
Here's a binary, the patch I've used and the buildlog
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Thank you Dwight_K._Schrute for the binary and the buildlog.Dwight_K._Schrute wrote: Oh Thank you for this version ChillCore. ie for the trafficlights and the town growth patch
Here's a binary, the patch I've used and the buildlog
Code: Select all
- if (larger_town) default_growth_rate / 2;
+ if (larger_town) default_growth_rate /= 2;
I have not yet tried to compile this version without lzma. I did with a previous version not so long ago but I made some changes since then. Will check in a bit to see if I can reproduce on Ubuntu.Sensation Lover wrote: Yes, Thank you very much! BTW i tried to compile a binary but didn't make it. when i tried the last command line "make --without-lzma" it didn't generate the exe file in the bin folder...
i'll try that. thank you. I followed the instructions on wiki, but the step you said is not presentYexo wrote:"make --without-lzma" won't work at all. Before you execute "make" you'll have to configure first. Try "./configure --without-lzma && make".
this ones. http://wiki.openttd.org/Compiling_on_MinGWYexo wrote:Which instructions did you follow exactly? Please link to the exact wiki page.
Actually, its been changed to count the number of tiles long your train is, this is I guess 1) to make making consists easier and 2) so you don't go over your station length limit.of_darkness wrote:Whats upp with the train length setting? i cant build 99cars long trains WITH!!!!! 64 tiles(rutor in Swedish as my openttd is Swedish) tl setting, only 64 cars long trains is accepted. is it some change in trunk or a bug or?
The number next to the train in the depot is the number of tiles and not wagons.of_darkness wrote: i cant build 99cars long trains WITH!!!!! 64 tiles
Hehe, computers ...I guess what they say about the internet is true ... if you post it, it is there foreverof_darkness wrote: Well as i opened a depot in an existing game and cloned a existing max length train i cant move wagons in it as it says they are longer then normally.
Hmm in further testing it seams that i was wrong when i thought my trains where shorter so... il maybe be swayed over to think its good change..ChillCore wrote:As NekoMaster said, recent-ish codechange in trunk.
The number next to the train in the depot is the number of tiles and not wagons.of_darkness wrote: i cant build 99cars long trains WITH!!!!! 64 tiles
The number of wagons you can attach depends of the lenght of those wagons, 128 wagons if two wagons are exactly 1 tile long, more if they are shorter less if they are longer ...
That is why it is so useful to see whether a train will still fit into a certain-length station. Counting the cars wouldn't help too much with that.Eddi wrote:The counter never counted cars. only half-tiles which incidentally works for default vehicles, but not for newgrf-provided vehicles.
AppeL wrote: when compiling with visual c++ i get an error. i attached the building log. anyone knows what i need to do?
i gathered it has something to do with music?
but i followed all the steps in the compiling tutorial to compile w/o music o_O
dmksctrl.h is not part of OpenTTD.Buildlog wrote: ..\src\music\dmusic.cpp(24) : fatal error C1083: Cannot open include file: 'dmksctrl.h': No such file or directory
Have you extracted the files and copied them to the correct location?Wiki page: compiling: Visual C++ 2008 wrote: Microsoft® DirectX SDK earlier than August 2007
Information: The DirectX SDK from November 2007 is the first one which supports Microsoft® Visual Studio 2008. But it's also the first version which doesn't support DirectMusic which is needed to compile OpenTTD. That is why we must copy the missing files from an older version, prefered the final one for DirectMusic: 'August 2007'.
* Extract (no double-click, do not install) dxsdk_aug2007.exe in an extra directory and you get a file called dxsdk_aug2007.exe (yes that's right, both files have the same name).
* Extract the second dxsdk_aug2007.exe in an extra directory.
* Now copy following 9 files from .\dxsdk_aug2007\dxsdk_aug2007\Include\ to <personal folder>\shared\include (note: Please update the paths as necessary):
* dls1.h
* dmdls.h
* dmerror.h
* dmksctrl.h
* dmplugin.h
* dmusbuff.h
* dmusicc.h
* dmusicf.h
* dmusici.h
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 ...
my problem is not, that it is too hard, but it is too easy...NekoMaster wrote:If your going to play with longer days I'd suggestion upping the town cargo production setting so that the towns will produce more passengers and mail to compensate for the extended days
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