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Re: JGR's Patch Pack

Posted: 01 Nov 2018 23:14
by kamnet
First you complain about NewGRFs because of licenses and copyrights, then you complain about modifying other people's works, then you complain about not writing your own code and drawing your own sprites because you get permission to use other people's stuff.

*sighs*

Seriously. I don't think even you understand what you want. Not that it matters, you're not coding it anyhow, by your own words.

Re: JGR's Patch Pack

Posted: 02 Nov 2018 00:19
by acs121
I guess you should read my post again. I'm not forcing you to respond to it in 2 minutes, just take time to read what i said.

Re: JGR's Patch Pack

Posted: 02 Nov 2018 00:45
by SimYouLater
acs121 wrote:I guess you should read my post again. I'm not forcing you to respond to it in 2 minutes, just take time to read what i said.
Let me see if I have this correctly...

1) A person blocked another person's NewGRF (everyone should know who those to people are by now), so you refuse to code or draw because your stuff might get blocked by someone else.

2) You have been as calm and reasonable as you can but the laguage barrier has gotten in the way and irritated some people.

3) You claim it would be faster to recode OpenTTD than the NewGRFs, while others claim recoding the GRFs is faster. I personally think making a Static NewGRF out of OpenGFX+ is the best solution.

Re: JGR's Patch Pack

Posted: 02 Nov 2018 06:46
by andythenorth
acs121 wrote:I'm no moderator, but please, refrain from using capital letters. We don't want it going too far.
What's 'too far' here?

Your absolute drivel went too far a long time ago acs121.

You regularly make absolutely no sense.

You spread nonsense and misinformation.

You get into pointless arguments about absolute crap.

You are one of the key reasons I took a break from tt-forums.

People like you poison threads with drivel.

Mods don't and won't act.

So the only option for some of us is to vote with our feet and quit tt-forums.

It destroys a productive community.

Why don't you just stop?

Re: JGR's Patch Pack

Posted: 02 Nov 2018 15:17
by acs121
SimYouLater wrote:
acs121 wrote:I guess you should read my post again. I'm not forcing you to respond to it in 2 minutes, just take time to read what i said.
Let me see if I have this correctly...

1) A person blocked another person's NewGRF (everyone should know who those to people are by now), so you refuse to code or draw because your stuff might get blocked by someone else.
Exactly what i said. I already had copyright issues with someone, and learnt from my errors. I thought about creating a NewGRF, but honestly what happened with you and the other guy just threw out the window any tiny sliver chance of me creating NewGRFs and sharing them, and same for patches. And i'm no victim either. I may change my mind one day, but not today.
SimYouLater wrote:2) You have been as calm and reasonable as you can but the laguage barrier has gotten in the way and irritated some people.
I don't know if we could say all those words but somewhat yes.
SimYouLater wrote:3) You claim it would be faster to recode OpenTTD than the NewGRFs, while others claim recoding the GRFs is faster. I personally think making a Static NewGRF out of OpenGFX+ is the best solution.
There are multiple solutions to the problem. It isn't a question of the way you do it (Patch or NewGRF), it's the real way you do it (Code). Now that you're saying it, i haven't thought about this before, but i guess the static NewGRF is the best way to do it.

Re: JGR's Patch Pack

Posted: 02 Nov 2018 21:23
by MichalSoldat
Gliptal wrote:@OzTrans, regarding Temperate with snow; you can "simulate" it in the Arctic climate by combining some NewGRFs:

- OpenGFX+ Landscape 1.1.2 to get "Alpine" climate
- Smooth snow transition for much nicer snow with the green Temperate grass
- OpenGFX+ Industries 0.3.5 to force Temperate industries in Arctic climate

It looks like this (note I have a bunch of other NewGRFs also active):

Image

Variable snow line is fully functional, and provided you use snow-aware NewGRFs and tweak their settings a bit, it only has minor quirks with some objects. If you're interested I can also post my NewGRFs and OpenTTD settings.

