JGR's Patch Pack
Moderator: OpenTTD Developers
Re: JGR's Patch Pack
Annoyingly, I've just found a regression in v0.29.1.
Avoid moving orders by dragging for the time being.
Avoid moving orders by dragging for the time being.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
kamnet wrote:OpenTTD's master branch has added new sprites over the years. If you download the latest development version of OpenGFX, this error will go away. zBase is slow in its development, but it will be updated eventually. Unfortunately, aBase is no longer being developed, it was abandoned by its author.mak wrote:"The currently selected base graphics is missing 4 sprites. Please check for updates for the baseset." I use abase but still get the same with zbase and OpenGFX.
Thanks kamnet,
pray tell me where to get the latest developement of OpenGFX.
Please be aware I am a complete and utter numpty and will require step by step guide and words of one syllable.
Thank you
Re: JGR's Patch Pack
The current stable version is here, and should fix the issue:mak wrote:pray tell me where to get the latest developement of OpenGFX.
https://www.openttd.org/downloads/openg ... atest.html
If it doesn't, the latest nightly development version is here:
http://bundles.openttdcoop.org/opengfx/nightlies/LATEST
Detailed installation instructions are included in the files.
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
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
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: JGR's Patch Pack
Kamnet
I thank you.
I have the latest stable but will try the nightly.
EDIT: No luck will leave it for now as it does not seem to having an effect on the game.
Thanks for your attempt.
I thank you.
I have the latest stable but will try the nightly.
EDIT: No luck will leave it for now as it does not seem to having an effect on the game.
Thanks for your attempt.
Re: JGR's Patch Pack
Crash log 0.29.0.
If this is a known error, I apologize for the unnecessary message.
If this is a known error, I apologize for the unnecessary message.
Owner and admin of servers with names "Experimental games" .
My heightmaps: Flat Earth Map and United nations logo
My scenarios: Game Fallout 1,2,3 Map scenario
My gamescripts: City Founder GS
My heightmaps: Flat Earth Map and United nations logo
My scenarios: Game Fallout 1,2,3 Map scenario
My gamescripts: City Founder GS
Re: JGR's Patch Pack
This issue looks to be one that is already fixed in 0.29.1.agentw4b wrote:Crash log 0.29.0.
If this is a known error, I apologize for the unnecessary message.
No need to apologise though, thanks for reporting it.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Hi there,
It seems Fast Forward is too fast!!!
It seems Fast Forward is too fast!!!
Re: JGR's Patch Pack
Fast forward is when the game runs as fast as it can using as much of your PC's capacity as possible. If it's too fast, it's due to your computer's power.
Re: JGR's Patch Pack
Ohh, so they did a lot to optimize the code that the performance jumped extremely.
Re: JGR's Patch Pack
Basically window elements now update at the same speed regardless of the fast-forward setting, so things like click/release timers and subtle animations now work correctly in FFWD. As a side effect, this leaves more CPU time for the gameloop to run, and run it does...
He's like, some kind of OpenTTD developer.
Re: JGR's Patch Pack
With the two railtypes on a tile, is there a way to convert just one track and leave the other track unchanged? The convert tool still does full squares...
Re: JGR's Patch Pack
Hey, it's me, again ^^
With 29.2, I get the following error while trying to make the application:
Any suggestions JGR?
With 29.2, I get the following error while trying to make the application:
Code: Select all
../Downloads/OpenTTD-PP29.2/src/saveload/extended_ver_sl.cpp:197:16: error:
redeclaration of '_sl_version' with a different type: 'uint16'
(aka 'unsigned short') vs 'SaveLoadVersion'
extern uint16 _sl_version;
^
../Downloads/OpenTTD-PP29.2/src/saveload/saveload.h:908:25: note:
previous declaration is here
extern SaveLoadVersion _sl_version;
^
1 error generated.
make[1]: *** [saveload/extended_ver_sl.o] Error 1
make[1]: *** Waiting for unfinished jobs....
make: *** [all] Error 1
Re: JGR's Patch Pack
No, this requires removing the track and re-building it with the new rail type at present.mrjack2 wrote:With the two railtypes on a tile, is there a way to convert just one track and leave the other track unchanged? The convert tool still does full squares...
Thanks for reporting this, I've committed a fix.Ro(V)eO wrote:Hey, it's me, again ^^
With 29.2, I get the following error while trying to make the application:Any suggestions JGR?Code: Select all
../Downloads/OpenTTD-PP29.2/src/saveload/extended_ver_sl.cpp:197:16: error: redeclaration of '_sl_version' with a different type: 'uint16' (aka 'unsigned short') vs 'SaveLoadVersion' extern uint16 _sl_version; ^ ../Downloads/OpenTTD-PP29.2/src/saveload/saveload.h:908:25: note: previous declaration is here extern SaveLoadVersion _sl_version; ^ 1 error generated. make[1]: *** [saveload/extended_ver_sl.o] Error 1 make[1]: *** Waiting for unfinished jobs.... make: *** [all] Error 1
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
You're welcome! Obviously, I like the PP-features so I DO want to get the latest patch runningJGR wrote: Thanks for reporting this, I've committed a fix.
And how better than with reporting issues?
Next try, this time without terminating errors
Thanks JGR, great work!
- Redirect Left
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Re: JGR's Patch Pack
A minor glitch that occurs in the current version, and i do mean minor.
