Chill's patchpack v14_7

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ChillCore
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Re: Chill's patchpack v14_7

Post by ChillCore »

Let me add to that that I would not mind to see someone pick up where I left off.
Also I still have not abondened my plans to polish later. ;)


The repo is still available and the compile farm too (after I finally take the time to do what I need to do to fix it.)
I could also grant commit rights if someone posts more than a few patches for the patchpack (read: on top of a source checkout).

The topic title always mentions the newest version available.
Usually when you find a newer one in the last few pages it is testing while tuning/adding something and most of the times considered too unstable for 'le grand public' by me. ;)


pps:
If someone is thinking about picking it up ... I strongly discourage you to try and bump to newer revisions; unless you like a Challenge with capital C. Read: this patchpack keeps backwards savegame compatibility with self and I would like to keep it that way. ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 karamazovnew »

Chillcore, your mod pack is simply amazing. I simply can't play OpenTTD without it. However I'll join the crowd and say that I really wish you or someone else eventually updated it to a more recent build. Here's why:

- FIRS (I ended up using ECS vectors but it's just not the same)
- Rivers in map generator
- UKRS 2 (although 2cc is a splendid alternative, but has no usable trains before 1848)
- OpenGFX Landscape
- eGVRS 2 (the old one works, but horses are impossible to use)
- More zoom levels (now those I REALLY miss)
- Sailing Ships and FISH2

I also wish we had a YACD alternative to CargoDest, as CargoDest sort of hates conditional waypoint jumps.

However there's no way in hell I'd stop using your pack... I can't live without even half the stuff you put in it. So a huge thanks for all your efforts :bow:
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Re: Chill's patchpack v14_7

Post by ChillCore »

Welcome to the forums karamazovnew,
Thank you very much for the kind words, much apreciated.

I am aware of the newer NewGRFs not working with my patchpack.
Except for bumping, backporting the needed changes or restarting all over there is not much I can do about that.

As for CargoDist not behaving properly with conditional orders ... that is also caused by older code; the newer versions of CargoDist should behave better in that regards.
Replacing it with YACD is not going to happen unless I restart completely. I have made too many changes and merges to be able to pull out Cargodist without consequences for the rest of the code.

Zoom levels ... I did promisse someone, many moons ago that I would include the old version at some point if /when I failed to bump to a newer OpenTTD revision where it is included.
I think now is about the time to declare the patchpack in such a state, after failing three or four times to update and keep everything working.

I have bought me a second hand (still quite well performing system) last year and was going to set it up as development environment for OpenTTD exclusively.
But while I was testing it properly (raid/no raid, SLI/no SLI and pushing it to its limits using minecraft while overclocking just a tiny bit) I managed to blow the main fuse of my house ... most likely (and hopefully) it is just the PSU as it will not even respond to anything anymore... not sure.
Once I get it fixed or replaced I will test again and set it up properly for good this time.


ps:
Still no promisses on time frame though.
I still have a lot of work in my house ... before the next winter I want to replace my roof completely, have proper isolation everywhere and maybe have the electric wiring replaced too.

pps:
I still am not tired of OpenTTD, not by far, so you may expect at least something in the future comming from me, wether it be single patches for trunk, a patchpack again or both at the same time (if I take the time to set things up properly this time). ;)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 3298 »

About YACD: If you looked into its thread, you probably noticed me bumping it to trunk. That worked pretty well for the looong jump from r22855 (last unofficial bump before mine) to about r25000 (which was current back then) because almost no changes affected YACD. Shortly after that a part of Cargodist was committed to trunk (r25008 to r25013). I wasn't able to get past that, so it is at least difficult for everyone else.
With that said, I would appreciate a patchpack with YACD because I like the fact that you have to design the network with the destinations in mind if you want it to be profitable. Cargodist just increases the time the cargo stays on the vehicles and adapts to any network you build.

