JGR's Patch Pack
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Re: JGR's Patch Pack
Can someone help me figure out how to put my NewGRFs and save game from the PC version of this patch pack to the Android version?
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Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: JGR's Patch Pack
Copy them to your SD card to Android/data/org.openttd.jgrpp/files/.openttd/save
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Re: JGR's Patch Pack
Found it. For some reason the Android/data/org.openttd.jgrpp folder wasn't showing up before. Also, my phone doesn't have external SD cards.pelya wrote:Copy them to your SD card to Android/data/org.openttd.jgrpp/files/.openttd/save
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
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Severe Bug in JGR's Patch Pack
I am not seeing town names. At all. Screenshot to demonstrate with new game and no GRFs.
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- Unnamed, 2518-01-01.png
- Town names not showing?
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Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: JGR's Patch Pack
Hi there
First of all, thanks JGR for the patch pack
Is that build known as desync-less for large MP game ? Hundreds of trains, few players, large map, new industries, ... ?
XaT
First of all, thanks JGR for the patch pack
Is that build known as desync-less for large MP game ? Hundreds of trains, few players, large map, new industries, ... ?
XaT
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Re: JGR's Patch Pack
The screenshot isn't from a multiplayer game.XaTriX wrote:Hi there
First of all, thanks JGR for the patch pack
Is that build known as desync-less for large MP game ? Hundreds of trains, few players, large map, new industries, ... ?
XaT
I first had the issue with a 16???x8??? map with many GRFs, however...
I tested it with, and provided that screenshot of, a brand new 64x64 map with no GRFs loaded. This is not a NewGRF issue, it's game-wide.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: Severe Bug in JGR's Patch Pack
A config, savegame and any other info which you can supply would be helpful.SimYouLater wrote:I am not seeing town names. At all. Screenshot to demonstrate with new game and no GRFs.
This is not an issue which has previously been observed.
There are no known desync bugs at present.XaTriX wrote:Hi there
First of all, thanks JGR for the patch pack
Is that build known as desync-less for large MP game ? Hundreds of trains, few players, large map, new industries, ... ?
XaT
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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Re: Severe Bug in JGR's Patch Pack
(Removed due to passwords inside)JGR wrote:A config, savegame and any other info which you can supply would be helpful.SimYouLater wrote:I am not seeing town names. At all. Screenshot to demonstrate with new game and no GRFs.
This is not an issue which has previously been observed.
There are no known desync bugs at present.XaTriX wrote:Hi there
First of all, thanks JGR for the patch pack
Is that build known as desync-less for large MP game ? Hundreds of trains, few players, large map, new industries, ... ?
XaT
Will be uploading a zip of my entire OpenTTD folder if needed.
Last edited by SimYouLater on 29 Dec 2017 02:59, edited 1 time in total.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: JGR's Patch Pack
just a hint/sidenote @SimYouLater:
maybe you'll want to hide "server_password", "rcon_password" and "admin_password" next time(s) when sharing cfg files ^^
maybe you'll want to hide "server_password", "rcon_password" and "admin_password" next time(s) when sharing cfg files ^^
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Re: JGR's Patch Pack
Ah, I guess I'll want new passwords. Good thing I only used those passwords with OpenTTD.ST2 wrote:just a hint/sidenote @SimYouLater:
maybe you'll want to hide "server_password", "rcon_password" and "admin_password" next time(s) when sharing cfg files ^^
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
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- Chief Executive
- Posts: 675
- Joined: 03 Apr 2016 20:19
Re: Severe Bug in JGR's Patch Pack
How would I post a copy of my install? It's too large for the forums.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: JGR's Patch Pack
A bit talking on the side, because never tested JGR's Patch Pack outside SP mode, but I think most important is: version and settings used (without PW's this time ^^).SimYouLater wrote: Ah, I guess I'll want new passwords. Good thing I only used those passwords with OpenTTD.
One of the common errors that I've seen, or lets calling it "not used to", is trying to run several and/or modified instances of OpenTTD without taking care of where the "openttd.cfg" file is.
And JGR's Patch Pack, when unzipped and run, will load the "openttd.cfg" file of a Vanilla version, if installed. And vice-versa.
So, my suggestion is: place "openttd.cfg" on the same folder as the executable openttd file (even if empty, openttd will build it), and this way you can run different instances, versions, or with different settings. Whatever comes to your mind ^^
Re: JGR's Patch Pack
Hi
Don't know if it has been asked yet, but i have a problem compiling
i'm using the r27935 from svn, then apply the diff file
configure and make or OK, but when i launch a dedicated server, i can't connect using the client provided on first page
There is a version mismatch
dedicated server got version : jgrpp-0.22.1-M-
win32/64 clients are : jgrpp-0.22.1
How can i compile to get the same versions on the dedicated serveur ?
Don't know if it has been asked yet, but i have a problem compiling
i'm using the r27935 from svn, then apply the diff file
configure and make or OK, but when i launch a dedicated server, i can't connect using the client provided on first page
There is a version mismatch
dedicated server got version : jgrpp-0.22.1-M-
win32/64 clients are : jgrpp-0.22.1
How can i compile to get the same versions on the dedicated serveur ?