If you buy a unit whilst paused (which i often do, as i do larger build projects in paused mode), the window for that vehicle shows 'send vehicle to depot' instead of the option to clone or copy the vehicle. As soon as you unpause the game, it switches to the correct one. Looks like it doesn't set the right default property when you create the vehicle, but as soon as the loop is turned back on, it instantly knows "oops, wrong display, its stopped in a depot".
It isn't game breaking, its just a bit irritating for me personally, i might be the only person who builds in this manner! It's still possible to clone the vehicle by going to the depot window and pressing the clone button on that, so its just an extra bit of mouse running really to a different button.
If you buy a unit whilst paused (which i often do, as i do larger build projects in paused mode), the window for that vehicle shows 'send vehicle to depot' instead of the option to clone or copy the vehicle. As soon as you unpause the game, it switches to the correct one. Looks like it doesn't set the right default property when you create the vehicle, but as soon as the loop is turned back on, it instantly knows "oops, wrong display, its stopped in a depot".
It isn't game breaking, its just a bit irritating for me personally, i might be the only person who builds in this manner! It's still possible to clone the vehicle by going to the depot window and pressing the clone button on that, so its just an extra bit of mouse running really to a different button.
Re: JGR's Patch Pack
I noticed this as well but then forgot about it, it's due to upstream trunk changes.Redirect Left wrote:A minor glitch that occurs in the current version, and i do mean minor.
If you buy a unit whilst paused (which i often do, as i do larger build projects in paused mode), the window for that vehicle shows 'send vehicle to depot' instead of the option to clone or copy the vehicle. As soon as you unpause the game, it switches to the correct one. Looks like it doesn't set the right default property when you create the vehicle, but as soon as the loop is turned back on, it instantly knows "oops, wrong display, its stopped in a depot".
It isn't game breaking, its just a bit irritating for me personally, i might be the only person who builds in this manner! It's still possible to clone the vehicle by going to the depot window and pressing the clone button on that, so its just an extra bit of mouse running really to a different button.
I've committed a fix, it'll be in the next release.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Greetings JGR,
Thanks as always for your fine work. For once I'm not here to nag with a bug report, but I am curious to see if you can extended a feature I've noticed in the latest version to other areas. Click and drag areas for purchasing land is useful, is there any chance this could be extended to include objects? Many NewGRF objects would be easier to place with such a feature (like the eyecandy dutch motorways). Just a wee thought
Cheers,
Tin
Thanks as always for your fine work. For once I'm not here to nag with a bug report, but I am curious to see if you can extended a feature I've noticed in the latest version to other areas. Click and drag areas for purchasing land is useful, is there any chance this could be extended to include objects? Many NewGRF objects would be easier to place with such a feature (like the eyecandy dutch motorways). Just a wee thought
Cheers,
Tin
Regards,
Tinny/Tintinfan.
Tinny/Tintinfan.
- Emperor Jake
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Re: JGR's Patch Pack
Bug report: the ships are drifting
I first noticed it in the title screen. It seems that sometimes when ships turn around at a dock or buoy they face the wrong direction while travelling. Then I tested it with NewGRFs but it doesn't affect NewGRFs (i.e. FISH) that update the vehicle sprite as soon as it starts moving. Also the ships work correctly if you make the distance between the buoys bigger.
edit: after further playing I've seen ships do a little dance when leaving a dock, and travelling backwards until they change angle. So lots of strange ship behavour in general...
Tested in JGRPP 0.29.2 on Windows 10 64, doesn't happen in the 20190201 nightly
I first noticed it in the title screen. It seems that sometimes when ships turn around at a dock or buoy they face the wrong direction while travelling. Then I tested it with NewGRFs but it doesn't affect NewGRFs (i.e. FISH) that update the vehicle sprite as soon as it starts moving. Also the ships work correctly if you make the distance between the buoys bigger.
edit: after further playing I've seen ships do a little dance when leaving a dock, and travelling backwards until they change angle. So lots of strange ship behavour in general...
Tested in JGRPP 0.29.2 on Windows 10 64, doesn't happen in the 20190201 nightly
Re: JGR's Patch Pack
Thanks for reporting this, I've committed a fix which will be in the next release.Emperor Jake wrote:Bug report: the ships are drifting
boat.gif
I first noticed it in the title screen. It seems that sometimes when ships turn around at a dock or buoy they face the wrong direction while travelling. Then I tested it with NewGRFs but it doesn't affect NewGRFs (i.e. FISH) that update the vehicle sprite as soon as it starts moving. Also the ships work correctly if you make the distance between the buoys bigger.
edit: after further playing I've seen ships do a little dance when leaving a dock, and travelling backwards until they change angle. So lots of strange ship behavour in general...
Tested in JGRPP 0.29.2 on Windows 10 64, doesn't happen in the 20190201 nightly
This is due to an oversight on my part when merging in the ship rotation feature from trunk.
NewGRF Objects have a number of complications due to taking up more than one tile, and having NewGRF-controlled placement conditions.Tintinfan wrote:Greetings JGR,
Thanks as always for your fine work. For once I'm not here to nag with a bug report, but I am curious to see if you can extended a feature I've noticed in the latest version to other areas. Click and drag areas for purchasing land is useful, is there any chance this could be extended to include objects? Many NewGRF objects would be easier to place with such a feature (like the eyecandy dutch motorways). Just a wee thought
Cheers,
Tin
In due course I will look into the feasibility of investigating what might be able to be done about this.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Hi, is there a downloadable version of openttd with jgr's patch pack for MacOS? I'm programming illiterate so I wouldn't know how to compile it myself. Grateful for anyone who can post a link. Cheers!
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