vehicles should stay in station.
Even if deactivate the automated timetable to fix it, as soon as I enable it again, all the times are lost.
Like in the standard feature "CTRL + Autofill" I would love to see the automated timetable featrue keeping the times in stations.
Do you think it's possible ?
Thank you very much for this fantastic and complete patch pack.
As I played for a long time with the "standard" version of OTTD, I like the ability to tell in the timetable how much time the vehicle should stay in station.
This allow to keep waiting a few days in stations with low rating and low cargo supply, in order to get back a better rating and more cargo.
But the standard timetable (and separation) are unusable as soon as you renew some vehicles with newer (adn faster) : you must adjust each step manually and it's very hard to get it working again (especially in the earky ages when new vehicles appears every few years).
Then I was so happy to get back the automated timetable and separation patch from your pack.
But there is just a small bad thing : with automated timetable I can't specify how much time the vehicles should stay in station.
Even if deactivate the automated timetable to fix it, as soon as I enable it again, all the times are lost.
Like in the standard feature "CTRL + Autofill" I would love to see the automated timetable featrue keeping the times in stations.
Do you think it's possible ?
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Re: JGR's Patch Pack
Would you consider adding Realistic Train Shunting at some point?
Thanks for all your effort, I'm never going to stop using your patch pack!
Thanks for all your effort, I'm never going to stop using your patch pack!
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
This would be really great though.SimYouLater wrote:Would you consider adding Realistic Train Shunting at some point?
Thanks for all your effort, I'm never going to stop using your patch pack!
Re: JGR's Patch Pack
I am following the thread with interest, however I don't think that now is a suitable time to look into any possible integration.SimYouLater wrote:Would you consider adding Realistic Train Shunting at some point?
Thanks for all your effort, I'm never going to stop using your patch pack!
Development work is ongoing and it is not yet in a stable or complete form.
I can look into the feasibility of implementing something along these lines, however, what is the use case for wanting to do this?MagicBuzz wrote:Then I was so happy to get back the automated timetable and separation patch from your pack.
But there is just a small bad thing : with automated timetable I can't specify how much time the vehicles should stay in station.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Was wanting this too. In my usage, it would be middle ground between full auto-sep and fully timetable+scheduled dispatch. Like make passenger train stays in terminal a little bit longer (more realistic - esp. if you have two-track terminus over a subway-like service). Even with scheduled dispatch -- allow you to set waiting time for the returning service while still have automated timetable, etc.JGR wrote:I can look into the feasibility of implementing something along these lines, however, what is the use case for wanting to do this?MagicBuzz wrote:Then I was so happy to get back the automated timetable and separation patch from your pack.
But there is just a small bad thing : with automated timetable I can't specify how much time the vehicles should stay in station.
Personally, it's just a 'nice to have' feature for me.
Re: JGR's Patch Pack
I know this feature isn't supposed to be ready yet -- but as I am curious, I got a bug to report.
Version: 6740a9a470af2795b3288ffe50f3cfc55968c2dc (on Ubuntu 16.04) Look at train #330. It cannot seems to find correct path that branch on custom rail bridgehead out of Tondhead station.
(Double-post in hope for post notification to be send out)
Version: 6740a9a470af2795b3288ffe50f3cfc55968c2dc (on Ubuntu 16.04) Look at train #330. It cannot seems to find correct path that branch on custom rail bridgehead out of Tondhead station.
(Double-post in hope for post notification to be send out)
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- Tradingtown Transport, 2253-06-27.sav
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Re: JGR's Patch Pack
Thanks for the bug report, I've pushed an update which should fix this.ino wrote:I know this feature isn't supposed to be ready yet -- but as I am curious, I got a bug to report.
Version: 6740a9a470af2795b3288ffe50f3cfc55968c2dc (on Ubuntu 16.04) Look at train #330. It cannot seems to find correct path that branch on custom rail bridgehead out of Tondhead station.
