Patching and commiting to a hg repository is not a problem. It is when I pull a patch from it, for comparing with the older version, that I get lots of small patches while I want a 1 file patch with all my changes in it from the beginning.Rubidium wrote:You could just make a (hg) repository with the patch and a little metadata; then #openttdcoop's server can automagically create a repository with that patch applied which can then be compiled by OpenTTD. An example of this are the 32bpp ez patches; see http://hg.openttdcoop.org/32bpp-ez-patc ... ce79e2c631 for the files that they distribute.ChillCore wrote:I am still not comfortable with HG and patch queueing simply because I have not taken the time to read up and experiment with it.
I have not forgotten about that offer and I do appreciate it but somehow there is something that I do not like about working with HG or GIT ... can't put my finger on what exactly ... no longer having a clear overview of all changes at once and pulling patches from them are two of them ...
For your case one patch and the series files would probably be enough.
Note that I'm not that familiar with what is going on internally, but I reckon it would be relatively easy to get this started. After all, you're releasing patches already and putting those into a hg repository isn't the hardest thing in the world.
I could perhaps just keep developping my svn source and then apply the new patch to it ... I have not tried to do it that way.
Also MQ gave me some problems before that I did not yet have the time and the patience to get deeper into. Just updating to trunk has kept me quite busy lately.

I will check again if I can get things set up for it. I had some problems finding and installing things before on Ubuntu that might be solved now as I upgraded since then and newer versions are available in the repository.
Transported goods ratio is the total amount of all needed goods you have transported in this town.AppeL wrote: what does "transported goods ratio" mean? i am transporting 3241 passengers (needed 536), 0 mail (89 needed) and 0 goods (178 needed)... how does that add up to 25%? o_O
It does not matter if you transport needed + 1 or needed + 2000 max is 100% for each requirement.
Number of stations in the town is also taken into account. (5 or more is 100%, less is 20% per station).
Taking your example above calculation is as follows:
- We start at 100% (default).
- Then number of stations is evaluated, I assume you have 5 so 100%, these two numbers are added together and then devided by 2, so still 100%.
- Then the same for passengers 100% , still 100%.
- Then mail 0%, so we drop to 50%.
- Then goods 0% and we have 25%.
It does not matter if you transport needed + 1 or needed +2000 max is 100%
I could perhaps change the above method to adding all together and afterwards deviding by the number of requirements, instead of adding percentages and deviding by two each time but I did not want to complicate the code at the time of writing ... Note that in the other climates there are more requirements and the number is different depending on where the town is located in Arctic and Tropical climates.
-> Food in deserts and above the snowline, water in deserts, toyland will want sweets instead of goods and fizzy drinks instead of food. (The gui will tell you ...)
While it is easy to keep up with passengers and mail. Keeping up with the other cargos is not. Especially if you want to keep multiple towns happy at the same time.
I tried a few testgames while developing and tuning that patch and I needed lots of recources just to make three towns grow somewhat at a higher rate -> demand goes up as population grows, it is based on it, and if you do not extend your supply accordingly the transported ratio and the town growth rate will go downs. Read: It is a never ending challenge.

Are you sure that you want the required cargo to be adjusted to daylength?
I can do it easily but please test a bit longer first to see if you can keep up with the code as is ...
Attached screenshot is taken from my longlasting game where I had not yet enabled the towngrowth patch. I enabled it now to show you the difference in requested numbers between small and large towns.
¿Maybe I could/should add the daylenght factor for passengers and mail only?