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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Nov 01, 2018 11:14 pm 
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Tycoon
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Posts: 6299
Location: Eastern KY
First you complain about NewGRFs because of licenses and copyrights, then you complain about modifying other people's works, then you complain about not writing your own code and drawing your own sprites because you get permission to use other people's stuff.

*sighs*

Seriously. I don't think even you understand what you want. Not that it matters, you're not coding it anyhow, by your own words.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Nov 02, 2018 12:19 am 
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Tycoon
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I guess you should read my post again. I'm not forcing you to respond to it in 2 minutes, just take time to read what i said.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Nov 02, 2018 12:45 am 
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Route Supervisor
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Joined: Sun Apr 03, 2016 8:19 pm
Posts: 466
acs121 wrote:
I guess you should read my post again. I'm not forcing you to respond to it in 2 minutes, just take time to read what i said.


Let me see if I have this correctly...

1) A person blocked another person's NewGRF (everyone should know who those to people are by now), so you refuse to code or draw because your stuff might get blocked by someone else.

2) You have been as calm and reasonable as you can but the laguage barrier has gotten in the way and irritated some people.

3) You claim it would be faster to recode OpenTTD than the NewGRFs, while others claim recoding the GRFs is faster. I personally think making a Static NewGRF out of OpenGFX+ is the best solution.

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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.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Nov 02, 2018 6:46 am 
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Tycoon
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Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4713
Location: Lost in Music
acs121 wrote:
I'm no moderator, but please, refrain from using capital letters. We don't want it going too far.

What's 'too far' here?

Your absolute drivel went too far a long time ago acs121.

You regularly make absolutely no sense.

You spread nonsense and misinformation.

You get into pointless arguments about absolute crap.

You are one of the key reasons I took a break from tt-forums.

People like you poison threads with drivel.

Mods don't and won't act.

So the only option for some of us is to vote with our feet and quit tt-forums.

It destroys a productive community.

Why don't you just stop?

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Nov 02, 2018 3:17 pm 
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Tycoon
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Location: Courbevoie, near Paris, France
SimYouLater wrote:
acs121 wrote:
I guess you should read my post again. I'm not forcing you to respond to it in 2 minutes, just take time to read what i said.


Let me see if I have this correctly...

1) A person blocked another person's NewGRF (everyone should know who those to people are by now), so you refuse to code or draw because your stuff might get blocked by someone else.


Exactly what i said. I already had copyright issues with someone, and learnt from my errors. I thought about creating a NewGRF, but honestly what happened with you and the other guy just threw out the window any tiny sliver chance of me creating NewGRFs and sharing them, and same for patches. And i'm no victim either. I may change my mind one day, but not today.

SimYouLater wrote:
2) You have been as calm and reasonable as you can but the laguage barrier has gotten in the way and irritated some people.


I don't know if we could say all those words but somewhat yes.

SimYouLater wrote:
3) You claim it would be faster to recode OpenTTD than the NewGRFs, while others claim recoding the GRFs is faster. I personally think making a Static NewGRF out of OpenGFX+ is the best solution.


There are multiple solutions to the problem. It isn't a question of the way you do it (Patch or NewGRF), it's the real way you do it (Code). Now that you're saying it, i haven't thought about this before, but i guess the static NewGRF is the best way to do it.

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NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Nov 02, 2018 9:23 pm 
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Engineer
Engineer

Joined: Sun Oct 21, 2018 9:47 pm
Posts: 7
Gliptal wrote:
@OzTrans, regarding Temperate with snow; you can "simulate" it in the Arctic climate by combining some NewGRFs:

- OpenGFX+ Landscape 1.1.2 to get "Alpine" climate
- Smooth snow transition for much nicer snow with the green Temperate grass
- OpenGFX+ Industries 0.3.5 to force Temperate industries in Arctic climate

It looks like this (note I have a bunch of other NewGRFs also active):

Image

Variable snow line is fully functional, and provided you use snow-aware NewGRFs and tweak their settings a bit, it only has minor quirks with some objects. If you're interested I can also post my NewGRFs and OpenTTD settings.



