Chill's patchpack v14_7

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Re: Chill's patchpack v14_7

Post by Supercheese »

timofp wrote:No problem, I've not played the game for over a year and now I've the problem that lot's of NewGRFS are not compatible with the older OTTD version this pack is based on. And sadley older version's of NewGRF's are not availbe anymore. So if anyone has a nice collection of NewGRF's compatible with this patchpack..
For .grfs that are compiled on the Openttdcoop bundle server (a great many grfs), you can find old versions there (http://bundles.openttdcoop.org/).
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Re: Chill's patchpack v14_7

Post by kamnet »

timofp wrote:No problem, I've not played the game for over a year and now I've the problem that lot's of NewGRFS are not compatible with the older OTTD version this pack is based on. And sadley older version's of NewGRF's are not availbe anymore. So if anyone has a nice collection of NewGRF's compatible with this patchpack..
You can always ask the author if they have the older version available. If not, feel free to message me as to which old NewGRF you're looking for and I'll check with the author and ask permission to re-publish it.
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Re: Chill's patchpack v14_7

Post by timofp »

@SuperCheese, thx for the link, all GRF's should be on there :).
@Kamnet, thx, also I found that when using bananas ingame for some grf's older versions are also availble, while this is not the case when accesing bananas true the web browser. For example with av8 addon, 3 versions are availble ingame, only one version online.
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Re: Chill's patchpack v14_7

Post by kamnet »

timofp wrote:@SuperCheese, thx for the link, all GRF's should be on there :).
@Kamnet, thx, also I found that when using bananas ingame for some grf's older versions are also availble, while this is not the case when accesing bananas true the web browser. For example with av8 addon, 3 versions are availble ingame, only one version online.


That is because BaNaNaS was designed so that NewGRF authors could upload new versions of their works without deleting the old version. When viewing BaNaNaS with an older copy of the game, it should only show you versions of the NewGRFs which are compatible with your copy of the game. This is beneficial for people who are playing scenarios which depend on a specific version of a NewGRF.
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Re: Chill's patchpack v14_7

Post by Morgs »

Does this work with version 1.2.3 and the latest GRF versions: UKRS2, Av8 etc?
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Re: Chill's patchpack v14_7

Post by Eddi »

No
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Re: Chill's patchpack v14_7

Post by Armin79 »

First: I find this patchpack very usefull, even if the current binary is about one year old, but it contains everything I like to have :)
So thanks for the effort!

But in the current patchpack version (h122e7a62) I have a problem with timetables.
Everytime when I define a timetable for a vehicle and it starts, the timetable begins with a high amount of "too early days", for example it says "859 days too early". If I then reset the "delay", it says "on time" .. but it says that forever, regardless, if I use "2 days", when it takes about 10 days, or if I set it to "1 day", when it takes 5 days for real .. it ever says "on time", there is never a delay or a "too early" time!
You can say it completely ignores my timetables :(
The only thing it does: the train or bus waits the amount of days I have given for the station, but it seems to completely ignore the time set between the stations.
That's very sad for me, because I use the timetables very excessive, because I want to avoid to have many busses at the same position after some time, as it often happens during the game normally.

Is this a known bug? Or do I have to change any parameter or configuration? Or do I miss something to understand?
I have found nothing about this problem in this forum, so I wonder that noone else seems to have this problem. The problem occurs for me on saved games, scenarios and even on newly started random maps.

Would appriciate any help with it.
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Re: Chill's patchpack v14_7

Post by Eddi »

make sure you have autoseparation disabled, when you use timetables.
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Re: Chill's patchpack v14_7

Post by Armin79 »

Ok I see. There is a feature for automatic separation, which claims the timetable feature. That I wasn't aware of.
Thanks for the quick and very helpful answer! Now it works, and I think I will give the auto-separate feature also a try :)
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Re: Chill's patchpack v14_7

Post by ChillCore »

Armin79 wrote: First: I find this patchpack very usefull, ... , but it contains everything I like to have :)
So thanks for the effort!
Thank you for the kind words, very much apreciated.
even if the current binary is about one year old
Hmm I should fix that ... I forgot about that
timofp posted a link to a windows binary for v14_7 a few posts back, please update ASAP as there is a bug in the old versions (all of them since progsig inclusion for as far as I know) that can reduce a savegame to 0 bytes. (read: non-recoverable savegame).
You can continue your old games as I kept savegamecompatibility but do make a backup perhaps to be on the safe side.

Armin79 wrote:
Eddi wrote: make sure you have autoseparation disabled, when you use timetables.
Thanks for the quick and very helpful answer! Now it works, and I think I will give the auto-separate feature also a try :)
When using the autoseparation patch avoid using depot orders and waypoints. ;)

Depot -> vehicle is taken out of the group to separate and all vehicles will start adjusting to that. (IIRC I have not changed this to only happen when a vehicle is effectively stopped). -> no workaround as of yet.
Waypoints -> simply does not work -> use stations and via orders to replace them.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v14_7

Post by Armin79 »

ChillCore wrote:
Armin79 wrote: First: I find this patchpack very usefull, ... , but it contains everything I like to have :)
So thanks for the effort!
Thank you for the kind words, very much apreciated.
And I appriciate it as more as more I play it :)
The automatic separation works really perfectly, as far as i found out until now. As it seems it does everything automatically what I have done hundreds of times before this patchpack. I love this feature ^^
Also the other features, like especially infrastructure costs, configurable town cargo generation factor, the additional town information, view vehicles in tunnels, and so on, are things I never want to miss anymore :)
CargoDist is obligatory for me anyway :D I use this feature since years ^^

Only chunnel seems to have a problem in my game (which would be really a great feature): if I create signals on tunnels or bridges, it happens from time to time, that the train waits endless on the first signal before the tunnel or bridge. Don't know why.. but I will try to find out more about it. Maybe because I use one-way signals?
ChillCore wrote:
even if the current binary is about one year old
Hmm I should fix that ... I forgot about that
timofp posted a link to a windows binary for v14_7 a few posts back, please update ASAP as there is a bug in the old versions (all of them since progsig inclusion for as far as I know) that can reduce a savegame to 0 bytes. (read: non-recoverable savegame).
You can continue your old games as I kept savegamecompatibility but do make a backup perhaps to be on the safe side.
Thank you for the warning. I have updated the binaries now. Gladly I have not encountered this bug yet.

