Another Daylength patch
Moderator: OpenTTD Developers
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- Engineer
- Posts: 24
- Joined: 14 Oct 2009 08:47
Re: Another Daylength patch
Hey,
I thank you a lot. Now we can play with the latest stable build.
Thanks for investing the time.
I thank you a lot. Now we can play with the latest stable build.
Thanks for investing the time.
Re: Another Daylength patch
Update for the second concept.
EDIT: Updated patch. I will use this post as "home" for this patch.
EDIT: Updated patch. I will use this post as "home" for this patch.
- Attachments
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- true_day_length_r22257.patch
- (6.96 KiB) Downloaded 635 times
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- true_day_length_r24094.patch
- (6.99 KiB) Downloaded 378 times
Last edited by pavel1269 on 05 Apr 2012 21:35, edited 1 time in total.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
Hey Pavel,
I just wanted to say thank you for the patch. It is awesome! We run a dedicated server on a Debian GNU/Linux box on which we want a single game to last about a week. So we can play casually during the evenings.
I applied your patch to the trunk (rev. 22269 it was I think) yesterday and it works like a charm. Getting the dependencies, patching and compiling took about 15 minutes on that Debian box thanks to your flawlesss patch and the excellent self-compile guide on the wiki.
I then had to do the same for win32 (Clients need the patch too, otherwise they can't connect) and that took about 1.5 hours, mostly for getting the libraries needed...... but well worth the effort!
Now people are asking me to get 32bppp Extra Zoom levels integrated as well. Oh dear.
A big Thank You,
chris
I just wanted to say thank you for the patch. It is awesome! We run a dedicated server on a Debian GNU/Linux box on which we want a single game to last about a week. So we can play casually during the evenings.
I applied your patch to the trunk (rev. 22269 it was I think) yesterday and it works like a charm. Getting the dependencies, patching and compiling took about 15 minutes on that Debian box thanks to your flawlesss patch and the excellent self-compile guide on the wiki.

Now people are asking me to get 32bppp Extra Zoom levels integrated as well. Oh dear.

A big Thank You,
chris
-
- Engineer
- Posts: 24
- Joined: 14 Oct 2009 08:47
Re: Another Daylength patch
Hi there,
I upgraded to newer version now (current nightly) and had no problem with patching.
I just wanted to know, didn't you find a way, yet to slow down the vehicles or don't you just want to implement it?
Would be nice if they would be slowed down, too.
Thanks in advance.
Spartan190
I upgraded to newer version now (current nightly) and had no problem with patching.
I just wanted to know, didn't you find a way, yet to slow down the vehicles or don't you just want to implement it?
Would be nice if they would be slowed down, too.
Thanks in advance.
Spartan190
Re: Another Daylength patch
Well, I have not even looked for slowing down vehicles. I think, that I wanted to alter acceleration of vehicles, but I kind of forgot it. And when I was playing, I had not missed it. I might get to to this, but I think, it is not a near future (count with my memory as well).
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
-
- Engineer
- Posts: 24
- Joined: 14 Oct 2009 08:47
Re: Another Daylength patch
Ok, thanks for the reply.
Looking forward in seeing this feature in a later release
Looking forward in seeing this feature in a later release

Re: Another Daylength patch
Would it bee too much trouble to ask for someone to compile this for me?
nightly or latest stable.
or post your already compiled version?
Thanks heaps
nightly or latest stable.
or post your already compiled version?
Thanks heaps
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Another Daylength patch
Here we gojazzdale wrote: or post your already compiled version?
Maybe you learnt something
- Attachments
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- openttd-custom-r22764M-daylength.zip
- (4.49 MiB) Downloaded 444 times
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Another Daylength patch
oops I did forget to specify that im after a win32 (for XP) compile.planetmaker wrote: Here we go
Was that for OSX planetmaker?
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Another Daylength patch
OSX is as specific as Windowsjazzdale wrote:oops I did forget to specify that im after a win32 (for XP) compile.planetmaker wrote: Here we go
Was that for OSX planetmaker?

OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Another Daylength patch
Ok sorry for confusion i need this compiled to run on windows XP not on OSX.planetmaker wrote:OSX is as specific as Windowsjazzdale wrote:oops I did forget to specify that im after a win32 (for XP) compile.planetmaker wrote: Here we go
Was that for OSX planetmaker?- it's should work on OSX 10.4+ on intel.
Thanks I really appreciate it.
Re: Another Daylength patch
Can someone compile this patch to run on windows XP for me??
Re: Another Daylength patch
i got bored.
here you go:
(compiled under mingw, untested.)
here you go:
(compiled under mingw, untested.)
- Attachments
-
- openttd-custom-r22256M-MINGW.7z
- made with 7zip
- (4.95 MiB) Downloaded 357 times
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: Another Daylength patch
That precompiled version has issues with industry production, namely that it doesn't change at all, regardless of what the daylength setting is. It's not just an issue of the industries showing the wrong production, they actually do not increase monthly production to accommodate extended day length.
Don't know if that's an issue for this patch in general
Don't know if that's an issue for this patch in general
Re: Another Daylength patch
Which compiled version are you using? I am playing with build based on this patch link, and industry is making changes as expected. So my next question will go to the one, who built that one.
Also, the older patch was changing productions, so I really wonder, where the problem is.
Also, the older patch was changing productions, so I really wonder, where the problem is.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
I'm using the prebuilt in the post above mine - r22256. I'm on a win64 system, and i can't seem to get any of the compiling methods to work, so i'm stuck using either vanilla or whatever prebuilt patched versions other people upload.
Re: Another Daylength patch
So, I just downloaded the compiled version above, from Lord Aro, and it works as expected. I created new game with default configuration file and I let the game flow. I watched coal mine and a fortress. Coal mine was flipping between 168 and 189 tones every few months, but once got a 135 tones and later 120 ... 126 and so on. The fortress went from 96 to 32 and later to 64 and then to 72 .... I don't see any bad behavior. What is exactly your problem? Can you provide a save game?
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
Hmm, it seems like I might be expecting different behavior from a daylength patch to what is normal. I would have expected raw material industry production to increase proportionately to daylength - so a forest with base production of 32 would increase to 64 at 2x daylength, 96 at 3x, 128 at 4x, etc. I played with the old MiniIN for the longest time, and that included a daylength patch which behaved in that manner.
Re: Another Daylength patch
that's a big problem with daylength patches, everybody thinks they should do something different.
there are other daylength patches out there that do what you want, but they might misbehave in other ways.
there are other daylength patches out there that do what you want, but they might misbehave in other ways.
Re: Another Daylength patch
Eddi is completely right. I also had such day length patch, but I didn't like some things there. So I completely reworked the patch, but with other concept in my head. The main idea is still there. Time flows slower, but many other things are different (Including newgrf support, which as far I know, no day length patch can provide. But that's problem of the concept.). At the moment I like this day length patch as it is, as it fits my play style very well.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
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