In case you get YACD updated, I have a suggestion for you. Yes, I know this is a lot of work :twisted:, but with patch queues (I remember you talking about git a couple of months ago) it should be possible to create a patchpack with YACD and one with Cargodist. There are people who like Cargodist and there are people (like me) who prefer YACD, which would both be happy then.

I did play this patchpack somewhen, and I did not yet say thanks (maybe because that was before I registered here - wow, that's been a long time). But better late than never: Thank you!
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Re: Chill's patchpack v14_7

Post by karamazovnew »

Thanks Chillcore. I made this account mainly to say thanks. I'm a retired Silent Hunter 4 UBM interface modder so I can understand you better than you can imagine :) But if you manage to get those zoom levels, I'll be a happy puppy and my eyes will be very grateful. From my list, the only other real issue for me is a way to use the FIRS grf. Is there any way I can play it with your modpack?

FIRS/ECS and YACD/Cargodist are all fantastic. It's just that...
FIRS seems tailor made for Cargodist.
FIRS with YACD? You'd have to be a masochist.
ECS (without stockpiles) and Cargodist? Becomes very very easy to make mountains of money. I make 10 million a month in 1890 (4x day length) ... go figure.
ECS (WITH stockpiles) and Cargodist? Not without conditional waypoints. I did get around this with programmable signals (thank you :bow: thank you :bow: thank you) but playing with 4x increased costs in the early years, things get very nasty, and as mentioned, the older eGRVS horses just won't move at more than 1km/hour.
ECS (WITH stockpiles) and YACD? Match made in heaven.

Now with those programmable signals, FIRS and Cargodist.... :shock: And zoom levels?! :twisted: I'm drooling.
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Re: Chill's patchpack v14_7

Post by ChillCore »

3298 wrote: About YACD: If you looked into its thread, you probably noticed me bumping it to trunk.
Yes I did see you bumping it to trunk the moment you did that.
The problem however is that:
a. I am stuck at r22555 at least for now ... I could try again with smaller steps; 1/2 instead of 10/20/30 revisions at a time
b. I have cargodist already deeply nested ... also what I have in my patchpack is a mix and match of several versions of it.
I would appreciate a patchpack with YACD
There is one in the making it seems. ;)
I myself enjoy cargodist slightly more. I love taking my time to build nice looking networks and most of the times I can not be bothered with micromanagment.
That being said ... I do like YACD too because it gives you something to do ... but so can scripts now.
I have the town growth patch as substitute?
In case you get YACD updated, I have a suggestion for you. Yes, I know this is a lot of work :twisted:, but with patch queues (I remember you talking about git a couple of months ago) it should be possible to create a patchpack with YACD and one with Cargodist. There are people who like Cargodist and there are people (like me) who prefer YACD, which would both be happy then.
Thank you for the suggestion.
I have used both GIT and HG and for what I want to do I have a slight preference towards GIT for what I want to be doing in the future (update/maintain single patches each in their own branch and merge them in a seperate branch).
I am aware that I can have HG with MQs nested in MQs but that seems like a lot of ovrhead. On the other hand HG does give me the option to remove brokenn patches more easily than GIT.
Not sure yet what route I will be taking after my break from coding.
I did play this patchpack somewhen, and I did not yet say thanks (maybe because that was before I registered here - wow, that's been a long time). But better late than never: Thank you!
Thank you very much, all these kind words of gratitude, not only yours, make me feel all warm inside and do encourage me to do it all over at some point in time. :)


