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 Post subject: Re: JGR's Patch Pack
PostPosted: Sun Dec 30, 2018 5:37 pm 
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Tycoon
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Ro(V)eO wrote:
Fink - error while installing :-/

Fink is pretty dead. Homebrew is the weapon of choice on current macOS ;)
https://wiki.openttd.org/Compiling_on_M ... g_Homebrew

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 Post subject: Re: JGR's Patch Pack
PostPosted: Sun Dec 30, 2018 9:57 pm 
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Engineer
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vincentkoevoets wrote:
Hmm.. it is possible that I did not compile with the libraries included. I will compile again with
--enable-static and upload the file again.

EDIT
I compiled again with --enable-static, but it comes out the same size as before. I suggest you try the attached file, and see if it works. If it doesn't, maybe one of the more technical people here can help?



Same error message as before:
Code:
Process:               openttd [6066]
Path:                  /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
Identifier:            org.openttd.openttd
Version:               ??? (???)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           openttd [6066]
User ID:               501

Date/Time:             2018-12-30 22:54:19.961 +0100
OS Version:            Mac OS X 10.14 (18A391)
Report Version:        12
Anonymous UUID:        D83809E1-01BF-4BD0-4283-4AD10F7EA38E

Sleep/Wake UUID:       E1EC4A50-39F1-4A67-86D0-441B19DD5D49

Time Awake Since Boot: 26000 seconds
Time Since Wake:       3800 seconds

System Integrity Protection: enabled

Notes:                 Translocated Process

Crashed Thread:        0

Exception Type:        EXC_CRASH (SIGABRT)
Exception Codes:       0x0000000000000000, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Reason:    DYLD, [0x1] Library missing

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: /opt/local/lib/liblzo2.2.dylib
  Referenced from: /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
  Reason: image not found


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 Post subject: Re: JGR's Patch Pack
PostPosted: Mon Dec 31, 2018 8:46 am 
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Engineer
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Ro(V)eO wrote:
Same error message as before:
Code:
Process:               openttd [6066]
Path:                  /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
Identifier:            org.openttd.openttd
Version:               ??? (???)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           openttd [6066]
User ID:               501

Date/Time:             2018-12-30 22:54:19.961 +0100
OS Version:            Mac OS X 10.14 (18A391)
Report Version:        12
Anonymous UUID:        D83809E1-01BF-4BD0-4283-4AD10F7EA38E

Sleep/Wake UUID:       E1EC4A50-39F1-4A67-86D0-441B19DD5D49

Time Awake Since Boot: 26000 seconds
Time Since Wake:       3800 seconds

System Integrity Protection: enabled

Notes:                 Translocated Process

Crashed Thread:        0

Exception Type:        EXC_CRASH (SIGABRT)
Exception Codes:       0x0000000000000000, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Reason:    DYLD, [0x1] Library missing

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: /opt/local/lib/liblzo2.2.dylib
  Referenced from: /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
  Reason: image not found


I'm afraid this goes well above my pay grade.. :roll: So maybe anyone here can help you along?
I did everything mentioned in the guide here https://wiki.openttd.org/Compiling_on_Mac_OS_X using Macports.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Tue Jan 01, 2019 4:38 pm 
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Engineer
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Joined: Tue Mar 01, 2005 12:25 pm
Posts: 33
Location: Frankfurt / Germany
vincentkoevoets wrote:

I'm afraid this goes well above my pay grade.. :roll: So maybe anyone here can help you along?
I did everything mentioned in the guide here https://wiki.openttd.org/Compiling_on_Mac_OS_X using Macports.


Well then, I'll try it again, this time using MacPorts and trying to follow the instructions you mentioned.

And by the way: Happy new year! :))

edit: installed all necessary libraries and still got the error message...


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jan 02, 2019 1:40 am 
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Transport Coordinator
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Joined: Wed Sep 20, 2006 11:43 pm
Posts: 334
Location: UK
Not sure where the timetable based seperation is these days (is it in trunk or in the timetabling patch?)

but a really useful feature for it would be "do not wait if vehicle full" (switchable option)
that way a vehicle that is supposed to wait at a station for departure due to separation issues would depart immediatly on load reaching 100%
if it was supposed to wait 50 ticks but loaded full in 30 the it would leave after 30 and wait again at the next stop until it was seperated or was full again and so on


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jan 02, 2019 12:57 pm 
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Tycoon
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Hi, I'm trying to start a dedicated server. However when I compile the patchpack on my linux server it's version jgrpp-0.28.0-52-whatever instead of just 0.28.0, which obviously results in a version mismatch when trying to join. Any tips to help out a compiling noob? :)

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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jan 02, 2019 1:16 pm 
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Transport Coordinator
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Joined: Mon Oct 23, 2006 2:07 am
Posts: 346
Location: Berlin
Hello
Emperor Jake wrote:
Hi, I'm trying to start a dedicated server. However when I compile the patchpack on my linux server it's version jgrpp-0.28.0-52-whatever instead of just 0.28.0, which obviously results in a version mismatch when trying to join. Any tips to help out a compiling noob? :)

Did you compile the outchecked release tag from the repository or did you compile the master branch?

