Integrated Version ChrisIN-Final-1 [2008/03/12] *r11485*

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glx
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by glx »

@Sir A. Boey: it's better to use simple .txt
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Sir A. Boey »

[quote="glx"]@Sir A. Boey: it's better to use simple .txt[/quote]


Here you go...
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by TheJosh »

Hey Chris,

I see you only have a windows build. Do you want a linux build too?

Josh
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Re: Integrated Version ChrisIN-r10534 [14/07/2007]

Post by White Rabbit »

White Rabbit wrote:Are you still considering the extra diesel smoke patch, chrissicom? It was one of my favourite patches of the MiniIN. :)
Are you?
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by MagicBuzz »

TheJosh wrote:Hey Chris,

I see you only have a windows build. Do you want a linux build too?

Josh
better than a linux build, there is the *.diff file. just compile it :p
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Bilbo »

MagicBuzz wrote:
TheJosh wrote:Hey Chris,

I see you only have a windows build. Do you want a linux build too?

Josh
better than a linux build, there is the *.diff file. just compile it :p
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 :)
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)
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by rav »

chrissicom: don't forget to include Bilbo's large maps patch :D
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Bilbo »

rav wrote:chrissicom: don't forget to include Bilbo's large maps patch :D
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 :)
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)
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by rav »

I just realised it isnt twenty-six-thousand tiles you're talking about, but two-hundred-and-twenty-six-thousand tiles :mrgreen:
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Bilbo »

rav wrote:I just realised it isnt twenty-six-thousand tiles you're talking about, but two-hundred-and-twenty-six-thousand tiles :mrgreen:
Bah, 26 thousand would be pretty small :)

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)
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by MagicBuzz »

Bilbo wrote:
rav wrote:chrissicom: don't forget to include Bilbo's large maps patch :D
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 :)
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).

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.
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Bilbo »

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)
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by chrissicom »

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 :]
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Youri219 »

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 :)
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?
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Bilbo »

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)
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Smoovious »

How many here are trying to play ChrisIN networked anyways...

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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Bilbo »

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)
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by Smoovious »

Bilbo wrote:Currently there are no servers running ChrisIN, though sometimes I see one or two ..... but not many people play it online
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. :)

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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by chrissicom »

Smoovious wrote:
Bilbo wrote:Currently there are no servers running ChrisIN, though sometimes I see one or two ..... but not many people play it online
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. :)

-- Smoovious
Yeah but the problem were the AI players in Multiplayer which was worsened (does that word exist lol) by the long daylength :) With the next release I will reduce the number of my normal OpenTTD Servers and add 3 or 4 ChrisIN servers which will only be updated when patches are added.
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Re: Integrated Version ChrisIN-r10604 [17/07/2007]

Post by rav »

Bilbo wrote:Currently there are no servers running ChrisIN, though sometimes I see one or two ..... but not many people play it online
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! :mrgreen:
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