(Double-post in hope for post notification to be send out)
As the bridge entrance and exit pieces were at right angles, the no 90° turns code disallowed reserving the path, even though the bridge span was of non-zero length.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
JGR wrote:Thanks for the bug report, I've pushed an update which should fix this.ino wrote:I know this feature isn't supposed to be ready yet -- but as I am curious, I got a bug to report.
Version: 6740a9a470af2795b3288ffe50f3cfc55968c2dc (on Ubuntu 16.04) Look at train #330. It cannot seems to find correct path that branch on custom rail bridgehead out of Tondhead station.
(Double-post in hope for post notification to be send out)
As the bridge entrance and exit pieces were at right angles, the no 90° turns code disallowed reserving the path, even though the bridge span was of non-zero length.
Thank you for quick response! It works perfectly now.
Re: JGR's Patch Pack
Hey!
JGR maybe You may have a idea... As in some point with PB 25.0 I started to get OpenTTD "not responding" Windows message and game closes (return to Windows). Problem was that if I was trying to build road tunnel. I upgraded to latest version and the problem is still there. I didn't got any reports (crash and so on) from OpenTTD itself, only my save game is available. I still try to investigate, but to You have any hints to give?
~ISA
Edit1: Mislooked before. Got one file from crash
Edit2: And now after many tries I got OpenTTD fatal error and report
JGR maybe You may have a idea... As in some point with PB 25.0 I started to get OpenTTD "not responding" Windows message and game closes (return to Windows). Problem was that if I was trying to build road tunnel. I upgraded to latest version and the problem is still there. I didn't got any reports (crash and so on) from OpenTTD itself, only my save game is available. I still try to investigate, but to You have any hints to give?
~ISA
Edit1: Mislooked before. Got one file from crash
Edit2: And now after many tries I got OpenTTD fatal error and report
- Attachments
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Re: JGR's Patch Pack
Hi JGR! I'm having a problem with my scenario that I got and sadly no backups exist of a copy that does not have this problem is that recent, but my scenario is slightly corrupted (either a NewGRF problem or the bug regarding the tunnel heads issue in 1.7.2) - A glitched area in a farm near a city has this giant mess that includes a glitched tunnel head, that when unpausing the game, within 1/8 or 1/6 of a second, the game simply crashes. This started after I switched to your patch pack, perhaps you can help me out here (if not, hey no worries, I do keep backups but in this case not recently, long story but my own fault alas.) And as for why the glitched tunnel exists, if my memory serves me right, a crash caused this when messing with the NewGRF's (the tunnel should not be there in the first place!), and then this LOL, I didn't realize it until I made so many edits while paused (I make 98-99% of my edits while paused, and I don't run the scenario that often unpaused, except when building is complete for that time), so by the time I realized, the old backup copies were so outdated it's not worth recreating it, unless absolutely necessary (and by the time I found out, I made even more edits working around the problem, perhaps stupidly yes (it was stupid I won't lie here), but when you get in the moment, as I do with these types of games, you realize you've built so much...and then you remembered the scenario has this issue, yeah RIP me LOL!)
I appreciate it, and awesome Patch Pack -- I've been missing a lot playing the vanilla copy all these years (I discovered OpenTTD when it was v0.63 although I played since the original TT was new around Christmas '94). Take care and thank you very much in advance!
I appreciate it, and awesome Patch Pack -- I've been missing a lot playing the vanilla copy all these years (I discovered OpenTTD when it was v0.63 although I played since the original TT was new around Christmas '94). Take care and thank you very much in advance!
Re: JGR's Patch Pack
Thanks for the bug report.ISA wrote:Hey!
JGR maybe You may have a idea... As in some point with PB 25.0 I started to get OpenTTD "not responding" Windows message and game closes (return to Windows). Problem was that if I was trying to build road tunnel. I upgraded to latest version and the problem is still there. I didn't got any reports (crash and so on) from OpenTTD itself, only my save game is available. I still try to investigate, but to You have any hints to give?
