Chill's patchpack v14_7
Moderator: OpenTTD Developers
Re: Chill's patchpack v10_7
I was playing OpenTTD with this patchpack and I encountered something I never saw before. In order for a city to grow, I need to deliver food and steel. Food is no problem as it is accepted by a city, but how can I deliver steel?
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- steelrequired.png (13.94 KiB) Viewed 2208 times
Re: Chill's patchpack v10_7
Sorry LocArny but I have no town groth patch in my patchpack therefore it is not my patchpack.
Where did you get it and who's is it?
I have seen it before but it was in one of the extended versions and I am not yet sure if I will add it myself. Those versions are and will not be compatible with my version neither.
Also I think that should read goods instead of steel, seems like a bug somewhere.
My last version posted is v11_1 and compiled by Dwight IIRC.
I am still checking things in my newer bumped version before posting it.
Cargodist is updated and should now work without non-stop orders also.
Where did you get it and who's is it?
I have seen it before but it was in one of the extended versions and I am not yet sure if I will add it myself. Those versions are and will not be compatible with my version neither.
Also I think that should read goods instead of steel, seems like a bug somewhere.
My last version posted is v11_1 and compiled by Dwight IIRC.
I am still checking things in my newer bumped version before posting it.
Cargodist is updated and should now work without non-stop orders also.

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--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: Chill's patchpack v10_7
Ah, but has there been a savegame bump since?
Re: Chill's patchpack v10_7
Oke thanks, strange. I have to say my OpenTTD is a bit of a mess so it can indeed be another patch.ChillCore wrote:Sorry LocArny but I have no town groth patch in my patchpack therefore it is not my patchpack.
Where did you get it and who's is it?
I have seen it before but it was in one of the extended versions and I am not yet sure if I will add it myself. Those versions are and will not be compatible with my version neither.
Also I think that should read goods instead of steel, seems like a bug somewhere.
My last version posted is v11_1 and compiled by Dwight IIRC.
I am still checking things in my newer bumped version before posting it.
Cargodist is updated and should now work without non-stop orders also.
Will try it with goods, probably it reads steel because of the ECS I am using. Thanks for the quick reply anyway.
Re: Chill's patchpack v10_7
In the extended versions yes but not correctly ...Wasila wrote: Ah, but has there been a savegame bump since?
If they fix it correctly previous savegames from my version will load in their version but the savegames made with their version will not be compatible with my next versions unless I include the same savegamecode. Which I do not yet know will happen as I have not yet reviewed their additions properly.
I suspect dkarn to have broken Cargodist and I know for a fact that in his version the towngrowth rate is no longer modified according to daylenght.
MagicBuzz his version seems pretty clean at first glance but the savegame bumps for IS need fixing and maybe some other things too(*).
In case you were wondering, your savegame still runs in v11_1 eventhough there were savegambumps but I can not know if everything is still correct as it is your game and only you can know.
I'd say give it a try ... make a copy of your savegame and load that it in the newer version. If something is wrong you can simply go back to the version you were playing and continue your game.
It is recent trunk savegames that fail to load sometimes in v11_1. Savegames from previous versions of the patchpack itself are OK.
(*)MagicBuzz has mentioned that he was not 100% sure about his implementation.
ECS can be the cause of it ... You can simply check by starting a new game without ECS ...LocArny wrote: Oke thanks, strange. I have to say my OpenTTD is a bit of a mess so it can indeed be another patch.
Will try it with goods, probably it reads steel because of the ECS I am using. Thanks for the quick reply anyway.
Sometimes I need to think a bit it or check domething before replying, in this case I knew what to say right away.
It was not me ...

