Another Daylength patch

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Spartan190
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Re: Another Daylength patch

Post by Spartan190 »

Hey,

I thank you a lot. Now we can play with the latest stable build.

Thanks for investing the time.
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

Update for the second concept.

EDIT: Updated patch. I will use this post as "home" for this patch.
Attachments
true_day_length_r22257.patch
(6.96 KiB) Downloaded 635 times
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.
chrisdash
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Re: Another Daylength patch

Post by chrisdash »

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. 8) 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. :roll:

A big Thank You,

chris
Spartan190
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Re: Another Daylength patch

Post by Spartan190 »

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
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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).
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Re: Another Daylength patch

Post by Spartan190 »

Ok, thanks for the reply.

Looking forward in seeing this feature in a later release :)
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Re: Another Daylength patch

Post by jazzdale »

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
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planetmaker
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Re: Another Daylength patch

Post by planetmaker »

jazzdale wrote: or post your already compiled version?
Here we go

Maybe you learnt something
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openttd-custom-r22764M-daylength.zip
(4.49 MiB) Downloaded 444 times
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Re: Another Daylength patch

Post by jazzdale »

planetmaker wrote: Here we go
oops I did forget to specify that im after a win32 (for XP) compile.
Was that for OSX planetmaker?
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planetmaker
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Re: Another Daylength patch

Post by planetmaker »

jazzdale wrote:
planetmaker wrote: Here we go
oops I did forget to specify that im after a win32 (for XP) compile.
Was that for OSX planetmaker?
OSX is as specific as Windows ;-) - it's should work on OSX 10.4+ on intel.
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Re: Another Daylength patch

Post by jazzdale »

planetmaker wrote:
jazzdale wrote:
planetmaker wrote: Here we go
oops I did forget to specify that im after a win32 (for XP) compile.
Was that for OSX planetmaker?
OSX is as specific as Windows ;-) - it's should work on OSX 10.4+ on intel.
Ok sorry for confusion i need this compiled to run on windows XP not on OSX.
Thanks I really appreciate it.
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Re: Another Daylength patch

Post by jazzdale »

Can someone compile this patch to run on windows XP for me??
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Lord Aro
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Re: Another Daylength patch

Post by Lord Aro »

i got bored.
here you go:

(compiled under mingw, untested.)
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openttd-custom-r22256M-MINGW.7z
made with 7zip
(4.95 MiB) Downloaded 357 times
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Short
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Re: Another Daylength patch

Post by Short »

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
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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.
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Re: Another Daylength patch

Post by Short »

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.
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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?
Short
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Re: Another Daylength patch

Post by Short »

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.
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Re: Another Daylength patch

Post by Eddi »

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.
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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.
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