ChillCore wrote: Depot -> vehicle is taken out of the group to separate and all vehicles will start adjusting to that. (IIRC I have not changed this to only happen when a vehicle is effectively stopped). -> no workaround as of yet.
Waypoints -> simply does not work -> use stations and via orders to replace them.
Ok thanks for the info. I think it should not be a problem to use 1-tile stations instead of waypoints.
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Re: Chill's patchpack v14_7

Post by ChillCore »

Only chunnel seems to have a problem in my game (which would be really a great feature): if I create signals on tunnels or bridges, it happens from time to time, that the train waits endless on the first signal before the tunnel or bridge.
The signals on the bridge are blocksignals IIRC.
Make sure that you have block sinals directly in front and after the tunnel/bridge. The rest of your network can be pbs without problems.
Don't know why.. but I will try to find out more about it. Maybe because I use one-way signals?
If the above did not help more feedback would be apreciated.
I am sure hackalittlebit would love to hear too about any bugs you find with this patch; I am pretty much up to date with it (last time I checked at least).
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v14_7

Post by Armin79 »

ChillCore wrote: Make sure that you have block sinals directly in front and after the tunnel/bridge. The rest of your network can be pbs without problems.
Thanks for the tip, with block signals in front of it it works perfectly.
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Question about programmable signals - Chill's Patchpack

Post by Stigah »

Hello! I have downloaded Chill's Patchpack, where we can place programmable signals. Unfortunately, I have not found any tutorials on how this works.
I have a great idea on what to do, but I am not sure if this is possible with this programmable signal. I really hope it is.

I love trains, and I always make a railroad company when playin OpenTTD. This time, I play as Amtrak. Therefore I am going to make the Northeast corridor, where express passenger trains are driving. There are also some few freight trains driving on the route.

So, here is my plan: A slow, low priority freight train drive on the route. Behind the train, there is a express passenger train. Unfortunately, the express passenger train need to stop at every signal, because of the slow freight train.

Here is a picture of what I want to do:
Image

(The signals are not going to be that close to each other. I just had to make it this way for the picture.

In this example, signal 1 is the signal all the way to the right, and signal 5 is the signal all the way to the left.
The freight train is just going to pass signal 3. The express passenger train have just passed signal 1.

When signal 1-2 are red, the programmable signal will make the freight train drive into the siding, where it will wait until the express passenger train has passed by.

I hope you understand what I mean. If signal 1-3 are green, the programmable signal will let the train continue straight forward. If the signal 1-2 are red, the programmable signal will let the train drive into the siding, to stop in front of signal 5, or maybe a control point that is placed there.

I know I can just place a control point, and make the freight train drive to it. But I want the freight train just to continue straight forward if possible.

Is this possible to do? It might not be possible with this patch, but maybe with another?

I really hope someone here understand what I mean, and know the answer to this question.

Thank you very much!
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Re: Question about programmable signals - Chill's Patchpack

Post by 3iff »

It's REALLY best to post these questions in the chill patchpack thread.
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Re: Question about programmable signals - Chill's Patchpack

Post by Stigah »

Oh, I had no idea that there were a thread about this patchpack. I will post it there! Thanks!
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Re: Question about programmable signals - Chill's Patchpack

Post by ChillCore »

You build progsig like this them like this, see attachment.
Oh, I had no idea that there were a thread about this patchpack. I will post it there! Thanks!
http://www.tt-forums.net/viewtopic.php?f=33&t=47622
But instead of posting the same thing twice ... perhaps just report your first post and ask for your thread to be merged with my thread. ;)



ps:
When you are reading a thread you can search within it by using the searchbox at the bottom of the page.
Many questions you may have have been answered already.
Attachments
Note: picture predates having dedicated progsig sprites.
Note: picture predates having dedicated progsig sprites.
progsigs_01.png (25.74 KiB) Viewed 2422 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Question about programmable signals - Chill's Patchpack

Post by Hyronymus »

3iff wrote:It's REALLY best to post these questions in the chill patchpack thread.
So I merged the topics :).
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Re: Chill's patchpack v14_7

Post by Stigah »

Thank you Hyronymus! :D

ChillCore, I know how to place programmable signals and how to get to that Signal Program box, but I don't know how to do the thing I described. And I don't know what to search for in this case.
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Re: Chill's patchpack v14_7

Post by vtk »

As far as I can tell, you can't make programmable signals explicitly say whether trains should go left or right -- only whether they are red or green. Also, they can't differentiate between different types of trains. You can probably make trains go into one track or another based on some conditions, by putting progsigs on each track just after where they split, and programming them accordingly (one can be made to simply be the inverse of the other, so you don't have to duplicate your program) but I'm still not sure how that can help an express passenger train go by a slow freight train.

In my games, if I have high-volume rail lines with fast and slow trains mixed, I just use path signals with at least two tracks in each direction (and crossover junctions at regular intervals) and the trains figure out how to pass each other by themselves.
Image
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