Page 54 of 138
Re: Chill's patchpack v11_5
Posted: 15 Jan 2011 14:33
by dimon22_g
I have a question, maybe not really related to the patchpak.
Is there a way in the game to make planes transport only passengers and no mail? Now if I want to play only with one cargo (passengers) (and cargo distribution on the big map makes it challenging enough) immediately when it comes to planes they start to transfer mail.
Or another way - is it possible to disable cargo distributuion for all cargos except passengers?
Re: Chill's patchpack v11_5
Posted: 15 Jan 2011 14:53
by ChillCore
dimon22_g wrote:
Is there a way in the game to make planes transport only passengers and no mail?
No, unless you make a planes grf that carries passengers both in the body as in the shadow -> If possible that is.
^^^ Please someone correct me if this is wrong.
Or another way - is it possible to disable cargo distributuion for all cargos except passengers?
Advanced settings -> Linkgraphs: Set all "Distribution for ..." settings to manual except for passengers.
I am trying to fix a very strange bug ...
I have bumped the Moreheightlevels patch (without reverting revisions) but it crashes with a segmentation fault when selecting the owner view in the smallmap (-> traced to r21720M and later, r21718M was fine).
Trying to find where the error is, I have build a debug build (r21771M) but that refuses to crash.

As soon as I can fix the segmentation fault I will try to re-introduce the possibility of selecting the company to view in the smallmap.
Re: Chill's patchpack v11_5
Posted: 15 Jan 2011 19:11
by ostlandr
PikkaBird's AV8 aircraft set allows refits to just passengers.
dimon22_g wrote:I have a question, maybe not really related to the patchpak.
Is there a way in the game to make planes transport only passengers and no mail? Now if I want to play only with one cargo (passengers) (and cargo distribution on the big map makes it challenging enough) immediately when it comes to planes they start to transfer mail.
Or another way - is it possible to disable cargo distributuion for all cargos except passengers?
Re: Chill's patchpack v11_6
Posted: 16 Jan 2011 13:29
by kamnet
I've moved up to v11_6 and I'm now getting a curious crash whenever I try to adjoin a drive-thru station to an existing station.
Code: Select all
Assertion failed at line 545 of ..\src\station_cmd.cpp: w > 0
Re: Chill's patchpack v11_5
Posted: 16 Jan 2011 14:39
by ChillCore
Seems like you tried to distant join stations, Kamnet.
That is a known bug in v11_6 which is no longer there in v11_8 (savegame compatible).
Updating should fix your issue. Else you can do it the old way -> Remove center road tile -> build three joint stations -> bulldoze middle one -> rebuild road junction.
I am currently reviewing/testing my bumped code, updating the departures board patch and marking some code as TODO to not lose track.
I will post a new version shortly.
Re-introducing the smallmap's select owners to view feature and doing the todos will be done in one of the next versions as there are quite a few. Nothing major but todo nevertheless (eg. fractional income, adjust cargodist lingraph recalculation interval to daylengt factor, fix terraform limit to take into account the affected number of tiles, change copypaste TILE_LOOP, etc.).
Also the strange bug I had while updating the More Height Levels patch seemed to be a (¿linux only?) bug in trunk. Fixed in r21813 by Terkhen.
I think it is the same thing that made me revert the smallmap owner view feature but I won't know for sure untill I have re-introduced (and merged) that in the patchpack. It works with the MHL patch now.

Re: Chill's patchpack v11_5
Posted: 16 Jan 2011 14:45
by kamnet
I did try v11_8 (Win32) this morning and experienced the issue about not being able to landscape. Seemed like too much hassle to try to fix it.
Re: Chill's patchpack v11_5
Posted: 16 Jan 2011 14:53
by Melfice
I can honestly applaud the idea of trying to "fix" rampant landscaping.
Only being allowed to raise one point of land per 7 months is a bit... excessive, however.
I honestly hope this feature will be tweaked (adding an option in the options menu?) or removed.
EDIT: I just read up. It's apparently a bug in the code?
Hmm... regardless, a configurable option or complete removal from single-player would please me.
Re: Chill's patchpack v11_5
Posted: 16 Jan 2011 15:00
by ChillCore
@Kamnet:
It is only adding three lines but just do it the old way in v11_6 if you can not be bothered to compile yourself.
I am still waiting for someone to tell me if adding the three lines I mentioned before to terraform_cmd enables the terraforming again (not yet as it is supposed to be(*) but at least possible again). I have no working windows installation for the moment so I can not test myself.
(*) In my current version, codechanges as mentioned before, I have a limit that counts terraform actions not affected tiles. This is not good enough as leveling a mountain in one go counts as 1 action.
Edit:
@Melfice:
There are settings in the config file to tweak. (see a few pages back for the names)
With current code after adding the three lines:
- Values for clearing land is in tiles.
- Values for terraforming is in actions. (**)(***)
(**) In the lines to add the "1" needs to be replaced with number of tiles affected ...
(***) Current trunk works correctly for as far as I know, there was a small fix in r21791 by Rubidium. (Will be included in the next version of the patchpack.)
Re: Chill's patchpack v11_5
Posted: 16 Jan 2011 15:37
by oklmernok
ChillCore wrote:I am still waiting for someone to tell me if adding the three lines I mentioned before.
Can someone make a fresh win32 build with this 3 lines?
Re: Chill's patchpack v11_5
Posted: 16 Jan 2011 16:31
by ChillCore
olkmernok wrote:
ChillCore wrote:
I am still waiting for someone to tell me if adding the three lines I mentioned before.
Can someone make a fresh win32 build with this 3 lines?
I would have prefered if someone tested without posting a binary.
However if someone does want to post a binary for testing I would prefer that the attached version would be tested instead.
Pulled from my test folder.
- Bumped to r21816. (I was not yet done ... obviously)
- Includes an update for the departureboards patch -> to v13.
- Includes the "three lines" change for the terraforming limit.
- (*) Includes outcommented code (testing and WIP -> fractional income. Do not bother checking, it does not yet work. (*))
- Has not yet all known todos marked as TODO.
- Includes another code revert -> r21802 as savegame compatibility was broken with previous versions of the patchpack. I first needed to find which codechange had broken it before knowing what to fix. -> not yet re-reverted but marked as todo (soon or when I break savegame compatibility with previous versions).
Notes:
- If you save your game with this version you can not go back to v11_6, you should be able to go back to v11_8 but I have not tested this -> make a backup of your savegame first.
- Most likely it will be savegame compatible with the next version but this is not guaranteed. I will do my best however to make it so -> make a backup of your savegame first.
EDIT:
(*)
My experimental code is still enabled in this version.
See below. Thank you for testing, OwenP.
Re: Chill's patchpack v11_5
Posted: 16 Jan 2011 23:56
by Muzzly
Question. Anybody plays chill's patchpack online ? I don't have 24/7 running internet, so I cannot start long lasting server myseft, but I would enjoy helping to build up cities
On standart servers, I'm missing some features.
P.S.
Thank you ChillCore for your work !!!
Re: Chill's patchpack v11_5
Posted: 17 Jan 2011 11:54
by Owen P
I think I may have found a bug in the latest version (v 11_8_2)
I compiled it myself (so I admit I may have screwed up) against 21816 downloaded via SVN. When I loaded my savegame from v11_5_1 I noticed all my cargo payments had plummeted.
I made a very simple scenario with no GRFs loaded and ran it in both of the above versions; I've attached the screenshots of the results.
I can also attach the savegames if that would be useful.
Cheers in advance.
edit:spelling
Re: Chill's patchpack v11_5
Posted: 17 Jan 2011 12:01
by Dwight_K._Schrute
Hey Owen,
what you observe is not a bug. It's a feature. Chill adjusted the income of a vehicle according to the daylength factor. So I assume your daylength factor is about 30?

