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Re: Chill's patchpack v13

Posted: 11 Jun 2011 22:46
by ChillCore
Wasila wrote: I'll give FIRS a shot now and perhaps ECS some other time; getting used to a good thirty new cargoes will be challenging enough!
The "display chain" button is your friend. :)



As promised here's the update for the patchpack.

Most notable changes are:
- Semaphore versions of speed and progsigs are now in the correct order in the gui (had swapped places).
- No more compiler warnings coming from the watch_company_gui patch.
- We now have dedicated sprites for the speed signs and programmable signals.
- The timetable start date can be set once again thanks to hthhs finding the silly mistake I made.
- The option to show the flood warning or not can be found in "Advanced settings->Display options->last entry".
- There is a new cheat option as requested -> "Do not devide vehicle income by daylength factor". I was going to not devide the running cost also but I forgot that I never had to devide that to begin with, so that will stay balanced.

Anyway I am not going to bore you to death by repeating everything again what has been said before on the last few pages,
I will wait a day or two before adjusting the first page to see if this version of the patchpack is stable enough to replace the previous one posted there. By then I will have updated the changelog also.

Enjoy your games and once more thank you very much everyone for the many feedback and help. :)


NOTE:
Again do not forget to download the needed GRFs zip, you will need it.
If you fail to update this time you will not only be confronted with pinky pixels but your game will not even start.

The 2 new GRFs go in the data folder like the others not in the newgrf folder.


edit:
Mentioned swapped places of signals in gui also.

Re: Chill's patchpack v13

Posted: 12 Jun 2011 07:19
by Wasila
Yay! This is savegame compatible, amiright?
The "display chain" button is your friend. :)
Just clicked on the display chain for oil refinery and got about a dozen industries on the right :o.

Re: Chill's patchpack v13

Posted: 12 Jun 2011 07:37
by Alberth
Wasila wrote:
ECS does stock-piling, while FIRS does a feedback loop with supplies. Try them both to see how you like them :)
I think I get what you mean by a feedback loop (engineering supplies--->other stuff--->engineering supplies?)
Something like that, except I had 'other stuff ---> supplies ---> more other stuff' in mind, sending supplies to the industry increases its production.
(at least, that is what I have been told, I have yet to get that far in the game ;) ).
Wasila wrote:but how does stockpiling work?
ECS production slowly ramps up if you send it more input cargo. There is however a ceiling. If you send more, it gets piled upto some maximum (and the pile is reduced at max production rate). If you send more than the maximum stock pile size, the industry doesn't accept the cargo any more.

Re: Chill's patchpack v13

Posted: 12 Jun 2011 09:27
by ChillCore
Yay! This is savegame compatible, am I right?
Yes, all versions I post are, unless I state otherwise. ;)

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 12:43
by Wasila
ECS production slowly ramps up if you send it more input cargo. There is however a ceiling. If you send more, it gets piled upto some maximum (and the pile is reduced at max production rate). If you send more than the maximum stock pile size, the industry doesn't accept the cargo any more.
Oh, I get it. I might give it a shot, but it sounds like it needs a bit too much micromanagement. At least in FIRS you don't have to connect engineering supplies up.
Yes, all versions I post are, unless I state otherwise. ;)
OK. Thanks!

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 15:04
by Wasila
Not terribly important, but I think I've found a big (still on v13).

After I deleted a vehicle, it was still counted in the overall number of vehicles in a group:

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 15:18
by Eddi
a savegame from right before it happened, or a reliable way to reproduce it from a new game would help.

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 15:36
by Muzzly
Thanks for a new version Chill !!! :D

Here are windows binaries for chipp_v13_5_r22553.
Please report all bugs to this forum !

Game requires following GRF files, original post is here

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 16:22
by Wasila
This is the best I have, I'm afraid - a save from after the bug occurred (the previous save predates the creation of the group itself).

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 16:46
by romazoon
:bow: i just want to say thank you again for the awesome work on the patchpack !

Also, i discovered this feature you included wich copy and save heighmap from an existing scenario ! really awesome !
well, I ve seen it ain t perfect yet (apparently the heighmap taken need some tweaking in a image editor or be used with some alpinist settings) but i ve been dreaming of something like this for so long. I have a scenario i d like to remake (clean grf list) and i had no heightmap, until now :mrgreen: .

so again thanks you chill for including this to your patch pack and thanks to the maker of this new feature !

