Integrated Version ChrisIN-Final-1 [2008/03/12] *r11485*
Moderator: OpenTTD Developers
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
@Sir A. Boey: it's better to use simple .txt
- Sir A. Boey
- Transport Coordinator
- Posts: 299
- Joined: 17 Nov 2006 17:40
- Location: Everywhere and nowhere
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
[quote="glx"]@Sir A. Boey: it's better to use simple .txt[/quote]
Here you go...
Here you go...
- Attachments
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- OpenTTD Crash Report.txt
- (6.17 KiB) Downloaded 158 times
_____________# If you believe in it, you can achieve it" # ____________
__________________# Check out My Closed Platform #___________________
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Hey Chris,
I see you only have a windows build. Do you want a linux build too?
Josh
I see you only have a windows build. Do you want a linux build too?
Josh
Want to make a real difference? Australia HOPE International - Bringing hope to African orphans and widows.
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Re: Integrated Version ChrisIN-r10534 [14/07/2007]
Are you?White Rabbit wrote:Are you still considering the extra diesel smoke patch, chrissicom? It was one of my favourite patches of the MiniIN.
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
better than a linux build, there is the *.diff file. just compile itTheJosh wrote:Hey Chris,
I see you only have a windows build. Do you want a linux build too?
Josh

Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Linux users have advantage of having compiler in basic installation. SVN is not so common in default install, but can be easily added. Then you can do justMagicBuzz wrote:better than a linux build, there is the *.diff file. just compile it :pTheJosh wrote:Hey Chris,
I see you only have a windows build. Do you want a linux build too?
Josh
svn co svn://svn.openttd.org/trunk
cd trunk
patch -p0 <that_diff_you_have_downloaded.diff
./configure --prefix=$HOME/openttd-chrisIN
make
make install
cd $HOME/openttd-chrisIN
./openttd
and you're playing :)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
chrissicom: don't forget to include Bilbo's large maps patch 

Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Yes, just wait for improved version that can have maps 262144 tiles wide or 262144 tiles high. You can build truly long distance aircraft routes with it :)rav wrote:chrissicom: don't forget to include Bilbo's large maps patch :D
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
I just realised it isnt twenty-six-thousand tiles you're talking about, but two-hundred-and-twenty-six-thousand tiles 

Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Bah, 26 thousand would be pretty small :)rav wrote:I just realised it isnt twenty-six-thousand tiles you're talking about, but two-hundred-and-twenty-six-thousand tiles :mrgreen:
Anyway, the new updated path with 262144 limit is now complete and ready - get it from http://www.tt-forums.net/viewtopic.php?t=33137
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
If so, I have to find my "enhanced revenues calculation" in order to get revenues according the speed of the vehicule (for perishable goods) instead of total time, or we will get only lowest revenues on such routes (currently, only the total time of transport is took into account, regardless the speed. 1 day = X revenues, Y days = Z revenues. Then it's matched against distance in order to get the final revenues).Bilbo wrote:Yes, just wait for improved version that can have maps 262144 tiles wide or 262144 tiles high. You can build truly long distance aircraft routes with itrav wrote:chrissicom: don't forget to include Bilbo's large maps patch
I did a patch that just change the rules for mail, passengers, food, livestock and goods, in order to compute the price according the average speed to cross 20 cases, when the distance was more than 20 cases. It increases a lot revenues for long distance routes.
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Hmmm .. yes, my patch can perhaps break other patches that were not aware of map size so large ... but AFAIK it doesn't break anything in the unpatched code ...
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
-
- Route Supervisor
- Posts: 415
- Joined: 07 Oct 2004 10:05
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
MagicBuzz, as far as I can see it, the payment rates are not "really" calculated by days in transit. Although the standard cargo payment rates graph makes you think that payment only relies on days in transit is very misleading. For example changing daylength with the daypatch does not change the payments you get. Of course you get more in fewer days, but the actual payment / real time is the same. I don't know the exact algorithm calculating payments, but I think it is largely based on distance and speed as well otherwise a Concorde with 30 passengers on board wouldn't earn more money than a zeppelin with 30 passengers on board with one flight. Anyway, when I add this ultra large map patch I will think of a "payments modification" patch that will change payments according to map size and daylength as well
Tomorrow is my last exam so then I will have time again ![Pleased :]](./images/smilies/pleased.gif)

![Pleased :]](./images/smilies/pleased.gif)
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
I was previously running OTTD using Wine (makes it easier to copy/paste everything between my Windows laptop and my Linux pc), but I decided to give this a try. How can I select the build number to download?Bilbo wrote:Linux users have advantage of having compiler in basic installation. SVN is not so common in default install, but can be easily added. Then you can do just
svn co svn://svn.openttd.org/trunk
cd trunk
patch -p0 <that_diff_you_have_downloaded.diff
./configure --prefix=$HOME/openttd-chrisIN
make
make install
cd $HOME/openttd-chrisIN
./openttd
and you're playing
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Youri219 wrote: I was previously running OTTD using Wine (makes it easier to copy/paste everything between my Windows laptop and my Linux pc), but I decided to give this a try. How can I select the build number to download?
There is "-r" parameter with which you can select revision to checkout or update to:
svn co -r12345 svn://svn.openttd.org/trunk
will for example get you revision 12345
without -r parameter, you'll get the most recent revision - recommended unless you want some older for some specific reasons.
Same applias for update ... you can update to specific revision too - "svn up -r12345" will update the source to revision 12345
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
How many here are trying to play ChrisIN networked anyways...
-- Smoovious
-- Smoovious
____________________________________________ _/azz /|/|aster _____
µTorrent Support Team
µTorrent Support Team
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Currently there are no servers running ChrisIN, though sometimes I see one or two ..... but not many people play it online
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
reason I asked was I usually have mine running networked... but about the only person who connected to it was Chris a few days ago, and it was desync hell.Bilbo wrote:Currently there are no servers running ChrisIN, though sometimes I see one or two ..... but not many people play it online

-- Smoovious
____________________________________________ _/azz /|/|aster _____
µTorrent Support Team
µTorrent Support Team
-
- Route Supervisor
- Posts: 415
- Joined: 07 Oct 2004 10:05
Re: Integrated Version ChrisIN-r10604 [17/07/2007]
Yeah but the problem were the AI players in Multiplayer which was worsened (does that word exist lol) by the long daylengthSmoovious wrote:reason I asked was I usually have mine running networked... but about the only person who connected to it was Chris a few days ago, and it was desync hell.Bilbo wrote:Currently there are no servers running ChrisIN, though sometimes I see one or two ..... but not many people play it online
-- Smoovious

Re: Integrated Version ChrisIN-r10604 [17/07/2007]
I do play it online or in a network with a friend of mine a lot! I started using ChrisIN when it first combined signal auto completion and copy & paste!Bilbo wrote:Currently there are no servers running ChrisIN, though sometimes I see one or two ..... but not many people play it online

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