~ISA
Edit1: Mislooked before. Got one file from crash
Edit2: And now after many tries I got OpenTTD fatal error and report
Most of the GRFs in your savegame aren't available on bananas, would you be able to send/upload these?
The crashlog implies a memory corruption and/or text rendering issue.
This is the first that I've heard of any known issue with tunnel entrances.RoninMastaFX wrote:Hi JGR! I'm having a problem with my scenario that I got and sadly no backups exist of a copy that does not have this problem is that recent, but my scenario is slightly corrupted (either a NewGRF problem or the bug regarding the tunnel heads issue in 1.7.2)
Can you elaborate on this?
Thanks .RoninMastaFX wrote: - A glitched area in a farm near a city has this giant mess that includes a glitched tunnel head, that when unpausing the game, within 1/8 or 1/6 of a second, the game simply crashes. This started after I switched to your patch pack, perhaps you can help me out here (if not, hey no worries, I do keep backups but in this case not recently, long story but my own fault alas.) And as for why the glitched tunnel exists, if my memory serves me right, a crash caused this when messing with the NewGRF's (the tunnel should not be there in the first place!), and then this LOL, I didn't realize it until I made so many edits while paused (I make 98-99% of my edits while paused, and I don't run the scenario that often unpaused, except when building is complete for that time), so by the time I realized, the old backup copies were so outdated it's not worth recreating it, unless absolutely necessary (and by the time I found out, I made even more edits working around the problem, perhaps stupidly yes (it was stupid I won't lie here), but when you get in the moment, as I do with these types of games, you realize you've built so much...and then you remembered the scenario has this issue, yeah RIP me LOL!)
I appreciate it, and awesome Patch Pack -- I've been missing a lot playing the vanilla copy all these years (I discovered OpenTTD when it was v0.63 although I played since the original TT was new around Christmas '94). Take care and thank you very much in advance!
There are several things wrong in the area, including a tile of an invalid type, an unpaired tunnel entrance, and indications of bridges above the tiles.
This suggests something quite significantly wrong, and isn't a failure mode which I would expect. Changing NewGRFs should not cause these sorts of issues.
I can probably sort out the savegame in due course by blanking a few tiles, I will look into that a bit later.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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Re: JGR's Patch Pack
Hi JGR! Appreciate the reply!
Anyhow, I hate to do this to ya, but I updated my scenario overnight, and did a few touch-ups just now, many edits, I won't edit the scenario anymore until you are able to fix it when you have the time. (I have massive OCD when it comes to OpenTTD, but I'm sure you can relate to that - I love these type of games! )
Thank you my friend, and again I much appreciate it!
P.S. what I got confused on, stupidly, was the last bugfix entry of OpenTTD 1.8.0-RC1 "Fix: Road tunnel/bridge heads have no trackbits wrt. catenary drawing (r27812)" -- so yeah, disregard what I said above regarding my assumption that this bug alongside NewGRF issues caused this, I got confused and believed my own stupid lies due to panic and FUD!
P.P.S. the "glitched farm" (or accursed farm, as my mates call it) is to the left of Maldale City, right underneath the highway and vacuum tube. Didn't even think (sadly) to save in that location, instead saving literally at the opposite diagonal of where the farm is in the map x.x' However, the crash.png file from 2 posts before has the coordinates of the issue, just make sure to avoid the quadrant of the farm where the problem is. My apology for that! :/
EDIT: Re-uploaded the scenario (again!), fixing a couple of things, several new additions, general cleanup from the "raw-ness", finalized the NewGRF addons (and cleaned up the excessive waste that was for 'debugging' & experimentational purposes) and placed the location to where the glitch is! Also, for curiosity and for future instances of this happening, would you mind sharing how to blank tiles?
