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Re: Chill's patchpack v13

Posted: 05 Jun 2011 12:39
by planetmaker
ChillCore wrote:I noticed that for the electric combo signals the yellow is combined with grey ... as I started from the exit signals I did not notice before and thought that the outer edges were shaded white instead of the board edges.
What I could also try is making the orange one or two shades lighter perhaps.
Oh, definitely not lighter. White, yellow and orange need to remain discernible, and probably it doesn't help to use a lighter orange. The colour contrast in that screen between white, yellow and orange is ok for me.

Re: Chill's patchpack v13

Posted: 05 Jun 2011 13:40
by ChillCore
It was them boards borders alright ...
Looks way better now. :)

Re: Chill's patchpack v13

Posted: 05 Jun 2011 22:54
by Lordmwa
How do i get it to read from the my documents where all my graphics and saves are?

My last version worked :S

Re: Chill's patchpack v13

Posted: 06 Jun 2011 06:03
by kamnet
Another new problem that's crept up. Baldwin Food Storage has food that isn't being moved. I have two Hereford Bull trucks that deliver food to New Haven. There's 299 tons of foot sitting and the trucks are not loading (#119 & #178).

Re: Chill's patchpack v13

Posted: 06 Jun 2011 11:26
by ChillCore
Lordmwa wrote: How do i get it to read from the my documents where all my graphics and saves are?

My last version worked :S
Section 4.2 of the readme tells you where your personal folder is on your system ... the readme is to be found near your executable.

In order to know where they have been saved in the previous version you had:
If you had a config file near your executable, they would have been saved there, else in your personal folder -> personal_folder/openttd/data and .../save respectively.
Downloaded content goes in the subdirectories of the "content_download" folder but you should never add grfs in there manually to avoid problems.

Kamnet wrote: Another new problem that's crept up. Baldwin Food Storage has food that isn't being moved. I have two Hereford Bull trucks that deliver food to New Haven. There's 299 tons of foot sitting and the trucks are not loading (#119 & #178).
Hmm, they load but slowly as cargo becomes available.
Also the waiting food to New Haven is planned to go via AllenDale Milk Plant, those two vehicles will not load that as they do not go there.

Perhaps you should remove the full load orders from your vehicles ... they might do a few trips empty but the capacity of the line will increase.
If your vehicle does only 5 trips per month because of waiting for a full load the capacity of that vehicle is only 150 tonnes/month, but if does 30 trips (even empty) then the capacity rises to 900 tonnes/month and cargo will be more likely to get assigned to that route.

I also tried this but might not be needed:
- reduce the effect of distance to 150
- increase effect of remote station's popularity to 60
- increase Saturation of short paths ... to 90
^^^ Try playing with those settings a bit ... the optimal settings for those vary per game.

I did the above, let it run for a bit and now it is is end september ... they are hauling full loads. (@see attachment)

Please also note the difference between planned cargo and waiting cargo.
- Waiting: At the station at this moment and ready to be loaded,
- Planned: Not yet at the station ... but will arive soonisch thus can not yet be loaded.


ps:
May I strongly suggest you stop messing with GRFs ingame ... The moment will come that your game is lost.
If you must change them then adding is the only semi-safe option (-> only if the "new" one does not disabe an "old" one)
Never ever remove any or change their order ingame.

When, at first, I loaded your game in my current version the game crashed.

Code: Select all

 Message: Assertion failed at line 186 ~/bump_chipp_v13/src/ground_vehicle.cpp: this->gcache.cached_max_track_speed > 0
Don't know what caused it ... me missing grfs, a broken replacement (my windows and linux shared folders are not in sync) or you messing about by changing the order.
I might have a deeper look into it if I can reproduce without changing GRFs ingame ...

Re: Chill's patchpack v13

Posted: 06 Jun 2011 11:43
by planetmaker
ChillCore wrote: When, at first, I loaded your game in my current version the game crashed.

Code: Select all

 Message: Assertion failed at line 186 ~/bump_chipp_v13/src/ground_vehicle.cpp: this->gcache.cached_max_track_speed > 0
If newgrf have been messed with or are missing: then it's highly likely that the stats of one (or more) rail vehicles changed - to a vehicle which cannot drive on the tracks where it currently travels on.