Could You please post your OpenTTD setting? Because i've this 3 grfs active and it isn't snowing :( Even on new scenario and no other grf's active

Re: JGR's Patch Pack

Posted: 02 Nov 2018 21:29
by Gliptal
MichalSoldat wrote:Could You please post your OpenTTD setting? Because i've this 3 grfs active and it isn't snowing :( Even on new scenario and no other grf's active
You probably have a too high snow line with too flat terrain, try roughing it up a bit in the generation settings and lowering the snowline both in the NewGRF and the general settings. The "Arctic tree range" setting is also quite important, I have mine at 3. In any case:

- OpenGFX+ Landscape 1.1.2 "Landscape type": alpine (temperate grass in arctic climate)
- OpenGFX+ Landscape 1.1.2 Snow line in mid January: 6
- OpenGFX+ Landscape 1.1.2 Snow line in mid July: 12
- Smooth Snow Transition Parameter 1: 0

OpenGFX+ Industries impacts only what industries spawn and supply chains are available, so it's entirely up to you.

Re: JGR's Patch Pack

Posted: 03 Nov 2018 00:03
by Eddi
remember that you still have to start the game in the Arctic climate.

Re: JGR's Patch Pack

Posted: 03 Nov 2018 00:06
by Eddi
acs121 wrote:i guess the static NewGRF is the best way to do it.
a static GRF won't really help you with GRFs that incorporate grass into other sprites, like tunnel entrances and sea-/river-shores

Re: JGR's Patch Pack

Posted: 03 Nov 2018 00:58
by acs121
Eddi wrote:
acs121 wrote:i guess the static NewGRF is the best way to do it.
a static GRF won't really help you with GRFs that incorporate grass into other sprites, like tunnel entrances and sea-/river-shores
Hmmm... yeah, forget what i said. Although... do you know if there is a way to have a GRF forcing others to behave like it was the temperate climate ?

Re: JGR's Patch Pack

Posted: 03 Nov 2018 02:37
by Eddi
no, only by editing that GRF itself.

Re: JGR's Patch Pack

Posted: 03 Nov 2018 09:49
by MichalSoldat
Eddi wrote:remember that you still have to start the game in the Arctic climate.
Ouuuu.... I thought i can run it on temperate. So there is no way i can work this grf's for existing save on temperate?

Re: JGR's Patch Pack

Posted: 03 Nov 2018 10:36
by Gliptal
MichalSoldat wrote:
Eddi wrote:remember that you still have to start the game in the Arctic climate.
Ouuuu.... I thought i can run it on temperate. So there is no way i can work this grf's for existing save on temperate?
No that I know of, at least not without tampering with savegames and risking undefined behaviour down the line.

Re: JGR's Patch Pack

Posted: 03 Nov 2018 17:13
by SimYouLater
Well, if a Static NewGRF is no good, then an OpenGFX Alpine baseset is the way to do it, right?

Re: JGR's Patch Pack

Posted: 03 Nov 2018 20:03
by acs121
We're talking about the issue, for example with UK Road Set or Total Town Replacement Set, to have roads or buildings within a temperate grass environment, but with arctic grass within the tile. It sure isn't game-breaking, but still an issue somewhat.

Re: JGR's Patch Pack

Posted: 03 Nov 2018 23:00
by Eddi
a base set and a static NewGRF is effectively the same thing.

Re: JGR's Patch Pack

Posted: 03 Nov 2018 23:36
by dasy2k1
Not sure which patch the Slot function lives in but now that I have found a explanation for how it works and have played with it a bit I have a suggestion,

in train conditional orders we have Slot X has capacity or Slot X is full as conditional statements
please can we also have Train is in slot X / Not in Slot X


for example then I could have train orders like

1 Go to station A
2 Go to Waypoint B (signal before B has Try to aquire slot X )
3 Jump to order 7 when train not in slot X
4 Go to station C
6 Jump always to order 1
7 Go to Station D
loop

Re: JGR's Patch Pack

Posted: 04 Nov 2018 04:33
by Eddi
kind of like an overflow mechanic? sounds useful

Re: JGR's Patch Pack

Posted: 04 Nov 2018 04:44
by mrjack2
Doesn't jump to order 7 when the slot is full have the same effect? (because if the slot is full, it won't be acquired)

Probably still a good idea, though.

Re: JGR's Patch Pack

Posted: 04 Nov 2018 12:07
by Eddi
there are a few issues with that alternative approach:
  1. you must check whether a slot is free before you try to reserve it, whereas you can check whether you actually acquired the slot at a later time
  2. the slot might get released between the check whether a slot is available and trying to actually acquire it, leading to inconsistent results