Yeah, then that proves I wrongfully assumed the changelog from OpenTTD 1.8.0-RC1 had fixed things related to tunnel heads amongst NewGRF issues which directly affected my save game. Fascinating. My apologies! And invalid type on the tile, interesting you should say that. OK, then I wonder here, what on earth would cause that - that's bizarre. I can tell you it started with v0.22.2(?) of your Patchpack, shortly after switching from vanilla 1.7.2 to it. If you could fix it, I would truly appreciate it!JGR wrote:This is the first that I've heard of any known issue with tunnel entrances.
Can you elaborate on this?
...
There are several things wrong in the area, including a tile of an invalid type, an unpaired tunnel entrance, and indications of bridges above the tiles.
This suggests something quite significantly wrong, and isn't a failure mode which I would expect. Changing NewGRFs should not cause these sorts of issues.
Anyhow, I hate to do this to ya, but I updated my scenario overnight, and did a few touch-ups just now, many edits, I won't edit the scenario anymore until you are able to fix it when you have the time. (I have massive OCD when it comes to OpenTTD, but I'm sure you can relate to that - I love these type of games! )
Thank you my friend, and again I much appreciate it!
P.S. what I got confused on, stupidly, was the last bugfix entry of OpenTTD 1.8.0-RC1 "Fix: Road tunnel/bridge heads have no trackbits wrt. catenary drawing (r27812)" -- so yeah, disregard what I said above regarding my assumption that this bug alongside NewGRF issues caused this, I got confused and believed my own stupid lies due to panic and FUD!
P.P.S. the "glitched farm" (or accursed farm, as my mates call it) is to the left of Maldale City, right underneath the highway and vacuum tube. Didn't even think (sadly) to save in that location, instead saving literally at the opposite diagonal of where the farm is in the map x.x' However, the crash.png file from 2 posts before has the coordinates of the issue, just make sure to avoid the quadrant of the farm where the problem is. My apology for that! :/
EDIT: Re-uploaded the scenario (again!), fixing a couple of things, several new additions, general cleanup from the "raw-ness", finalized the NewGRF addons (and cleaned up the excessive waste that was for 'debugging' & experimentational purposes) and placed the location to where the glitch is! Also, for curiosity and for future instances of this happening, would you mind sharing how to blank tiles?
Re: JGR's Patch Pack
There have been a few bugs fixed since then which could plausibly cause memory writes to the wrong location (including to some random point in the map array, at some very low probability).RoninMastaFX wrote:Yeah, then that proves I wrongfully assumed the changelog from OpenTTD 1.8.0-RC1 had fixed things related to tunnel heads amongst NewGRF issues which directly affected my save game. Fascinating. My apologies! And invalid type on the tile, interesting you should say that. OK, then I wonder here, what on earth would cause that - that's bizarre. I can tell you it started with v0.22.2(?) of your Patchpack, shortly after switching from vanilla 1.7.2 to it. If you could fix it, I would truly appreciate it!
As the bad tiles are (almost) numerically sequential and the contents of the tiles makes no sense at all, this is my current hypothesis on the cause.
Fixed savegame:RoninMastaFX wrote:EDIT: Re-uploaded the scenario (again!), fixing a couple of things, several new additions, general cleanup from the "raw-ness", finalized the NewGRF addons (and cleaned up the excessive waste that was for 'debugging' & experimentational purposes) and placed the location to where the glitch is!
Your savegame crashes on load, so the tile blanking would either need to happen moderately early on in the load code, or the crashes need to be mitigated enough that the game loads.RoninMastaFX wrote:Also, for curiosity and for future instances of this happening, would you mind sharing how to blank tiles?
Either way you would need to make suitable edits to the code, compile, load, save, and then remove any temporary changes to the code.
In the case of this savegame, I added some checks to a few places in the viewport code so that I could look at/around the bad tiles, and then added the tile blanking to an unrelated action that was convenient to trigger manually.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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