Re: Chill's patchpack v13

Posted: 06 Jun 2011 15:38
by kamnet
ChillCore wrote:
Kamnet wrote: Another new problem that's crept up. Baldwin Food Storage has food that isn't being moved. I have two Hereford Bull trucks that deliver food to New Haven. There's 299 tons of foot sitting and the trucks are not loading (#119 & #178).
Hmm, they load but slowly as cargo becomes available.
Also the waiting food to New Haven is planned to go via AllenDale Milk Plant, those two vehicles will not load that as they do not go there.
I'm not understanding how these orders are being created. Any food which is generated from this station is not routed via Allendale Milk Plant, and there is only one train from Allendale Milk Plant which transfers/leaves empty to Baldwin Food Storage.
Perhaps you should remove the full load orders from your vehicles ... they might do a few trips empty but the capacity of the line will increase.
If your vehicle does only 5 trips per month because of waiting for a full load the capacity of that vehicle is only 150 tonnes/month, but if does 30 trips (even empty) then the capacity rises to 900 tonnes/month and cargo will be more likely to get assigned to that route.
I didn't make any changes, but the game ran for about a year and the stockpile of food being routed via Allendale Milk Plant disappeared. But now I have 2200 tons of food to other destinations now being routed via Allendale Milk Plant.
ps:
May I strongly suggest you stop messing with GRFs ingame ... The moment will come that your game is lost.
If you must change them then adding is the only semi-safe option (-> only if the "new" one does not disabe an "old" one)
Never ever remove any or change their order ingame.
I know. I tinker too much :-/
planetmaker wrote:
ChillCore wrote: When, at first, I loaded your game in my current version the game crashed.

Code: Select all

 Message: Assertion failed at line 186 ~/bump_chipp_v13/src/ground_vehicle.cpp: this->gcache.cached_max_track_speed > 0
If newgrf have been messed with or are missing: then it's highly likely that the stats of one (or more) rail vehicles changed - to a vehicle which cannot drive on the tracks where it currently travels on.
Could this be from the new releases of either Bob's Random British Vehicles or North American Road Vehicle Set that I upgraded to? Both of these became incompatible with the newest version of CPP because the NewGRF version wasn't properly set, which newer versions of OpenTTD now check.

Re: Chill's patchpack v13

Posted: 06 Jun 2011 17:02
by ChillCore
Kamnet wrote: I'm not understanding how these orders are being created. Any food which is generated from this station is not routed via Allendale Milk Plant, and there is only one train from Allendale Milk Plant which transfers/leaves empty to Baldwin Food Storage.

...

I didn't make any changes, but the game ran for about a year and the stockpile of food being routed via Allendale Milk Plant disappeared. But now I have 2200 tons of food to other destinations now being routed via Allendale Milk Plant.
I have not checked the orders of all your vehicles ... but I remember now what I still needed to fix in the patchpack.
fonso fixed a bugsie a while back where CargoDist did not take into account transfer and leave empty orders. I have not yet backported it ... as it broke savegamecompatibility if I applied all the changes in that fixed version.

I'll have another looksie in a bit at that and at the start date too ... Then I wil post an update.
I know. I tinker too much :-/
Yes you do but it is your savegame. ;)
Strange (unfixable) things can and will happen. The more you change the higher the risk.
Could this be from the new releases of either Bob's Random British Vehicles or North American Road Vehicle Set that I upgraded to? Both of these became incompatible with the newest version of CPP because the NewGRF version wasn't properly set, which newer versions of OpenTTD now check.
Could be ... I tried again while using the find missing content button and the game did not crash anymore.
It was missing GRFs that caused the crash in this case but as planetmaker mentioned the same can happen when changing GRFs.
I am still missing some GRFs or their correct versions as you can see in the attached picture.

Re: Chill's patchpack v13

Posted: 06 Jun 2011 19:23
by Wasila
fonso fixed a bugsie a while back where CargoDist did not take into account transfer and leave empty orders. I have not yet backported it ... as it broke savegamecompatibility if I applied all the changes in that fixed version.
Is this still not fixed? I hope you break savegame compatibility soon :).