-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: Chill's patchpack v10_7
Oh boy, I really need to start playing more ...LocArny wrote: I was playing OpenTTD with this patchpack and I encountered something I never saw before. In order for a city to grow, I need to deliver food and steel. Food is no problem as it is accepted by a city, but how can I deliver steel?
I totally forgot that when your are playing an artic or tropical game the towns need things to grow.
I just noticed while starting a few random games ... Sorry LocArno.
Anyway I had another look at your screenshot and since that your game is in the tropicaal climate the 'steel' should be 'water'.
As it shows in my version ...
what version of the ECS vectors and their parameters are you using? I tried ECS 6 beta and water showed correctly.
Have you changed grfs ingame or shuffled their order?
Can you please post your savegame so that I can test using your settings while starting a new game to verify that the problem is not in my patchpack?
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--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: Chill's patchpack v10_7
http://www.tt-forums.net/viewtopic.php?f=31&t=51650
I uploaded my savegame here. And as far as I know I didn't change anything major in game in the newgrf list (the Long vehicles needed some shuffling because they have to be loaded before German trams IIRC).
Where can I get beta 6 by the way? On the site of the ECS and also in the ingame content downloader I only find beta 5... Edit: And in this version it seems there is no water factory (or whatever it is called).
But is there no way to disable this option?
I uploaded my savegame here. And as far as I know I didn't change anything major in game in the newgrf list (the Long vehicles needed some shuffling because they have to be loaded before German trams IIRC).
Where can I get beta 6 by the way? On the site of the ECS and also in the ingame content downloader I only find beta 5... Edit: And in this version it seems there is no water factory (or whatever it is called).
But is there no way to disable this option?
Re: Chill's patchpack v10_7
Shufling == changing == bad idea.
It is best that when you start a game you check the newgrf window. When you notice something wrong you go back to the main menu, adjust and start a new game.
For the ECS beta 6 versions check the last few pages of George's thread, there should be a link there IIRC.
My beta 6 versions are from december 2009 and januari 2010 but I think there are already later versions available for testing.
For as far as I know it can not be disabled but I could be wrong.
It is best that when you start a game you check the newgrf window. When you notice something wrong you go back to the main menu, adjust and start a new game.
For the ECS beta 6 versions check the last few pages of George's thread, there should be a link there IIRC.
My beta 6 versions are from december 2009 and januari 2010 but I think there are already later versions available for testing.
For as far as I know it can not be disabled but I could be wrong.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: Chill's patchpack v10_7
Thanks a lot, it now reads water 
Will prove to be a new feature for me as I normally kind of ignore freight, but that gives a change to my game.

Will prove to be a new feature for me as I normally kind of ignore freight, but that gives a change to my game.
Re: Chill's patchpack v10_7
Another update ...
There are still a few things that I want to change, eg. save the ticks per minute, divide vehicle profits by daylength_factor and some other things that need tweaking, but If I do not post it now I guess I never will and keep testing/tweaking forever.
The improvements in trunk alone warant a new version by themselves.
v11_2:
-----
Added:
- Infrastructure sharing (updated by MagicBuzz)
Removed:
- Natural sorting. In trunk in 21344.
Updated:
- Cargodist to r21370
- Partial refit to curent version.
New files in the src folder:
- infrastructure.cpp
- infrastructure_func.h
Fixed:
- Town shrinkage adjusted to daylenght (Nickel_plate)
- Exclusive rights counter adjusted to daylenght.
Notes:
------
- There is a newer version of CargoDist, but that will be for the next version. The changes are not so small and it will take me some time to make sure I do not mess up other patches in the process of updating ...
- Savegamecompatibility is still preserved with previous versions of the patchpack but if you want to load recent (coop)savegames you need to first remove the HQ in clean trunk. I am still messing about to fix it but if I fail to do so before reaching v12 I will break compatibility with previous patchpack versions and remove the magic so trunk compatibility will be restored. After that I will keep it again for a few version.
Enjoy.
Edit: patch replaced because of some silly misstakes
There are still a few things that I want to change, eg. save the ticks per minute, divide vehicle profits by daylength_factor and some other things that need tweaking, but If I do not post it now I guess I never will and keep testing/tweaking forever.

The improvements in trunk alone warant a new version by themselves.
v11_2:
-----
Added:
- Infrastructure sharing (updated by MagicBuzz)
Removed:
- Natural sorting. In trunk in 21344.
Updated:
- Cargodist to r21370
- Partial refit to curent version.
New files in the src folder:
- infrastructure.cpp
- infrastructure_func.h
Fixed:
- Town shrinkage adjusted to daylenght (Nickel_plate)
- Exclusive rights counter adjusted to daylenght.
Notes:
------
- There is a newer version of CargoDist, but that will be for the next version. The changes are not so small and it will take me some time to make sure I do not mess up other patches in the process of updating ...
- Savegamecompatibility is still preserved with previous versions of the patchpack but if you want to load recent (coop)savegames you need to first remove the HQ in clean trunk. I am still messing about to fix it but if I fail to do so before reaching v12 I will break compatibility with previous patchpack versions and remove the magic so trunk compatibility will be restored. After that I will keep it again for a few version.
Enjoy.
Edit: patch replaced because of some silly misstakes
- Attachments
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- chipp_v11_2_1_r21421.diff
- !!! Buggy !!!
Left in place because of posted, but now removed, binary.
Should not be used. -> will crash when a subsidy is awarded. - (1.29 MiB) Downloaded 70 times
Last edited by ChillCore on 10 Dec 2010 17:59, edited 2 times in total.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v10_7
Hey, could the close adjacent rail crossings patch be included in this patch pack? its really helpful when your building busy multi rail lines that cross roads (or metro lines in cities) and you happen to like your trucks , buses, and trams 



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Re: Chill's patchpack v10_7
Let me think...
Umh ...
Umh ....
Uummmh ....
Granted.
But I can not add it.
It has been in the patchpack for quite some time and adding it twice will do funny things I think
.
I agree that it is a nice and useful patch.
Edit:
First posts updated. Please let me know if you see something that is wrong.
Umh ...
Umh ....
Uummmh ....
Granted.
But I can not add it.
It has been in the patchpack for quite some time and adding it twice will do funny things I think

I agree that it is a nice and useful patch.
Edit:
First posts updated. Please let me know if you see something that is wrong.
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- Sondtown Transport, 1977-03-24.png (55.37 KiB) Viewed 2241 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v10_7
Ah, I didn't notice it was added because my trucks still died crossing my rails sometimes when I was playing on the European scenario.ChillCore wrote:Let me think...
Umh ...
Umh ....
Uummmh ....
Granted.
But I can not add it.
It has been in the patchpack for quite some time and adding it twice will do funny things I think.
I agree that it is a nice and useful patch.
Edit:
First posts updated. Please let me know if you see something that is wrong.
Also any chance we could get a win32 binary?


