Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
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Re: Spring 2013 Patch Pack - English Help (Updated 11/06/2016)
Hi.
Is it possible to add this patch to you`re pack?
viewtopic.php?t=64762
It makes making groups a lot easier. If i try to add it my self I get a lot of error messages about language packs and so on. Same problem if I try to add BuildWindow2 to a different game. I really want to combine these two in the same patch pack, but I cant seem to make it work my self
Is it possible to add this patch to you`re pack?
viewtopic.php?t=64762
It makes making groups a lot easier. If i try to add it my self I get a lot of error messages about language packs and so on. Same problem if I try to add BuildWindow2 to a different game. I really want to combine these two in the same patch pack, but I cant seem to make it work my self
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Re: Spring 2013 Patch Pack - English Help (Updated 11/06/2016)
there is some feature missing from the "Enhanced viewport: zoom out, overlays & tooltips" in this patch pack.
Re: Spring 2013 Patch Pack - English Help (Updated 11/06/2016)
Screenshots from 2.4.291.
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- Zoom & overlays
- Screenshot_20170312_144516.png (191.37 KiB) Viewed 3660 times
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- tooltips
- Unnamed, 1900-01-01.png (108.51 KiB) Viewed 3660 times
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Re: Spring 2013 Patch Pack - English Help (Updated 11/06/2016)
Thats strange. I cant get it to work. The same goes for using ctrl+scroll to change view when zoomed out.
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Re: Spring 2013 Patch Pack - English Help (Updated 11/06/2016)
Hi guys I'm having problem compiling v..291
I'm using a dell inspiron with ubuntu mate amd-64 yakkety
It's an i5 with 4gb ram
I've included a screen shot of terminal and the copied text from terminal
Let me know if you need anymore info
Mat
I'm using a dell inspiron with ubuntu mate amd-64 yakkety
It's an i5 with 4gb ram
I've included a screen shot of terminal and the copied text from terminal
Let me know if you need anymore info
Mat
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- tmp_31029-Screenshot at 2017-04-16 17-21-31158083173.png (139.34 KiB) Viewed 12215 times
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- Unsaved Document 1.txt
- Full sdout from compiling newgrf.cpp
- (3.08 KiB) Downloaded 165 times
- HackaLittleBit
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
I use gcc 5.3.1 and 4.7.2 and it's ok.
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
According to synaptic it's 4:6.1.1
And gcc -v says 6.2.0
And gcc -v says 6.2.0
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
Dies it make any difference if it's 64 bit?
Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
Hello everyone!
I hope someone is still active with this Patch Pack since it has many functions I would love to play with.
Now I currently have a problem when I try to play this pack in a multiplayer session.
While I, as the server and host, can play just fine, my mates get dropped from any session as soon as I unpause the game with the error message:
"Network synchronization failed"
This happens every time, no matter how small or large the map is.
It also makes no difference if we play with NewGRF's or just vanilla OpenTTD.
We are playing online. The server has 212mbps download and 25mbps upload.
An unpatched version of the game can be played just fine.
All our settings are exactly the same on all ends.
Is there anything I am not considering or is it just not possible to play this patch Online?
+++Update+++
After an evening of tinkering I solved the issue, though not with the results I wanted.
The daylenght factor is causing the desync probelm. Everything above 1 (default) causes an immediate desync for the players.
I can play with my mates now, but we'd still like to have longer days.
So if anyone has a solution to this, I'd be very thankful.
I hope someone is still active with this Patch Pack since it has many functions I would love to play with.
Now I currently have a problem when I try to play this pack in a multiplayer session.
While I, as the server and host, can play just fine, my mates get dropped from any session as soon as I unpause the game with the error message:
"Network synchronization failed"
This happens every time, no matter how small or large the map is.
It also makes no difference if we play with NewGRF's or just vanilla OpenTTD.
We are playing online. The server has 212mbps download and 25mbps upload.
An unpatched version of the game can be played just fine.
All our settings are exactly the same on all ends.
Is there anything I am not considering or is it just not possible to play this patch Online?
+++Update+++
After an evening of tinkering I solved the issue, though not with the results I wanted.
The daylenght factor is causing the desync probelm. Everything above 1 (default) causes an immediate desync for the players.
I can play with my mates now, but we'd still like to have longer days.
So if anyone has a solution to this, I'd be very thankful.
Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
This is a well-known problem with trying to use the daylength patch on multiplayer servers. As far as I know, though, nobody has been able to fix it.BoltSBM wrote:After an evening of tinkering I solved the issue, though not with the results I wanted. The daylenght factor is causing the desync probelm.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
After some further tinkering and tracing of the code that runs through while the server is running, I found out that the count of ticks is slightly different for every player that joins, even if the date in game is the same for everyone.
It appears that there is no tick synchronization in the multiplayer or if there is, it just isn't fine enough for the daylenght factor to work properly.
So for everyone who runs into the same problem, set the daylenght factor to 1 (default) and you can at least play multiplayer.
It appears that there is no tick synchronization in the multiplayer or if there is, it just isn't fine enough for the daylenght factor to work properly.
So for everyone who runs into the same problem, set the daylenght factor to 1 (default) and you can at least play multiplayer.
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
Doesn't seem to be an issue on JGR PP because I've played several games with people and the daylength was set beyond 1.kamnet wrote:This is a well-known problem with trying to use the daylength patch on multiplayer servers. As far as I know, though, nobody has been able to fix it.BoltSBM wrote:After an evening of tinkering I solved the issue, though not with the results I wanted. The daylenght factor is causing the desync probelm.
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
The day length code used in my patchpack is not the same as that in SpringPP.NekoMaster wrote:Doesn't seem to be an issue on JGR PP because I've played several games with people and the daylength was set beyond 1.
In the case of SpringPP, the desyncs are probably because the variable SkipCounter is never saved, loaded or reset.
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
I want to contact to maintainer of this pack called Pi1985 in TTD Russia Forum, but I can't get his email because I can't register that forum. Although I already used several translation tool, but I can't register . is there any one who get his email for me or kind man who helps me to register that forum?
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
Anyone know the reason why when generating industries, it takes a lot longer then normal game, or even other patchpacks like JGR's?
Developer of North American Passenger Liveries: viewtopic.php?f=26&t=87228
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
Can the author of this patchpack explain how the industries are set to the daylength? I am missing this feature in other patch packs, and am wondering how he implemented it so that I can edit the source of JGR's and have this feature back.
Developer of North American Passenger Liveries: viewtopic.php?f=26&t=87228
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
Interesting that the Clipboard patch was added. I thought that was still buggy as hell. Is there a repository link for this patchpack, to whatever commit was used to add that patch? Is it stable?
Also regarding daylength, neither mine nor JGR's implementation cause any issues in multiplayer.
Also regarding daylength, neither mine nor JGR's implementation cause any issues in multiplayer.
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
Thing is that this patch pack uses a slightly different version of the Day Length patch, which includes the option for "Scale INdustry output with daylength"KeldorKatarn wrote:Interesting that the Clipboard patch was added. I thought that was still buggy as hell. Is there a repository link for this patchpack, to whatever commit was used to add that patch? Is it stable?
Also regarding daylength, neither mine nor JGR's implementation cause any issues in multiplayer.
I guess that apparently causes desyncs in Multiplayer and its too different for JGR to impliment maybe? Plus its a bit outdated now since I guess it hasn't been updated in a while.
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Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
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Re: Spring 2013 Patch Pack - English Help (Updated 02/23/2017)
i am waiting desperatly for an modern patchpack with clipboard / copy&paste patch enabled. Miss this game so much but without that its to much grind
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