JGR's Patch Pack

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JGR
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Re: JGR's Patch Pack

Post by JGR » 06 Aug 2019 20:08

alluke wrote:
06 Aug 2019 18:09
Compiling this on MacOS is a pain, do I really need to install 6 gigabytes of Xcode I don't need, to run single 17 mb application? :roll:
Apple go out of their way to prevent developing for their platforms without buying into their hardware. I don't own any Apple hardware, nor do I intend to acquire any, and therefore I cannot produce binaries for Apple platforms.
Other users may well choose to build on and for Apple platforms and upload the resulting binaries.
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andythenorth
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Re: JGR's Patch Pack

Post by andythenorth » 06 Aug 2019 20:25

JGR wrote:
06 Aug 2019 20:08
Other users may well choose to build on and for Apple platforms and upload the resulting binaries.
He could just get clang and all the deps out of the ports tree (homebrew or macports). But that would be effort compared to complaining about a 6GB download and hoping someone else solves his problem :twisted:

Also, it would be about 2.5GB from the ports tree :twisted:

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Re: JGR's Patch Pack

Post by Lw25 » 07 Aug 2019 16:35

I came across different bug in different save (I can provide save on dm if needed). Even thought route is clear train do not want to enter the tunnel with signaling in it. Whole route is clear. There is nothing in the tunnel. Both 31.3 and 31.2 have that. I do not have that in my previous game.

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Re: JGR's Patch Pack

Post by JGR » 07 Aug 2019 16:51

Lw25 wrote:
07 Aug 2019 16:35
I came across different bug in different save (I can provide save on dm if needed). Even thought route is clear train do not want to enter the tunnel with signaling in it. Whole route is clear. There is nothing in the tunnel. Both 31.3 and 31.2 have that. I do not have that in my previous game.
A savegame which demonstrates the issue would be useful, thanks.
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Re: JGR's Patch Pack

Post by Lw25 » 08 Aug 2019 00:14

JGR wrote:
07 Aug 2019 16:51
Lw25 wrote:
07 Aug 2019 16:35
I came across different bug in different save (I can provide save on dm if needed). Even thought route is clear train do not want to enter the tunnel with signaling in it. Whole route is clear. There is nothing in the tunnel. Both 31.3 and 31.2 have that. I do not have that in my previous game.
A savegame which demonstrates the issue would be useful, thanks.
Save send by dm :wink:

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Re: JGR's Patch Pack

Post by BW89 » 10 Aug 2019 18:46

I noticed that trolleys overtake eachother in 0.32 RC1

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Re: JGR's Patch Pack

Post by JGR » 18 Aug 2019 16:12

BW89 wrote:
10 Aug 2019 18:46
I noticed that trolleys overtake eachother in 0.32 RC1
In v0.31.0 a setting was added (default on) to allow articulated road vehicles to overtake other road vehicles.
The setting can be switched off to get back the old behaviour.
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Re: JGR's Patch Pack

Post by Auge » 19 Aug 2019 09:20

Hello
JGR wrote:
18 Aug 2019 16:12
BW89 wrote:
10 Aug 2019 18:46
I noticed that trolleys overtake eachother in 0.32 RC1
In v0.31.0 a setting was added (default on) to allow articulated road vehicles to overtake other road vehicles.
The setting can be switched off to get back the old behaviour.
Is it possible to restrict overtaking in general or for vehicle classes/groups in the vehicle set? Trams are not able to overtake even they are not articulated and game wise they are "only" street vehicles. The overtaking restriction gets handled somewhere. Question is, is it handled in the game code or in the vehicle set?

Tschö, Auge

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Re: JGR's Patch Pack

Post by JGR » 19 Aug 2019 17:47

Auge wrote:
19 Aug 2019 09:20
Hello

Is it possible to restrict overtaking in general or for vehicle classes/groups in the vehicle set? Trams are not able to overtake even they are not articulated and game wise they are "only" street vehicles. The overtaking restriction gets handled somewhere. Question is, is it handled in the game code or in the vehicle set?

Tschö, Auge
It's handled in the game code. Trams may not overtake under any circumstances. Non-tram road vehicles are all handled the same way and there isn't any NewGRF control of the overtaking behaviour.
In principle NewGRF properties could be added for this but I would doubt that such a feature would see much/any use.
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Re: JGR's Patch Pack

Post by Auge » 20 Aug 2019 09:29

Hello
JGR wrote:
19 Aug 2019 17:47
Auge wrote:
19 Aug 2019 09:20
Is [restricting overtaking] handled in the game code or in the vehicle set?
It's handled in the game code. Trams may not overtake under any circumstances. Non-tram road vehicles are all handled the same way and there isn't any NewGRF control of the overtaking behaviour.
With NRT we have now the "special" case of non-rail-dependent road vehicles (trolleys) that can not overtake (in reality).
JGR wrote:
19 Aug 2019 17:47
In principle NewGRF properties could be added for this but I would doubt that such a feature would see much/any use.
I can not estimate the incidence of such features use. It is only relevant for trolleys (until someone "invents" a further case) and ((currently) hardcoded in the game) for trams so its use would be restricted for these vehicle classes. Or we live with this being unrealistic because it's not the end of the world.

Tschö, Auge

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Re: JGR's Patch Pack

Post by JGR » 20 Aug 2019 10:33

Auge wrote:
20 Aug 2019 09:29
With NRT we have now the "special" case of non-rail-dependent road vehicles (trolleys) that can not overtake (in reality).
Being pedantic, trolley buses can and do overtake other (usually stationary) non-trolley road vehicles.
Auge wrote:
20 Aug 2019 09:29
I can not estimate the incidence of such features use. It is only relevant for trolleys (until someone "invents" a further case) and ((currently) hardcoded in the game) for trams so its use would be restricted for these vehicle classes. Or we live with this being unrealistic because it's not the end of the world.

Tschö, Auge
If a NewGRF author was actively keen to implement this feature in their GRF to run on this patchpack then I could look into it, but I don't really want to implement such features speculatively.
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