Re: Chill's patchpack v11_5
Posted: 17 Jan 2011 12:11
by Owen P
Dwight_K._Schrute wrote:Hey Owen,
what you observe is not a bug. It's a feature. Chill adjusted the income of a vehicle according to the daylength factor. So I assume your daylength factor is about 30?

Unfortunately not that simple by the looks of it the daylength factor is set to 1 in all cases, I haven't altered it at all in any of the games I have started.
I did try setting it to 30 (just to see what happened) and got the following result:
Re: Chill's patchpack v11_5
Posted: 17 Jan 2011 13:32
by ChillCore
OwenP wrote:
I think I may have found a bug in the latest version (v 11_8_2)
OOpsie, that is what happens when releasing/testing a test-version
I have forgotten to disable my messing about with fractional income ...sorry.
To fix it yourself:
Open economy.cpp and find "Pay something when the income is too low". (x2)
Enable the two lines below and outcomment the five lines above. (also 2 times)
¡ The first outcommented block there is also testing that does not yet work correctly !
Or compile the attached patch.
- Bump to trunk
- Added lots of TODOs, not all are bugs though.
- Includes r21802. (breaks trunk compatibility even more but will be restored after I break compatibility with previous versions)
- Displaying vehicles in tunnels is now disabled in the main menu.
- Disabled experimental, not correct, cargo payment code and re-enabled pay 1 in case of less than 1.
Edit:
Fixed revision number and the revision number on the patch is wrong too.
/Me should pay more attention and not post while being disturbed every ten seconds ...
Re: Chill's patchpack v11_5
Posted: 17 Jan 2011 13:37
by Owen P
No need to apologise, I am very grateful for the effort you put in. I couldn't do it.
Thank you for the new version. I shall d/l now.
Re: Chill's patchpack v11_5
Posted: 17 Jan 2011 14:02
by ChillCore
OwenP wrote:
No need to apologise, I am very grateful for the effort you put in. I couldn't do it.
Sure you could, although it is more time consuming than hard most of the times.
If I could find a job doing this I would be the happiest man on earth ... then again it would be a job against a deadline and no longer a hobby (but I think I would still enjoy hacking

).
Thank you for the new version. I shall d/l now.
Enjoy.
I hope it is working better now as I have not tested this version much.
Re: Chill's patchpack v11_5
Posted: 17 Jan 2011 14:09
by Owen P
Just thought I'd let you know that it seem to be working fine now, thank you.
Ok maybe I could, although my area (and the line of work I'm trying to find) is chemistry rather than computers. Deadlines are no fun, but a good, fun job can overcome the worst of that I find.
I shall keep an eye out for any further bugs.
Re: Chill's patchpack v11_5
Posted: 20 Jan 2011 11:50
by EyeMWing
Using 11_8_3 compiled for Win64.
I have a route that originates with Company A on an oilfield and is taken by train to Company A's docks. A boat belonging to either Company A or Company B picks up the oil and takes it to Company B's docks, where is it transferred onto a train owned by Company B and delivered to an oil refinery. Company A's vehicles receive their transfer credits, but when Company B delivers the oil, actual spendable cash is only credited to Company B.
I'm not sure whether this is intended behavior or not.
Re: Chill's patchpack v11_5
Posted: 20 Jan 2011 12:33
by ChillCore
I usually play singleplayer with only one company so I have not yet looked at payout behaviour when tranfer orders are used between companies.
It could be a bug, company A should get a part of the spendable money.
Can I see your savegame please to do some testing and to see how I should set up a testgame to reproduce this.
Thank you for reporting and welcome to the forums.