Tschö, Auge

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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jan 02, 2019 1:28 pm 
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Tycoon
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Auge wrote:
Did you compile the outchecked release tag from the repository or did you compile the master branch?

Tschö, Auge


I'm new to this Github stuff, clearly I need to familiarise myself. I used this to retrieve the source:
Code:
git clone git://github.com/JGRennison/OpenTTD-patches.git

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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jan 02, 2019 1:32 pm 
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Engineer
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Emperor Jake wrote:
Auge wrote:
Did you compile the outchecked release tag from the repository or did you compile the master branch?

Tschö, Auge


I'm new to this Github stuff, clearly I need to familiarise myself. I used this to retrieve the source:
Code:
git clone git://github.com/JGRennison/OpenTTD-patches.git
Code:
git checkout jgrpp-0.28.0
then compile.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jan 02, 2019 3:05 pm 
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Gliptal wrote:
Code:
git clone git://github.com/JGRennison/OpenTTD-patches.git
Code:
git checkout jgrpp-0.28.0
then compile.


Thanks, I've managed to compile it correctly after a bit more faffing around :)

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Last edited by Emperor Jake on Thu Jan 03, 2019 10:54 am, edited 1 time in total.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Wed Jan 02, 2019 7:19 pm 
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Transport Coordinator
Transport Coordinator

Joined: Mon Oct 23, 2006 2:07 am
Posts: 346
Location: Berlin
Hello

Emperor Jake wrote:
Gliptal wrote:
Emperor Jake wrote:
Code:
git clone git://github.com/JGRennison/OpenTTD-patches.git

Code:
git checkout jgrpp-0.28.0
then compile.

Thanks, I've managed to compile it correctly after a bit more faffing around :)

And is it done, it is outdated. ;-)

Tschö, Auge

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 Post subject: Re: JGR's Patch Pack
PostPosted: Thu Jan 03, 2019 10:55 am 
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Updating was pretty easy, I'm starting to get the hang of this :)

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jan 04, 2019 7:46 am 
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Tycoon
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Code:
63.Multiple rail types per tile (added in v0.29.0)

Thank you!!!! :bow: :bow: :bow: :bow: :bow: :bow:
Attachment:
Example534.png [154.16 KiB]
Not downloaded yet

Still very much WIP, will try to come up with a test-GRF somewhere in the next couple of weeks

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jan 04, 2019 9:13 am 
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Engineer
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Joined: Wed Sep 30, 2015 1:16 pm
Posts: 53
Getting weird effects, is it me.

Downloaded 29 and started new game as experiment, railway lines display OK unless muti types per square.


Attachments:
Wunfingwell Transport, 2011-01-28.png [729.23 KiB]
Not downloaded yet
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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jan 04, 2019 9:36 am 
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Tycoon
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mak wrote:
Getting weird effects, is it me.

Downloaded 29 and started new game as experiment, railway lines display OK unless muti types per square.

Which GRF is that?

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jan 04, 2019 9:48 am 
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Engineer
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Joined: Wed Sep 30, 2015 1:16 pm
Posts: 53
Best thing I can give is a new save game.

Thank you for looking at this.


Attachments:
Chentwood Transport, 2011-01-06.sav [222.73 KiB]
Downloaded 34 times
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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jan 04, 2019 11:56 am 
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Tycoon
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Location: Ipswich
mak wrote:
Best thing I can give is a new save game.

Thank you for looking at this.

Thanks, I've made a fix for this type of track GRF, it'll be in the next release.

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 Post subject: Re: JGR's Patch Pack
PostPosted: Fri Jan 04, 2019 12:02 pm 
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Engineer
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Joined: Wed Sep 30, 2015 1:16 pm
Posts: 53
Much appreciated.

Thank you


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Jan 05, 2019 1:12 pm 
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Chairman
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Posts: 775
Location: Upper Gornal, Dudley
Loving the addition of purchasing larger areas of land, along with the Grassy Knoll GRF, it means I can control which roads towns can build on.

Is it possible to apply the same concept of dragging over larger areas to New Objects? It would make placing the Dutch Motorway objects a lot less tedious for example.


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 Post subject: Re: JGR's Patch Pack
PostPosted: Sat Jan 05, 2019 5:31 pm 
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Tycoon
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Joined: Wed Jan 17, 2007 12:14 am
Posts: 7300
maybe i imagined this, but i thought the NewGRF could control whether an object is draggable or not.

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