Another Daylength patch
Moderator: OpenTTD Developers
Re: Another Daylength patch
A little update. Vehicles were getting old faster.
Dante: You are right, I knew about it, but I do not know a way of proper fix.
edit: deleted attachments
Dante: You are right, I knew about it, but I do not know a way of proper fix.
edit: deleted attachments
Last edited by pavel1269 on 17 Mar 2011 09:50, edited 1 time in total.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
all other graphics seem to work fine, so i can live with a little glitch
is it true that the trees also have reduced growth speed now ?
**EDIT**
is it possible to include this also into the patch:

is it true that the trees also have reduced growth speed now ?
**EDIT**
is it possible to include this also into the patch:
Re: Another Daylength patch
Yes, trees do growth slower also.
I wont include that patch. But I can merge those for you, if you want that slow growth
I wont include that patch. But I can merge those for you, if you want that slow growth

My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
i guess that would be great =)
i still need to set up the whole compiling stuff again so i can compile myself in the future again
p.s. so far all seems still to work fine.
i still need to set up the whole compiling stuff again so i can compile myself in the future again

p.s. so far all seems still to work fine.

Re: Another Daylength patch
So here is Reduce tree growth with Day length.
edit: deleted attachments
edit: deleted attachments
Last edited by pavel1269 on 17 Mar 2011 09:49, edited 1 time in total.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
as usual, i cant thank you enough 

Re: Another Daylength patch
A filled cheque will thank instead of you 

My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
have you also changed the tileloop? normally, the tileloop is done in a way that every tile is touched every 256 ticks, with daylength, some tasks (tree growth, house growth, etc.) should be done in daylength*256 ticks.pavel1269 wrote:But now, with slower days, everything, except moving vehicles, will be slower.
Re: Another Daylength patch
The "key" for my new concept is to not touch ticks. Generally I just made them last longer. Changing tick flow caused a lot of inconsistency with various CBs. Now as you can see in patch, when tick should happen it might be "skipped" and only something happens (vehicle movement, various checks ...).
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
- Vaulter
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Re: Another Daylength patch
Re: Another Daylength patch
Well, from the pic I do not get whats the problem. Next time please switch for a moment to english.
But you are using ECS right? And, is this really caused by this patch and not work as intended?
But you are using ECS right? And, is this really caused by this patch and not work as intended?
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: Another Daylength patch
I am unable to see what is happening in the picture (it is better to use direct forum upload). But: longer daylenght -> more ticks in month + production is happening once per constant number of ticks + output is displayed per month -> larger quantifies in industry window (exactly: new_quantify = normal_quantify * daylength_multiplier)
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: Another Daylength patch
False in everything you said.
Kogut wrote:I am unable to see what is happening in the picture (it is better to use direct forum upload). But: longer daylenght -> same ticks in month + production is happening once per constant number of ticks + output is displayed per month -> same quantifies in industry window (exactly: new_quantify = normal_quantify)
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
- Vaulter
- Traffic Manager
- Posts: 185
- Joined: 21 Dec 2004 05:35
- Skype: andrey-zaharov
- Location: St. Petersburg, Russia
- Contact:
Re: Another Daylength patch
Looks like timetables lying:pavel1269 wrote:A little update. Vehicles were getting old faster.
Dante: You are right, I knew about it, but I do not know a way of proper fix.
Actually with factor = 10 my vehicle travel around 4 days, but in timetable 44 days.
Re: Another Daylength patch
with daylength, you should probably switch the timetables to ticks anyway...
- Vaulter
- Traffic Manager
- Posts: 185
- Joined: 21 Dec 2004 05:35
- Skype: andrey-zaharov
- Location: St. Petersburg, Russia
- Contact:
Re: Another Daylength patch
So, is this a display issue?Eddi wrote:with daylength, you should probably switch the timetables to ticks anyway...
-
- Engineer
- Posts: 24
- Joined: 14 Oct 2009 08:47
Re: Another Daylength patch
Hi there,
I am online again after a long time and would like to know if it would be possible if you could get a new patch for verison 1.0.4 (stable).
I am online again after a long time and would like to know if it would be possible if you could get a new patch for verison 1.0.4 (stable).
Re: Another Daylength patch
You should note, that I abandoned "normal" day length approach, because it could break some NewGRF industries. Instead of this, I created, and is on page 9 or 10, the "true" day length. It is now slowing whole game down, but vehicles.
If you are interested in "old" approach, Chills patch pack have such day length included.
If you are interested in "old" approach, Chills patch pack have such day length included.
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
-
- Engineer
- Posts: 24
- Joined: 14 Oct 2009 08:47
Re: Another Daylength patch
You mean the industrie growth slower etc.?
That is no problem.
That is no problem.
Re: Another Daylength patch
Here you go
- Attachments
-
- true_day_length_r1.0.4.patch
- (7.08 KiB) Downloaded 279 times
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
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