Re: JGR's Patch Pack
Answering to myself
had to modify the findversion.sh like this (but launch it manually once before in case, and make sure you have the .ottdrev-vc file
had to modify the findversion.sh like this (but launch it manually once before in case, and make sure you have the .ottdrev-vc file
Code: Select all
elif [ -f "$ROOT_DIR/.ottdrev-vc" ]; then
VERSION_DATA="`cat "$ROOT_DIR/.ottdrev-vc" | sed -n -e '1 p;'`"
HASH_DATA="`cat "$ROOT_DIR/.ottdrev-vc" | sed -n -e '2 p;'`"
REV="`echo "$VERSION_DATA" | cut -f 1 -d' '`"
REV_NR="`echo "$VERSION_DATA" | cut -f 2 -d' '`"
MODIFIED="`echo "$VERSION_DATA" | cut -f 3 -d' '`"
CLEAN_REV="`echo "$VERSION_DATA" | cut -f 4 -d' '`"
# if [ "$MODIFIED" = "2" ]; then
# CLEAN_REV="`echo "$CLEAN_REV" | sed -e 's/M$//'`"
# fi
# BRANCH="`echo "$REV" | sed -n -e "s|^${CLEAN_REV}M\?-\(.\+\)$|\1|p"`"
# REV="$CLEAN_REV"
# if ! $ROOT_DIR/version_utils.sh -o; then
# MODIFIED="1"
# else
# CURRENT_HASH="`$ROOT_DIR/version_utils.sh -s`"
# if [ "$CURRENT_HASH" != "$HASH_DATA" ]; then
# MODIFIED="2"
# if [ -n "$BRANCH" ]; then
# BRANCH="$BRANCH-"
# fi
# BRANCH="${BRANCH}H`echo "$CURRENT_HASH" | cut -c 1-8`"
# fi
# fi
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Re: JGR's Patch Pack
I don't have a copy of vanilla OpenTTD on my computer. I even removed other copies of JGR when I noticed there were some, no dice. I'll try redoing the install and see if that works.ST2 wrote:A bit talking on the side, because never tested JGR's Patch Pack outside SP mode, but I think most important is: version and settings used (without PW's this time ^^).SimYouLater wrote: Ah, I guess I'll want new passwords. Good thing I only used those passwords with OpenTTD.
One of the common errors that I've seen, or lets calling it "not used to", is trying to run several and/or modified instances of OpenTTD without taking care of where the "openttd.cfg" file is.
And JGR's Patch Pack, when unzipped and run, will load the "openttd.cfg" file of a Vanilla version, if installed. And vice-versa.
So, my suggestion is: place "openttd.cfg" on the same folder as the executable openttd file (even if empty, openttd will build it), and this way you can run different instances, versions, or with different settings. Whatever comes to your mind ^^
EDIT
It looks like the cfg file went bad somehow. I had to start over with a fresh one, fortunately my NewGRF settings weren't the problem. Thank you!
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: JGR's Patch Pack
I noticed, that "velocity reduced until depot visited" improved patch breakdown occurs in case of trains, but not in case of road vehicles (not tested ships and airplanes yet).
Is it a bug or feature? In my opinion, it is rather unwanted feature, together with repair payment, road vehicles have now a big advantage over trains - no need to send truck/buses to depot and pay for breakdowns.
Is it a bug or feature? In my opinion, it is rather unwanted feature, together with repair payment, road vehicles have now a big advantage over trains - no need to send truck/buses to depot and pay for breakdowns.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
This suggests that the patched source is not identical to that of the release, probably because one or more source files have have been manually edited in some way.Chico008 wrote:Hi
Don't know if it has been asked yet, but i have a problem compiling
i'm using the r27935 from svn, then apply the diff file
configure and make or OK, but when i launch a dedicated server, i can't connect using the client provided on first page
There is a version mismatch
dedicated server got version : jgrpp-0.22.1-M-
win32/64 clients are : jgrpp-0.22.1
How can i compile to get the same versions on the dedicated serveur ?
In general patching the version detection script is not a good solution as the whole point of the modification check is to avoid the multi-player desync issues which can occur when a modified build is incorrectly labelled as an unmodified release build, and is subsequently used with unmodified release builds.
The code suggests that this is intended.McZapkie wrote:I noticed, that "velocity reduced until depot visited" improved patch breakdown occurs in case of trains, but not in case of road vehicles (not tested ships and airplanes yet).
Is it a bug or feature? In my opinion, it is rather unwanted feature, together with repair payment, road vehicles have now a big advantage over trains - no need to send truck/buses to depot and pay for breakdowns.
Trains already have so many advantages over road vehicles that this does not seem to be a significant issue.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Maybe this setting was justified in case of standalone breakdown patch, but in case of this patch pack,JGR wrote:The code suggests that this is intended.
Trains already have so many advantages over road vehicles that this does not seem to be a significant issue.
with both patches: improved breakdown and repair payment are active - players can cheat by avoiding using depots, because there is no penalty for lack of service.
On the other hand, these permanent speed limits can be annoying, if there is 1 mph limit and you need t wait eons until train will reach depot. It was already pointed out in Improved Breakdown Patch thread.
Minimal velocity should be clamped by let say 10 mph.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: JGR's Patch Pack
Hello
So IMHO there is no reason to hyperventilate.
Tschö, Auge
Did you ever found a speed limit of 1mph for a broken rail vehicle? I can't remember an experience of a speed limit lower than 40 km/h (kph) for a broken rail vehicle. I play the patchpack at least since two years (first documented translation for version 0.7.1 (2015-11-01) in the changelog of the opening posting).McZapkie wrote:… in case of this patch pack, with both patches: improved breakdown and repair payment are active - players can cheat by avoiding using depots [for road vehicles], because there is no penalty for lack of service.
On the other hand, these permanent speed limits can be annoying, if there is 1 mph limit and you need t wait eons until train will reach depot. It was already pointed out in Improved Breakdown Patch thread.
Minimal velocity should be clamped by let say 10 mph.
So IMHO there is no reason to hyperventilate.
Tschö, Auge
Re: JGR's Patch Pack
Of course, I bought bankrupt company and got engine with 255 failures and 1mph speed limit. Additionally, the cost of the depot was above million GPB, so I was breathing heavilyAuge wrote:Hello
Did you ever found a speed limit of 1mph for a broken rail vehicle?
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
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