karamazovnew wrote: Thanks Chillcore. I made this account mainly to say thanks. I'm a retired Silent Hunter 4 UBM interface modder so I can understand you better than you can imagine :)
I see. I have not yet played Silent Hunter yet ... maybe attach a linky in your signature for those interested ... as long as you don't spam noone will mind. ;)
But if you manage to get those zoom levels, I'll be a happy puppy and my eyes will be very grateful.
Not really the same thing but maybe try running full screen and set a lower resolution for now?
From my list, the only other real issue for me is a way to use the FIRS grf. Is there any way I can play it with your modpack?
You could use an older version of FIRS ...
Adjusting a newer version to allow it to be loaded in my patchpack will most likely only result in errors. Knowing andythenorth and his desire for ponies ... I am pretty sure that he is using features that were not yet available in r22555.
ECS (without stockpiles) and Cargodist? Becomes very very easy to make mountains of money. I make 10 million a month in 1890 (4x day length) ... go figure.
Is the cheat enabled to not devide income by daylenght factor by any chance?
the older eGRVS horses just won't move at more than 1km/hour.
IIRC changing the acceleration model used will fix that.
Now with those programmable signals, FIRS and Cargodist.... :shock: And zoom levels?! :twisted: I'm drooling.
Its comming I promisse ... just not yet sure when.


ps:
Sorry about the many spelling errors ... new laptop here with a keyboard I am not yet used to, a touchpad that is driving me crazy (can not find the option to turn of clicking on it ...), a screen that is hurting my eyes and a OS that seems to be hiding/disabling every single thing I want to see changed (win 8).

I am going to attach a bit of hardware in a bit that will turn it into some kind of desktop :mrgreen:
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 3298 »

ChillCore wrote:
3298 wrote: About YACD: If you looked into its thread, you probably noticed me bumping it to trunk.
Yes I did see you bumping it to trunk the moment you did that.
The problem however is that:
a. I am stuck at r22555 at least for now ... I could try again with smaller steps; 1/2 instead of 10/20/30 revisions at a time
b. I have cargodist already deeply nested ... also what I have in my patchpack is a mix and match of several versions of it.
Well, I thought about a restarted ChillPP based on current trunk; removing Cargodist is definitely too much work for too little gain. But I guess YACD is not the only patch broken by changes in trunk, with your long list of included patches there probably will be more broken than working patches.
ChillCore wrote:
3298 wrote: I would appreciate a patchpack with YACD
There is one in the making it seems. ;)
Yes, I saw it, but it's based on 1.3.0 instead of trunk. Normally I would go there and tell the maintainer to go for trunk instead (you know, patched stable isn't stable anymore), but with YACD refusing to be updated past a patch series committed very shortly after 1.3 (=r25000), I just won't use it. Also, it doesn't have custom bridgeheads which I also want to have.
Maybe (very big maybe) I start another YACD update attempt somewhen.
ChillCore wrote:ps:
Sorry about the many spelling errors ... new laptop here with a keyboard I am not yet used to, a touchpad that is driving me crazy (can not find the option to turn of clicking on it ...), a screen that is hurting my eyes and a OS that seems to be hiding/disabling every single thing I want to see changed (win 8).

I am going to attach a bit of hardware in a bit that will turn it into some kind of desktop :mrgreen:
I like how the forum turned the 8 and the ) into a smiley. :mrgreen: Unfortunately it was the wrong one, Win8 is definitely not cool. If I were you, I would have refitted it to Linux or at least Win7 instantly. :P
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Re: Chill's patchpack v14_7

Post by Mahoo76 »

ChillCore wrote:Thank you very much, all these kind words of gratitude, not only yours, make me feel all warm inside and do encourage me to do it all over at some point in time. :)
Well, start over then: THANKS! :wink:
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Re: Chill's patchpack v14_7

Post by ChillCore »

3298 wrote: there probably will be more broken than working patches.
Ah but they are all working patches ... if applied to the correct revision that is. :mrgreen:
To be honest ... I know the patches that gave me most trouble better.
I like how the forum turned the 8 and the ) into a smiley. :mrgreen: Unfortunately it was the wrong one, Win8 is definitely not cool. If I were you, I would have refitted it to Linux or at least Win7 instantly. :P
Giving it a month ...

Mahoo76 wrote: Well, start over then: THANKS! :wink:
Thank you.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 welshdragon »

Chill,

Thanks as ever for the hard work you and other modders have done for this game, I'd really like to test 14_7, but am back on the Mac, and as the compile farm is dead I can't get a binary, Any ETA on a fix for this?

