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Re: New map features

Posted: 16 Feb 2018 15:31
by acs121
michael blunck wrote:This looks very interesting.

Would it eventually lead to "newharbours"? :P

regards
Michael
You already made NewStations, that's too much :lol:

Re: New map features

Posted: 16 Feb 2018 22:10
by wallyweb
HackaLittleBit wrote:Another bug squash.
When ship went for service dock reservation was not released.
Just put on top of previous patches.
Here is the Win 32 binary:
OpenTTD-NMF-HALB-6-g30353e06M-Win32.7z
Test me! Test me!
(5.74 MiB) Downloaded 211 times
Wallyweb to make your channels.grf work I needed to create a folder _Mystuff and inside that a folder Dev and inside that folder I had to put your grf.
And a save game with easier to find GRFs :wink:
DockTestC.zip
Test me too!
(466.43 KiB) Downloaded 261 times
Enjoy. :mrgreen:

Re: New map features

Posted: 17 Feb 2018 08:37
by wallyweb
HackaLittleBit wrote:now I realize what Cirdan s intending to do with his dockbuoy.
You do not need a very static state machine.
The solution is very simple.
You make with objects or stations your dock environment.
Then in the places (water) where you would like to load/unload you make a DockBuoy.
E voila things would work.(me stupid by not seeing this :oops: )
So I did a little test.
Observations:
1. Stations cannot be joined to oil rigs.
2. Building a docking (station) buoy next to the oil rig overcomes #1.
3. Joining a mooring buoy to a docking buoy does not work. The mooring buoy remains a docking buoy, merely extending the station coverage.
4. This is also the case when servicing an oil refinery.
Docking Buoy Test.sav
(10.41 KiB) Downloaded 235 times
So I only need to change some things in my patch to make this work.
I need some time to contemplate, but I think it is the right approach.
Yes. We need our mooring buoys to work with docking (station) buoys.

Re: New map features

Posted: 17 Feb 2018 16:01
by HackaLittleBit
wallyweb wrote: Observations:
1. Stations cannot be joined to oil rigs.
2. Building a docking (station) buoy next to the oil rig overcomes #1.
3. Joining a mooring buoy to a docking buoy does not work. The mooring buoy remains a docking buoy, merely extending the station coverage.
4. This is also the case when servicing an oil refinery.
1. Considered cheating.
2. correct.
3. See below comments.
4. That was buggy but fixed now ships will pile up, as it was before, at oil rig.

Hopefully final release.
I consider this a stable version.
How it works:

Player can use docks and dockbuoys mixed if they like.
They both are and should be "docks".

Ships will enter and dock in the port like a swiss clock.
If you do not want a pile of ships in your harbour you can make one or more dock or dockbouy outside the harbour.
This collection point should be made last!!!
See photo.


In this patch the last dock encounterd will never be reserved.
I played with it and am happy.
For a mooring buoy a new bouy type is needed and I consider that a seperate patch.
Now it is functioning
The only drawback is that ships can load and unload at the so called "collection point".
But I think this is a minor issue.

Sorry wallyweb but it is the complete patch. It is easier to review.

michael blunck I think this is very close. Could you send me a save game with such a beautiful harbour pls.

EDIT
Don't forget to put a waypoint buoy reasonably close to your harbour.
v->current_order.IsType(OT_GOTO_STATION) is triggered at the last buoy before a station.
So if you do not do this your slot in the harbour can be resrved half a world away!
see buoy 4 in the foto.

Re: New map features

Posted: 17 Feb 2018 17:16
by wallyweb
HackaLittleBit wrote:Hopefully final release.
I consider this a stable version.
Here is the Windows 32 bit binary:
OpenTTD-NMF-HALB-Beta-g30353e06M-Win32.7z
(5.74 MiB) Downloaded 195 times
It has not been tested yet.

Re: New map features

Posted: 17 Feb 2018 18:17
by HackaLittleBit
HackaLittleBit wrote:michael blunck I think this is very close. Could you send me a save game with such a beautiful harbour pls.
Forget it, it is to much fun. :wink:Image

Re: New map features

Posted: 17 Feb 2018 19:36
by michael blunck
BTW, there are two (reported) bugs in your version of MariCo, which will be fixed in the next version. Thanks for reminding me. :cool:
w.png
(164.96 KiB) Not downloaded yet
regards
Michael

Re: New map features

Posted: 17 Feb 2018 21:11
by acs121
michael blunck wrote:BTW, there are two (reported) bugs in your version of MariCo, which will be fixed in the next version. Thanks for reminding me. :cool:

w.png

regards
Michael
FIX THEM ! PLEASE ! MariCo's the best NewObject set !

Re: New map features

Posted: 17 Feb 2018 21:23
by wallyweb
acs121 wrote:FIX THEM ! PLEASE ! MariCo's the best NewObject set !
michael blunck wrote:... which will be fixed in the next version.

Re: New map features

Posted: 21 Feb 2018 21:55
by TrueSatan
Finally I had some time to compile the latest dock reservation.
Its again the tracerestrition version for Ubuntu 16.04 64bit.

Thanks hack :bow: :bow: :bow:
Marvellous addition to the game.