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Re: Chill's patchpack v11_2
Why they were still destroyed is hard to tell without picture/savegame but here is what I think has happened.NekoMaster wrote: Ah, I didn't notice it was added because my trucks still died crossing my rails sometimes when I was playing on the European scenario.
Let's call the middle roadcrossing number 1 for the sake of arguement.
As railcrossing number 1 is closed so are numbers 2 and 3. If at that moment there is a roadvehicle on number 2 it can not continue and clear the section because number three is closed also automatically.
While waiting for train 1 to clear the signals train 2 comes and Boom.
Still, in the end less vehicles are destroyed as vehicles coming from the town can not enter road crossing number 2 anymore because number three was closed already by train 1.
The patch could/should be extended to allow roadvehicles to clear the multitile crossing but honestly I think this is harder then it sound.
How do you allow roadvehicles comming from crossing 2 to enter and clear crossing three and proceed towards the town while dissallowing vehicles coming from the town to enter that very same roadcrossing?
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: Chill's patchpack v11_2
I guess that in code there is sth like:Still, in the end less vehicles are destroyed as vehicles coming from the town can not enter road crossing number 2 anymore because number three was closed already by train 1.
Code: Select all
if(is_active_level_crossing(next_tile))speed=0;
Code: Select all
if(is_active_level_crossing(next_tile)&&!is_active_level_crossing(position))speed=0;
Correct me If I am wrong - PM me if my English is bad
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Re: Chill's patchpack v11_2
yes, that's the general idea. but i haven't come around to searching this place yet.Kogut wrote:I guess that in code there is sth like:Still, in the end less vehicles are destroyed as vehicles coming from the town can not enter road crossing number 2 anymore because number three was closed already by train 1.should be changed toCode: Select all
if(is_active_level_crossing(next_tile))speed=0;
Code: Select all
if(is_active_level_crossing(next_tile)&&!is_active_level_crossing(position))speed=0;
why should that matter? in that case, the person should have built the signals further away.And how to stop vehicle (already on blocked level crossing) from driving into train going through next level crossing?
Re: Chill's patchpack v11_2
Exactly, if the operation already mimics real life then i don't see a point in messing with it.Eddi wrote:why should that matter? in that case, the person should have built the signals further away.
Short of making the crossing lights activate on a signal other than the closest one to the crossing this already works as intended.
And the ultimate solution is to not have level crossings in the first place. Especially over multi tracks.
Another option is to teleport any vehicles that are stuck on a track to either side of the crossing when the lights activate.
This way there won't be any crashes but the prevention method involves "magic".
EDIT:
There are still a few things that I want to change, eg. save the ticks per minute, divide vehicle profits by daylength_factor and some other things that need tweaking, but If I do not post it now I guess I never will and keep testing/tweaking forever.

I take it isn't as simple as just taking the income function and dividing the return by daylength_factor?
Re: Chill's patchpack v11_2
teleportation is bound to cause immense trouble with articulated vehivles. it's no viable road to take.
Re: Chill's patchpack v11_2
Yes it is that simple.Cadde wrote:ChillCore wrote: There are still a few things that I want to change, eg. save the ticks per minute, divide vehicle profits by daylength_factor and some other things that need tweaking, but If I do not post it now I guess I never will and keep testing/tweaking forever.
I take it isn't as simple as just taking the income function and dividing the return by daylength_factor?

But as Eddi mentioned with the problem for roadvehicles to be able to leave a closed multitile roadcrossing block ... the problem is not changing the behaviour but knowing where to change it exactly.
Feel free to point me to the correct location(s) in the code and I will have a new version in no time.
Also I do not know (yet) if I need to change it in one place or once for each vehicle type ...
Mind that there are also running costs, maintenance costs, ¿other costs?.
In order to keep the balance correct all should be changed in one go.
I understand your problem but as it is costs vs income is balanced, only multiplied by daylength.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: Chill's patchpack v11_2
cargo payment should be in "LoadUnload_Vehicle" or something similar.
one problematic part with reducing income was always that units below 1£ could not be handled, so you sometimes end up geting no income at all on short routes.
one problematic part with reducing income was always that units below 1£ could not be handled, so you sometimes end up geting no income at all on short routes.
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