Re: Chill's patchpack v13

Posted: 06 Jun 2011 21:20
by ChillCore
Lol. I do hope you are joking. ;)

Feel free to apply the difference between CargoDist r22313 and r22333 and recompile if you can not wait untill I have moved house.
Oh yeah, I may have merged CargoDist with a few other patches here and there. You may also have to take into account that there is code that should be modified or not applied because I handle some things differently (smallmap) ... you may want to consider that too. :twisted:


Anyway for me everything works ... with CargoDist I never use transfer and leave empy orders as they are not needed, cargo will not be routed to somewhere it is not accepted.
Say I have a route that visits all coalmines and all powerplants with loop orders like this: c1-p1-c2-c3-p2-c4-p3-c5-p4-p5- etc., all coalmines can deliver to all powerplants. If then I make another group of vehicles that do the route in the reverse direction my coal takes the shortest route if it wants to go from c5 to p2.
Also I make more money because I need less vehicles and they will almost never be running around empty like they do when you have cX-full load and pX-transfer and leave empty orders (*5).
I can even add a coal feeder from say c3 to a few steelmills (-> c3-s1-s2-s3) and if c1 wants to send coal to one of them it will use the station near c3 as transfer station, again when using the unload and leave empty orders this is not possible.

The above method is especially useful with Firs' production boosters (farm-, engeneering- and manufacturing supplies) as the production boost depends on frequencey of delivery and not on the amount delivered.

Have a looksie at the smallmap screenshots, taken from my testgame with modified FIRS to see what I mean.
everything is transported with only 69 trains, 20 ships and 154 Road vehicles. All roadvehicles are running in the town (yes, at the moment those lose money because of too much traffic jams ...).
With transfer and leave empty orders I would have needed at least double or triple the amount of vehicles.

ps:
Everything working for me does not mean I will not fix it at some point. ;)

Re: Chill's patchpack v13

Posted: 07 Jun 2011 06:07
by Wasila
Lol. I do hope you are joking. ;)
I'm not playing a game right now, so I don't care :twisted:
you can not wait untill I have moved house.
I.... suppose that's a good reason to not be playing OpenTTD... :). Idon't actually have time to start a game for a bit so I don't mind.
Say I have a route that visits all coalmines and all powerplants with loop orders like this: c1-p1-c2-c3-p2-c4-p3-c5-p4-p5- etc., all coalmines can deliver to all powerplants. If then I make another group of vehicles that do the route in the reverse direction my coal takes the shortest route if it wants to go from c5 to p2.
Thanks for this idea; I will be using it! But in my case I was transferring passengers from one station to another through a city and I put on leave empty orders because suddenly all my passengers wanted to go via bus instead of on my (more profitable) trains.
I can even add a coal feeder from say c3 to a few steelmills (-> c3-s1-s2-s3) and if c1 wants to send coal to one of them it will use the station near c3 as transfer station, again when using the unload and leave empty orders this is not possible..
I don't understand this bit. Why would steel mills want coal?

Re: Chill's patchpack v13

Posted: 07 Jun 2011 07:03
by Dewin
Wasila wrote:
I can even add a coal feeder from say c3 to a few steelmills (-> c3-s1-s2-s3) and if c1 wants to send coal to one of them it will use the station near c3 as transfer station, again when using the unload and leave empty orders this is not possible..
I don't understand this bit. Why would steel mills want coal?
FIRS Steel Mills accept coal, iron ore and scrap metal.

Coal byproducts are used in the production of steel.

Re: Chill's patchpack v13

Posted: 07 Jun 2011 08:11
by Supercheese
Steel Mills in Pikka's Industries (PBI) also accept coal.

Re: Chill's patchpack v13

Posted: 07 Jun 2011 13:48
by ChillCore
And the steel mills in George's ECS vectors accept coal too.

Wasila wrote: But in my case I was transferring passengers from one station to another through a city and I put on leave empty orders because suddenly all my passengers wanted to go via bus instead of on my (more profitable) trains.
Lowering the advanced setting "Saturation of shorth paths before using capacious paths" would solve that to some extent perhaps?

Re: Chill's patchpack v13

Posted: 07 Jun 2011 14:19
by Wasila
Looks like I'm missing a lot - must try them out next game!
Lowering the advanced setting "Saturation of shorth paths before using capacious paths" would solve that to some extent perhaps?
Would it? I thought this only applied when a passenger had two possible routes to their destination - one shorter and one longer? In my situation bus passengers and rail passengers want to go to different destinations.

chillpatchpack v13, small problem ingame

Posted: 07 Jun 2011 19:58
by romazoon
hello there,

i'm encountering a small problem, i don t know if it s a bug or a feature from cargodist... a picture being worth 1000words, look at the screenies.

