Here is one:
JGR's Patch Pack
Moderator: OpenTTD Developers
-
- Engineer
- Posts: 25
- Joined: 01 May 2016 12:56
Re: JGR's Patch Pack
- Attachments
-
- Dontborough Transport, 2. 1. 1950.sav
- (75.01 KiB) Downloaded 97 times
Re: JGR's Patch Pack
Thanks for reporting this, this issue should be fixed now.SimYouLater wrote: ↑18 Jul 2019 06:11 In 0.32-RC1, a friend tried to use the info tool on a rail bridge head and the game crashed.
I am aware that these colours are not currently present in trunk, however this does not imply that more colours could not be added to trunk, by means of additional sprites or otherwise, should the trunk developers choose to do so.Auge wrote: ↑18 Jul 2019 08:20 Please be aware of possibly mixing up the issue (in relation of JGRPP versus OpenTTD). I answered jfs who replied to the question about white borders for station tiles and cursor which is, as stated before by eddi, a trunk/OpenTTD feature. Even it would be possible to solve this inside JGRPP it would be preferable to solve it in trunk/OpenTTD for the whole audience. jfs stated that there are only white, blue and blinking red in trunk and not, as in JGRPP, additional colours from the zoning patch.
Tschö, Auge
I agree with Redirect Left that the current situation is suboptimal, so I've made an adjustment to the colour scheme.
I think that it is more useful to fix the usability issue even if this presents a further divergence between branches, than it is to leave it in the hope that it will be addressed upstream.
If it is later addressed upstream and their fix is better I can just drop my fix and merge theirs.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
i think it's a way more practical approach to try out the colour scheme here and then try to isolate the needed changes for it to backport it to trunk.
Re: JGR's Patch Pack
The same problem I experienced, tested PolRoad vehicles and NRT-modified road hog + various NRT roads. Road building works well, but vehicles always travel at their max speed, not road defined limit.Denswillow wrote: ↑18 Jul 2019 10:49 I don`t know if this is the right place but I had a weird issue with JGRPP 32-rc1. It seems like vehicles don`t follow the speed limits set by the road set.
Re: JGR's Patch Pack
If the road defined limit is greater than the vehicle's max speed, then this would be proper behaviour.sevenfm wrote: ↑18 Jul 2019 22:21The same problem I experienced, tested PolRoad vehicles and NRT-modified road hog + various NRT roads. Road building works well, but vehicles always travel at their max speed, not road defined limit.Denswillow wrote: ↑18 Jul 2019 10:49 I don`t know if this is the right place but I had a weird issue with JGRPP 32-rc1. It seems like vehicles don`t follow the speed limits set by the road set.
The concern would be if the vehicle traveled at it's max speed while that max speed was greater than the road defined limit
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: JGR's Patch Pack
But that is the problem,
using RattRoads 0.4.1 and Mop Generic NRT Vehicles 0.6.5 I can get a vehicle speed of over 60 mph on a dirt track.
The only speed control was the length of dirt track and vehicle power/torque.
using RattRoads 0.4.1 and Mop Generic NRT Vehicles 0.6.5 I can get a vehicle speed of over 60 mph on a dirt track.
The only speed control was the length of dirt track and vehicle power/torque.
Re: JGR's Patch Pack
Hello
Tschö, Auge
Ok, then there's nothing more to say.
That's plausible. At the end it should be backported to trunk (or solved on another way). As JGR said, the current situation is "suboptimal".
Exactly that's the issue.
Tschö, Auge
Re: JGR's Patch Pack
Thanks for reporting this. This should be fixed now, and will be in the next release.Denswillow wrote: ↑18 Jul 2019 10:49 I don`t know if this is the right place but I had a weird issue with JGRPP 32-rc1. It seems like vehicles don`t follow the speed limits set by the road set.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
-
- Engineer
- Posts: 6
- Joined: 10 Jul 2019 09:40
- Location: Wildesford, on some TTO map
Re: JGR's Patch Pack
Looks like it is fixed, but I could only test it in the NRT branch where it is. The current master refuses to open any Spring PP savegame, claiming it was saved with a newer version of OpenTTD. (Again, the NRT branch doesn't.)JGR wrote: ↑11 Jul 2019 21:38This should be fixed now, so don't worry too much about the savegame.Guy from Wildesford wrote: ↑10 Jul 2019 13:42I'll see if I've got something that isn't too huge and doesn't use any exotic GRFs installed past the fruit shop.