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 17:37
by Alberth
:mrgreen:
It is actually a trunk feature :wink:

Re: Chill's patchpack v13_5

Posted: 12 Jun 2011 22:11
by aantono
After compiling the build on OSX getting the following error upon startup:

Code: Select all

GetDYLDEntryPointWithImage(/System/Library/Frameworks/AppKit.framework/Versions/Current/AppKit,_NSCreateAppKitServicesMenu) failed.
Building on OSX 10.6.7
The following environment settings are used:

Code: Select all

export MACOSX_DEPLOYMENT_TARGET=10.6; export CFLAGS="-arch x86_64 -g -Os -pipe -no-cpp-precomp"; 
export CCFLAGS="-arch x86_64 -g -Os -pipe"; export CXXFLAGS="-arch x86_64 -g -Os -pipe" LDFLAGS="-arch x86_64 -bind_at_load"
./configure --enable-static --without-liblzma
make
make bundle
Any ideas as to what I might be doing wrong?

BTW, the original OTTD trunk builds and runs just fine with those same settings.

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 00:32
by ChillCore
Wasila wrote:
Albert wrote: ECS production slowly ramps up if you send it more input cargo. There is however a ceiling. If you send more, it gets piled upto some maximum (and the pile is reduced at max production rate). If you send more than the maximum stock pile size, the industry doesn't accept the cargo any more.
Oh, I get it. I might give it a shot, but it sounds like it needs a bit too much micromanagement. At least in FIRS you don't have to connect engineering supplies up.
Also the chains in ECS are more complicated IIRC, but I have not yet tried it since there is the "display chain" option.
You are right that in FIRS you do not have to deliver the xxx suplies but if you do you may have a production boost. :)

Wasila wrote: Not terribly important, but I think I've found a big (still on v13).

After I deleted a vehicle, it was still counted in the overall number of vehicles in a group:
Important enough to report, thank you for the savegame.
Unfortunately I can not reproduce, not in v13 and not in v13_5 ...
When I remove train 8 from that group there is still one vehicle counted in that group, when putting it back and cloning it there are three ...
I also checked the company window and there only seven trains listed there... strange ... very, very strange :?

You can fix it by simply deleting the group (not the vehicle) and recreate that group after that the number in that group will be correct.
Please report if it happens again.

Muzzly wrote: Thanks for a new version Chill !!! :D

Here are windows binaries for chipp_v13_5_r22553.
My pleasure and thank you for the binaries. :)
I will update the first post and mention them there.
Aberth wrote:
romazoon wrote: :bow: i just want to say thank you again for the awesome work on the patchpack !

Also, i discovered this feature you included wich copy and save heighmap from an existing scenario ! really awesome !
well, I ve seen it ain t perfect yet (apparently the heighmap taken need some tweaking in a image editor or be used with some alpinist settings) but i ve been dreaming of something like this for so long. I have a scenario i d like to remake (clean grf list) and i had no heightmap, until now :mrgreen: .

so again thanks you chill for including this to your patch pack and thanks to the maker of this new feature !
:mrgreen:
It is actually a trunk feature :wink:
Thank you for the kind words.
Indeed it is a trunk feature and Alberth put it in.

The only thing that I changed is that when generating the heightmap it does so with 256 colours instead of 16.
To have the same map as it was before (in the patchpack) you should select Alpinist when loading it in the scenario editor or when generating the map, no matter what the mapsize is.

Loading that heightmap in trunk will result in less detail and everything below level 15 being water.
I may have to do some fixing there and/or add something before the extension to indicate that the heightmap should be loaded in the patchpack or with the morheightlevels patch for best results.

May I suggest to put GRFs in your scenario (selected from the main menu before loading the heightmap) and only use those that are found on bananas if you have the intention of posting it.
Many people have made the misstake of letting the players choose GRFs afterwards, resulting in quite a few buggy scenarios on bananas -> no available vehicles or simply broken due to changing GRFs in the scenario editor.


aantono wrote: After compiling the build on OSX getting the following error upon startup:

Code: Select all

GetDYLDEntryPointWithImage(/System/Library/Frameworks/AppKit.framework/Versions/Current/AppKit,_NSCreateAppKitServicesMenu) failed.
Building on OSX 10.6.7
The following environment settings are used:

Code: Select all

export MACOSX_DEPLOYMENT_TARGET=10.6; export CFLAGS="-arch x86_64 -g -Os -pipe -no-cpp-precomp";
export CCFLAGS="-arch x86_64 -g -Os -pipe"; export CXXFLAGS="-arch x86_64 -g -Os -pipe" LDFLAGS="-arch x86_64 -bind_at_load"
./configure --enable-static --without-liblzma
make
make bundle
Any ideas as to what I might be doing wrong?