I'd still play any patch pack, provided I don't have to go back to scratch building my massive UK map, it hurts :cry:
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Re: Chill's patchpack v14_7

Post by ChillCore »

Sorry for the late reply welshdragon, I missed your post.

No there is no ETA for a fix, but I could have a look if really needed.
For as far as I am aware compiling ion OSX is as easy as it is on linux? Please tell me if it is not so ... :?

As for the fix ...
IIRC, I need to ask TrueBrain to adjust the folder name of the repo where the patched source is kept before compilation to be the same as the repo where my patchpack lives now (I am no longer using MQs for this one) ... then I need to trigger the CF with a commit (I'll come up with something I'm sure), then hopefully the compile farm will do its thing again.

Restarting your game will not be needed as I am still keeping savegame compatibility.
However do note that your game has to be started before r22556 or in an earlier version of the patchpack, else you will be looking at restarting anyways.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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 jakob »

Can somebody please help, because i have just downloaded, chill's patchpack v14_7, but when i try to play it says it needs, some grfs?
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Re: Chill's patchpack v14_7

Post by kamnet »

jakob wrote:Can somebody please help, because i have just downloaded, chill's patchpack v14_7, but when i try to play it says it needs, some grfs?
1) Did you read all of the documentation, which tells you which files you need and where they need to be installed?
2) If you did so, and are still having problems, what is the specific error message you are receiving?
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Re: Chill's patchpack v14_7

Post by welshdragon »

ChillCore wrote:Sorry for the late reply welshdragon, I missed your post.

No there is no ETA for a fix, but I could have a look if really needed.
For as far as I am aware compiling ion OSX is as easy as it is on linux? Please tell me if it is not so ... :?

As for the fix ...
IIRC, I need to ask TrueBrain to adjust the folder name of the repo where the patched source is kept before compilation to be the same as the repo where my patchpack lives now (I am no longer using MQs for this one) ... then I need to trigger the CF with a commit (I'll come up with something I'm sure), then hopefully the compile farm will do its thing again.

Restarting your game will not be needed as I am still keeping savegame compatibility.
However do note that your game has to be started before r22556 or in an earlier version of the patchpack, else you will be looking at restarting anyways.
Thanks Chillcore, No rush though :)
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Re: Chill's patchpack v14_7

Post by jakob »

kamnet wrote:
jakob wrote:Can somebody please help, because i have just downloaded, chill's patchpack v14_7, but when i try to play it says it needs, some grfs?
1) Did you read all of the documentation, which tells you which files you need and where they need to be installed?
2) If you did so, and are still having problems, what is the specific error message you are receiving?
I figured out how to i worked, so thanks :)
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Re: Chill's patchpack v14_7

Post by xNEROx »

Hey everyone,

is there any posibility to play chills patch pack on the actuell version of ottd 1.3.1 ?

if i just copy everything into my ottd folder, i got severel errors that the newgrfs are missed...

and sorry for my bad english
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Re: Chill's patchpack v14_7

Post by Alberth »

No.

1. Chill's patchpack is not an add-on, it is an openttd version, just like 1.3.1, except it is heavily customized (compared to the official versions).

2. If you change 1.3.1, you don't have 1.3.1 any more.


I would think the first post is the place to check, when you have trouble installing the patch pack.
Afaik, you need to install a few custom NewGRFs.
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Re: Chill's patchpack v14_7

Post by xNEROx »

Another short question.

which version of the departure boards patch is in the CPP ?

Cause i cant set a Beginning time of the schedule. The Button is simple not clickable...

any idea ?
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Re: Chill's patchpack v14_7

Post by Eddi »

If you enable autoseparation, the start date will be disabled. this has nothing to do with departure boards.
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Re: Chill's patchpack v14_7

Post by xNEROx »

where can i disable autoseperation? I'm german and i dont know where i find it :D

i'm sorry
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