If you need a savegame to experiment with, here is one (I hope there are no "special" GRFs in it).
Re: JGR's Patch Pack
Can I get an explanation of these features? I wasn't able to find one in clicking through the last few pages. Cheers!Add new distribution modes: asymmetric (equal) and asymmetric (nearest).
-
- Chief Executive
- Posts: 675
- Joined: 03 Apr 2016 20:19
Re: JGR's Patch Pack
Had a crash on my 32.0-rc1 server...
- Attachments
-
- crash.txt
- (54.58 KiB) Downloaded 73 times
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
The first one tries to distribute cargo such that each accepting destination receives an equal amount overall, regardless of distance from sources. This is primarily intended for supply cargoes (e.g. FIRS engineering/farming supplies).
The second one distributes cargo to which ever accepting destination is nearest.
Thanks, this should be fixed now.
If could post the crash savegame I'll take a look at it.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
-
- Chief Executive
- Posts: 675
- Joined: 03 Apr 2016 20:19
Re: JGR's Patch Pack
Here it is, but I don't think it works.
- Attachments
-
- crash.sav
- (3.28 MiB) Downloaded 126 times
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's a small bug (or new feature) appeared a couple months ago: shared cloning (CTRL-Clone vehicle/train... in depot window)
leaves the button pressed. Regular cloning (no CTRL) doesn't change the button state.
Can you return old behaviour? Sometimes I double cloning vehicles.
There's a small bug (or new feature) appeared a couple months ago: shared cloning (CTRL-Clone vehicle/train... in depot window)
leaves the button pressed. Regular cloning (no CTRL) doesn't change the button state.
Can you return old behaviour? Sometimes I double cloning vehicles.
Re: JGR's Patch Pack
That's a change from the master version. The idea behind it is that when cloning with shared orders (Ctrl-clone) players might often want to make multiple clones at once, while when copying each copy probably needs individual adjustments.stb wrote: ↑31 Jul 2019 15:01 Hi,
There's a small bug (or new feature) appeared a couple months ago: shared cloning (CTRL-Clone vehicle/train... in depot window)
leaves the button pressed. Regular cloning (no CTRL) doesn't change the button state.
Can you return old behaviour? Sometimes I double cloning vehicles.
-
- Chief Executive
- Posts: 675
- Joined: 03 Apr 2016 20:19
Re: JGR's Patch Pack
JGR wrote: ↑29 Jul 2019 21:57The first one tries to distribute cargo such that each accepting destination receives an equal amount overall, regardless of distance from sources. This is primarily intended for supply cargoes (e.g. FIRS engineering/farming supplies).
The second one distributes cargo to which ever accepting destination is nearest.
Thanks, this should be fixed now.
If could post the crash savegame I'll take a look at it.
Since you didn't see it without me quoting you... download/file.php?id=208574
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
Some patience may be useful here, SimYouLater - JGR isn’t at your beck and call nor should he be expected to be.
Thanks,
Dave
Thanks,
Dave
Official TT-Dave Fan Club
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Re: JGR's Patch Pack
Using 0.31.3 now. Ctrl-5 sometimes makes stations transparent, but sometimes selects polyline. Which it selects appears to be random.
Extreme network builder. screenshot thread
Re: JGR's Patch Pack
I saw it the first time, there doesn't seem to be anything obviously wrong with the save. To reiterate, the fix for the crash will be in the next release.SimYouLater wrote: ↑31 Jul 2019 22:16Since you didn't see it without me quoting you... download/file.php?id=208574
As answered above, this change is imported from upstream. I can look into adding another setting for the old behaviour.stb wrote: ↑31 Jul 2019 15:01 Hi,
There's a small bug (or new feature) appeared a couple months ago: shared cloning (CTRL-Clone vehicle/train... in depot window)
leaves the button pressed. Regular cloning (no CTRL) doesn't change the button state.
Can you return old behaviour? Sometimes I double cloning vehicles.
The hotkeys for polyrail were changed due to these clashes.
The old values may still be in your hotkeys.cfg file, if so deleting the corresponding lines ought to make the problem go away.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: JGR's Patch Pack
Compiling this on MacOS is a pain, do I really need to install 6 gigabytes of Xcode I don't need, to run single 17 mb application?
Who is online
Users browsing this forum: No registered users and 18 guests