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PostPosted: Fri Nov 23, 2018 3:53 pm 
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How probable would it be to get the realistic train shunting patch into a major patch pack, like JGR's?


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PostPosted: Fri Nov 23, 2018 9:58 pm 
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TrainLover wrote:
How probable would it be to get the realistic train shunting patch into a major patch pack, like JGR's?


Here's the answer from JGR himsef:

TrainLover wrote:
What would be broken if you added the realistic shunting patch into this PatchPack?

I am keeping an eye on this patch, however it is not finished and not in a state where I would be inclined to consider looking into the feasibility of merging it.

If I were to merge it, I would not do so in a way that broke existing functionality.

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PostPosted: Thu Nov 29, 2018 10:07 pm 
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kamnet wrote:
TrainLover wrote:
How probable would it be to get the realistic train shunting patch into a major patch pack, like JGR's?


Here's the answer from JGR himsef:

TrainLover wrote:
What would be broken if you added the realistic shunting patch into this PatchPack?

I am keeping an eye on this patch, however it is not finished and not in a state where I would be inclined to consider looking into the feasibility of merging it.

If I were to merge it, I would not do so in a way that broke existing functionality.

Very good to hear. :D

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PostPosted: Thu Nov 29, 2018 10:21 pm 
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you realize that post basically says "no"?

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PostPosted: Fri Nov 30, 2018 10:50 pm 
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Eddi wrote:
you realize that post basically says "no"?


Really?
I read it as "when it's ready".


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PostPosted: Sat Dec 01, 2018 1:12 am 
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Diesel Power wrote:
Eddi wrote:
you realize that post basically says "no"?


Really?
I read it as "when it's ready".


And he might, but right now that day is a long way out, and Karn has acknowledged that this patch has a lot of things left to fix.

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PostPosted: Sat Dec 01, 2018 1:53 am 
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kamnet wrote:
Diesel Power wrote:
Eddi wrote:
you realize that post basically says "no"?


Really?
I read it as "when it's ready".


And he might, but right now that day is a long way out, and Karn has acknowledged that this patch has a lot of things left to fix.
The shunting works at an acceptable level. It's the known issues that are the challenge.

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PostPosted: Fri Jan 25, 2019 10:51 pm 
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Nice to see where this patch has evolved :) Thumbs up! Keep up the good work. :) It spices up the game nicely.

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PostPosted: Wed May 15, 2019 6:07 pm 
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hi! this patch is so mesmerizing :bow: ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!
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Image


Attachments:
screenshot of critical failure note.png [1.56 MiB]
Not downloaded yet
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PostPosted: Thu May 16, 2019 2:34 am 
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danielkrs wrote:
hi! this patch is so mesmerizing :bow: ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!


What version of OpenTTD did you apply this patch to?

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PostPosted: Thu May 16, 2019 4:18 am 
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danielkrs wrote:
hi! this patch is so mesmerizing :bow: ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!

You have to download version 1.9.0 or higher. You have old version which doesn't support more railtypes than 15 (or how many railtypes were in the previous version)

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 Post subject: FYI bug
PostPosted: Thu May 16, 2019 10:23 am 
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Something I saw happening while testing shunting between two stations, the consist doesn't reverse at the end of a line and instead goes backwards from then on. If left alone it'll even become stuck at a station after 3 or so visits, on the order to visit the next.
It might have to do with the Dutch train set that I use by default but that set is too important for playing the game to do without.

I still have to finish details on my own real time patch though, otherwise I'd take a shot at tinkering with this patch and testing more thoroughly.

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PostPosted: Mon May 20, 2019 5:11 pm 
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kamnet wrote:
danielkrs wrote:
hi! this patch is so mesmerizing :bow: ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!


What version of OpenTTD did you apply this patch to?


At first I was download ottd 1.9.1. to my new OS and after that I looked for decouple patch, but I found only openttd_decouple_0.10.4_win32.zip file on this thread with another openttd.exe. I was download all of cztr grfs again and than I took the screenshot with failure info....
In the cztr facebook page somebody wrote that this patch is downloadable with older version of ottd. last changes was made in 2018...
maybe anybody can help how I can "extract" the patch to my openttd 1.9.1. or something?

Thank you


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PostPosted: Tue May 21, 2019 12:34 am 
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danielkrs wrote:
kamnet wrote:
danielkrs wrote:
hi! this patch is so mesmerizing :bow: ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!


What version of OpenTTD did you apply this patch to?


At first I was download ottd 1.9.1. to my new OS and after that I looked for decouple patch, but I found only openttd_decouple_0.10.4_win32.zip file on this thread with another openttd.exe. I was download all of cztr grfs again and than I took the screenshot with failure info....
In the cztr facebook page somebody wrote that this patch is downloadable with older version of ottd. last changes was made in 2018...
maybe anybody can help how I can "extract" the patch to my openttd 1.9.1. or something?

Thank you


A patch is C++ code which must be added to the OpenTTD source code and compiled. It may or may not require changes in order to successfully compile with the current master source code (which will be newer than OpenTTD 1.9.1).

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Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

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 | RoadTypes?


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