Could You please post your OpenTTD setting? Because i've this 3 grfs active and it isn't snowing :( Even on new scenario and no other grf's active


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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Nov 02, 2018 9:29 pm 
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Engineer
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Joined: Sun Dec 01, 2013 1:11 am
Posts: 75
MichalSoldat wrote:
Could You please post your OpenTTD setting? Because i've this 3 grfs active and it isn't snowing :( Even on new scenario and no other grf's active
You probably have a too high snow line with too flat terrain, try roughing it up a bit in the generation settings and lowering the snowline both in the NewGRF and the general settings. The "Arctic tree range" setting is also quite important, I have mine at 3. In any case:

- OpenGFX+ Landscape 1.1.2 "Landscape type": alpine (temperate grass in arctic climate)
- OpenGFX+ Landscape 1.1.2 Snow line in mid January: 6
- OpenGFX+ Landscape 1.1.2 Snow line in mid July: 12
- Smooth Snow Transition Parameter 1: 0

OpenGFX+ Industries impacts only what industries spawn and supply chains are available, so it's entirely up to you.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 12:03 am 
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Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 7228
remember that you still have to start the game in the Arctic climate.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 12:06 am 
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Tycoon
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Joined: Wed Jan 17, 2007 12:14 am
Posts: 7228
acs121 wrote:
i guess the static NewGRF is the best way to do it.
a static GRF won't really help you with GRFs that incorporate grass into other sprites, like tunnel entrances and sea-/river-shores

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 12:58 am 
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Tycoon
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Joined: Fri Nov 03, 2017 6:57 pm
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Location: Courbevoie, near Paris, France
Eddi wrote:
acs121 wrote:
i guess the static NewGRF is the best way to do it.
a static GRF won't really help you with GRFs that incorporate grass into other sprites, like tunnel entrances and sea-/river-shores


Hmmm... yeah, forget what i said. Although... do you know if there is a way to have a GRF forcing others to behave like it was the temperate climate ?

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North American Passenger Railroads
Not Enough Subways


My screenshots


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 2:37 am 
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Tycoon
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Joined: Wed Jan 17, 2007 12:14 am
Posts: 7228
no, only by editing that GRF itself.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 9:49 am 
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Engineer
Engineer

Joined: Sun Oct 21, 2018 9:47 pm
Posts: 7
Eddi wrote:
remember that you still have to start the game in the Arctic climate.

Ouuuu.... I thought i can run it on temperate. So there is no way i can work this grf's for existing save on temperate?


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 10:36 am 
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Engineer
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Joined: Sun Dec 01, 2013 1:11 am
Posts: 75
MichalSoldat wrote:
Eddi wrote:
remember that you still have to start the game in the Arctic climate.

Ouuuu.... I thought i can run it on temperate. So there is no way i can work this grf's for existing save on temperate?
No that I know of, at least not without tampering with savegames and risking undefined behaviour down the line.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 5:13 pm 
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Route Supervisor
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Joined: Sun Apr 03, 2016 8:19 pm
Posts: 466
Well, if a Static NewGRF is no good, then an OpenGFX Alpine baseset is the way to do it, right?

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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.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 8:03 pm 
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Tycoon
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Location: Courbevoie, near Paris, France
We're talking about the issue, for example with UK Road Set or Total Town Replacement Set, to have roads or buildings within a temperate grass environment, but with arctic grass within the tile. It sure isn't game-breaking, but still an issue somewhat.

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NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 11:00 pm 
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Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 7228
a base set and a static NewGRF is effectively the same thing.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Nov 03, 2018 11:36 pm 
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Transport Coordinator
Transport Coordinator

Joined: Wed Sep 20, 2006 11:43 pm
Posts: 330
Location: UK
Not sure which patch the Slot function lives in but now that I have found a explanation for how it works and have played with it a bit I have a suggestion,

in train conditional orders we have Slot X has capacity or Slot X is full as conditional statements
please can we also have Train is in slot X / Not in Slot X


for example then I could have train orders like

1 Go to station A
2 Go to Waypoint B (signal before B has Try to aquire slot X )
3 Jump to order 7 when train not in slot X
4 Go to station C
6 Jump always to order 1
7 Go to Station D
loop


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sun Nov 04, 2018 4:33 am 
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Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 7228
kind of like an overflow mechanic? sounds useful

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sun Nov 04, 2018 4:44 am 
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Engineer
Engineer

Joined: Thu Jan 21, 2016 11:04 pm
Posts: 38
Doesn't jump to order 7 when the slot is full have the same effect? (because if the slot is full, it won't be acquired)

Probably still a good idea, though.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sun Nov 04, 2018 12:07 pm 
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Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 7228
there are a few issues with that alternative approach:

  1. you must check whether a slot is free before you try to reserve it, whereas you can check whether you actually acquired the slot at a later time
  2. the slot might get released between the check whether a slot is available and trying to actually acquire it, leading to inconsistent results

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