BTW, the original OTTD trunk builds and runs just fine with those same settings.
I am very sorry but I have absolutely no clue what might be wrong ...
I have no OSX so I am not familiar with that error message.

I do not know if the commands are the same for OSX but can you try building a debug build and start it from the console, please? Maybe that will give an aditional clue.

Code: Select all

./configure --enable-debug=3 (with or without more config options)
make
cd bin
gdb ./openttd
run
^^^ IIRC
That should give some output.
If/when it crashes continue by typing

Code: Select all

bt full
to get a detailed backtrace.

Code: Select all

continue
quit
to exit gdb afterwards.

ps:
Can you please put "export CCFLAGS" on a new line in your environment settings code block.
Tables are horribly broken and the page is hard to read at the moment.
Thanks ;)

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 03:02
by aantono
This is weird, but I didn't get a stack trace :(
When I executed "run", it just showed be a black screen with no activity. I waited for a few minutes, nothing was going on, so I just hit "Enter" and the black screen went away and I was returned back to the console.

Here is the output:

Code: Select all

GNU gdb 6.3.50-20050815 (Apple version gdb-1515) (Sat Jan 15 08:33:48 UTC 2011)
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "x86_64-apple-darwin"...Reading symbols for shared libraries ............... done

(gdb) run
Starting program: /Users/aantonov/openttd-src/original/trunk/bin/openttd 
Reading symbols for shared libraries .++++++++++++++................................................................................... done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done
Reading symbols for shared libraries . done

Program exited with code 01.
(gdb) bt full
No stack.
(gdb) continue
The program is not being run.
(gdb) quit
But when I look at the system.log in OSX, I see this error:

Code: Select all

.../openttd-src/original/trunk/bin/openttd[66232]:
GetDYLDEntryPointWithImage(/System/Library/Frameworks/AppKit.framework/Versions/Current/AppKit,_NSCreateAppKitServicesMenu) failed.

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 06:49
by kamnet
Running patchpack v13, new little problem.

Train 66 is not following its orders properly. Orders are:

1) Go non-stop to Baldwin Heights (unload & load if available) & wait 1 day
2) Jump to Order 6 when load is less than 100%
3) Go to Baldwin Train Depot #2
4) Go to to Lower Baldwin & wait 1 day
5) Jump to Order 1 always
6) Go non-stop via Waypoint Wallace
7) Go non-stop Wallace Woods (unload & load if available)

When it gets to #1, it doesn't load, even though there is cargo waiting to load. Instead it jumps straight to #2. Any ideas why? Oh, and please excuse my train crash, it'll clear up in a few.

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 07:45
by ChillCore
aantono wrote: This is weird, but I didn't get a stack trace :(
You can not get a stacktrace if there is none. the libraries were loaded but the game did not start properly.
Normallly you would have seen the AIs being compiled and stuff like that but the program exited before that.

Anyway I did a little google search for "GetDYLDEntryPointWithImage failed" and it seems to be an OSX problem ...
http://www.insanelymac.com/forum/index. ... pic=256818
http://archicad-talk.graphisoft.com/vie ... hp?t=29390

Maybe you can do a little search of your own? I think you need to update your system but again I am not familiar with OSX so I could be wrong.
Also the thread in the second link has some more links in it that you may want to read. eg this one perhaps:
http://www.ilounge.com/index.php/backst ... s-on-macs/

I might do some more reading this afternoon. ;)
Kamnet wrote: Train 66 is not following its orders properly.
Could you please check your orders ... in your game the orders for train 66 are not what you listed in your post ...
I will have a better look this afternoon.


I'll be back in a few hours peeps, have to go now to visit my new housie. :)

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 10:23
by wozzar
When i start OTTD or exit i get the following errors.
ini trailing characters at end of setting economy town growth cargo.
ini trailing characters at end of setting GUI date with time.

Though the game still plays despite the errors. How can i correct this.

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 10:25
by Eddi
delete these lines from openttd.cfg

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 10:39
by wozzar
Eddi wrote:delete these lines from openttd.cfg
I couldn't find it in the config.

Re: Chill's patchpack v13_5

Posted: 13 Jun 2011 10:49
by Alberth
Normally, openttd.cfg gets written at exit from the game, so perhaps the game removed them already?