Another Daylength patch

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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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
Last edited by pavel1269 on 17 Mar 2011 09:50, edited 1 time in total.
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Re: Another Daylength patch

Post by Dante123 »

all other graphics seem to work fine, so i can live with a little glitch :wink:
is it true that the trees also have reduced growth speed now ?

**EDIT**
is it possible to include this also into the patch:
reduced_tree_growth_r18655.diff
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

Yes, trees do growth slower also.

I wont include that patch. But I can merge those for you, if you want that slow growth :-)
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Re: Another Daylength patch

Post by Dante123 »

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. :bow:
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Re: Another Daylength patch

Post by pavel1269 »

So here is Reduce tree growth with Day length.

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Last edited by pavel1269 on 17 Mar 2011 09:49, edited 1 time in total.
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Re: Another Daylength patch

Post by Dante123 »

as usual, i cant thank you enough :wink:
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Re: Another Daylength patch

Post by pavel1269 »

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

Post by Eddi »

pavel1269 wrote:But now, with slower days, everything, except moving vehicles, will be slower.
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.
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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 ...).
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Re: Another Daylength patch

Post by Vaulter »

What about industry ?
Image
Look to the numbers. Take some raw to industry and its will be have a lot of output per month!
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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?
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Re: Another Daylength patch

Post by Kogut »

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)
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pavel1269
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Re: Another Daylength patch

Post by pavel1269 »

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)
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Re: Another Daylength patch

Post by Vaulter »

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.
Looks like timetables lying:
Actually with factor = 10 my vehicle travel around 4 days, but in timetable 44 days.
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Re: Another Daylength patch

Post by Eddi »

with daylength, you should probably switch the timetables to ticks anyway...
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Re: Another Daylength patch

Post by Vaulter »

Eddi wrote:with daylength, you should probably switch the timetables to ticks anyway...
So, is this a display issue?
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Re: Another Daylength patch

Post by Spartan190 »

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).
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Re: Another Daylength patch

Post by pavel1269 »

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.
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Re: Another Daylength patch

Post by Spartan190 »

You mean the industrie growth slower etc.?


That is no problem.
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Re: Another Daylength patch

Post by pavel1269 »

Here you go
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true_day_length_r1.0.4.patch
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