Only tested if the program is running and if an old game
can be loaded. Old save game srtill crashes (already used boats in there)
So its advied to start a new game.

Cheers

Re: New map features

Posted: 21 Feb 2018 22:27
by HackaLittleBit
Send me a pm with your game and I will see if I can fix the issue for everybody.
Funy thing is that old openttdcoop games load. :roll:

Re: New map features

Posted: 21 Feb 2018 23:05
by HackaLittleBit
Cirdan I get a crash when loading openttdcoop game with a clean compile
PublicServerGame_122_Final.sav

Re: New map features

Posted: 22 Feb 2018 12:39
by wallyweb
notafrog wrote:
cirdan wrote:
notafrog wrote:bla bla grump grump stations over standard station platforms only.
The code did not change as such. My master branch only ever allowed bridges over the standard stations, but at some time I did post this patch that would lift this restriction and allow bridges also over custom stations. Perhaps you were playing with a version that had this patch applied? The patch should still apply cleanly, but ping me if it does not.
I'm afraid my attempts at patching have never been successful.
To be honest none of the versions since that patch seem to address any issues that affect my style of playing, so I'll just go back to using the old one.
Sorry for the delay ... Here is latest windows 32 bit binary with the free-bridge patch:
OpenTTD-NMF-g30353e06M-FB-Win32.7z
(5.74 MiB) Downloaded 263 times
... and here is JGR's tracerestrict-cirdan version:
Having said that, is there any reason it wasn't made a permanent feature? I've been using that patch for nearly two years and it works just great.
Sometimes bits of certain stations protrude through but that's an in-game engineering challenge.
Can't say for sure, but cirdan may be working on that protruding issue.

Re: New map features

Posted: 22 Feb 2018 14:12
by HackaLittleBit
Wallyweb I just finished saveload problem.
Now you should be able to use old savegames.
Complete patch is below


And tiny patch that you can put over yours to handle the saveloading. (Cirdan-clone_26121.patch )
Ahh. and I forgot to tell you that you won't be able to load a game that you made with an earlier version.
The reason is that you saved data,(reservation) with non proper saveload instructions.
Sorry about that, I did not handle that properly.
Now everything should work as intended.

EDIT
Cleanup of patch, removel of some whitespace, and change in one comment.

Re: New map features

Posted: 22 Feb 2018 17:50
by TrueSatan
I will test it as well on my saves.
But I am a bit puzzled.
No 121 in this thread. So I guess you two exchanged some PM with patches hehe
I use V2 and add the v2 version here, if all goes well.

Edit: Yay it works. Nicely done hack :bow:

So here is the tracerestricted version.

Thanks Hack for the patch and all others for squashing bugs and giving inspiration
to hack.

Re: New map features

Posted: 22 Feb 2018 19:17
by wallyweb
and here are windows binaries:
OpenTTD-NMF-g30353e06M-HAv2-Win32.7z
(5.74 MiB) Downloaded 236 times
Note that these do not include cirdan's free-bridge patch. I'll add it later after some testing.

Enjoy,

Wally

Re: New map features

Posted: 22 Feb 2018 22:48
by HackaLittleBit
TrueSatan wrote: Edit: Yay it works. Nicely done hack :bow:
Thanks but.... ==>> redirect to Cirdan :bow:

I just stumbled across some hidden code. :)

Re: New map features

Posted: 24 Feb 2018 16:02
by cirdan
All right, I have been offline for a while, and now I find three pages' worth of discussion. I cannot comment on HackaLittleBit's work because I have not examined his latest patch yet, but I will like to address a few (unrelated) points that have been raised.
xarick wrote:also it has the right click scrolling issue.
Oops, yes, I should post a version with this fixed.
notafrog wrote:
cirdan wrote:The code did not change as such. My master branch only ever allowed bridges over the standard stations, but at some time I did post this patch that would lift this restriction and allow bridges also over custom stations. Perhaps you were playing with a version that had this patch applied? The patch should still apply cleanly, but ping me if it does not.
Having said that, is there any reason it wasn't made a permanent feature? I've been using that patch for nearly two years and it works just great.
Sometimes bits of certain stations protrude through but that's an in-game engineering challenge.
As you noticed, there are glitches if we lift all restrictions on bridges over stations. I have some ideas to fix this, but they are still work in progress.
HackaLittleBit wrote:Cirdan I get a crash when loading openttdcoop game with a clean compile
PublicServerGame_122_Final.sav
Thank you for the bug report, I will look into it.

Re: New map features

Posted: 01 Mar 2018 18:29
by notafrog
wallyweb wrote:Sorry for the delay ... Here is latest windows 32 bit binary with the free-bridge patch
Why, thank you, sir. You are a true knight.
Regarding the protrusion thing, for me it's a very minor problem that can be designed around in-game, and I don't see it as being any worse on custom stations than on the stock station.
But I can understand wanting to avoid complaints from nit-pickers - errr - perfectionists.

Re: New map features

Posted: 03 Mar 2018 16:25
by cirdan
I have just resurrected my testing branch with an update that fixes a crash when loading games with the old map array (reported by HackaLittleBit). If everything goes well and no other bugs appear, I will merge this branch to my master branch in a few days.