So how come the station rating can show more passenger produced than the city can produce? also the two screenie are just exemples, my map is full of city/station showing those strange stats...

I was a for sometime ingame trying a lower setting of: effect of remote stations popularity. Could it be the cause? and is it definitiv?(since cargodist can take quite a while sometime to adjust things...)

thanks in advance

EDIT: I m truly sorry, i was thinking i m writing a reply inside Chillpatchpack thread... but after sending it i realised it wasnt.. sorry for that.
EDIT 2: Thanks to the mod for moving my reply :D !

Re: Chill's patchpack v10

Posted: 07 Jun 2011 20:01
by Lordmwa
peebee wrote:Is the "Automated Seperation"-patch still buggy (via waypoints)?
That quote was dating back to Sep 2010 - I can confirm that this is still the case. Seperation will not happen if there are waypoints in the orders.

Is a fix possible?

Re: Chill's patchpack v13

Posted: 07 Jun 2011 20:15
by ChillCore
Wasila wrote: Would it?
Tried it?

Lordmwa wrote: Seperation will not happen if there are waypoints in the orders.

Is a fix possible?
Most likely yes, but I would not know where to start (yet) and the autoseparation patch does not seem to be maintained at the moment ...

There is a way around it though ... untill it is fixed.
Use a station tile instead, with a go via order. ;)

Re: Chill's patchpack v13

Posted: 07 Jun 2011 20:18
by Wasila
ChillCore wrote:
Wasila wrote: Would it?
Tried it?

No time as of yet, although it would be quite difficult to detect anyway. I was just asking because, as far as I'm aware, that option is a completely separate feature.

Re: Chill's patchpack v13

Posted: 07 Jun 2011 21:11
by ChillCore
romazoon wrote: hello there,

i'm encountering a small problem, i don t know if it s a bug or a feature from cargodist... a picture being worth 1000words, look at the screenies.

So how come the station rating can show more passenger produced than the city can produce? also the two screenie are just exemples, my map is full of city/station showing those strange stats...
I am not familiar with station ratings ... never looked at that.
I asume that the number means transported passengers ¿last/this? month.
I was a for sometime ingame trying a lower setting of: effect of remote stations popularity. Could it be the cause? and is it definitiv?(since cargodist can take quite a while sometime to adjust things...)

thanks in advance
It can be the cause. No it is not defenitive, you can raise the value again of that setting if you do not like what it does.
Cargodist distribution is no longer affected by the daylength factor so it should adjust itself faster than before.

Honestly, I do not see a problem with the station ratings even if the number is higher than what the cities produce, passengers can come from all over of the map.

As for the city producing more passengers than its population (town guis), I did not alter the production values of passengers and mail (with the town growth patch), only the demand is variable.
That number is either normal or modified by a grf.

I'll have a looksie at your savegame in a bit to see what I can find as I am in need of a break from the code anyway.
I am trying to fix the start dates without the ingame date overflowing at the moment but it is not going very well ... someone is distracting me all the time, can't focus. :(
EDIT: I m truly sorry, i was thinking i m writing a reply inside Chillpatchpack thread... but after sending it i realised it wasnt.. sorry for that.
EDIT 2: Thanks to the mod for moving my reply :D !
I already wondered where your topic went ... and was about to ask if my thread was broken. :lol:

Wasila wrote: No time as of yet, although it would be quite difficult to detect anyway. I was just asking because, as far as I'm aware, that option is a completely separate feature.
Then you already know more than me. ;)

As I mentioned before I have no games (of my own) with transfer and leave empty orders, so I would have to create one or analyse someone elses game while examining multiple flows for a long time and then observe some more after changing it toghether with a bunch of vehicle orders on routes that I am not familiar with. Testing one thing does not take that long but analysing an entire network does.
Testing will go faster if someone else (hint hint), who knows how his game behaves, changes that setting and sees how it is going differentely from before ...

Whenever you have time to play a game is fine, I'm in no hurry. :twisted: