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Re: JGR's Patch Pack

Posted: 30 Dec 2018 17:37
by andythenorth
Ro(V)eO wrote:Fink - error while installing :-/
Fink is pretty dead. Homebrew is the weapon of choice on current macOS ;)
https://wiki.openttd.org/Compiling_on_M ... g_Homebrew

Re: JGR's Patch Pack

Posted: 30 Dec 2018 21:57
by Ro(V)eO
vincentkoevoets wrote: Hmm.. it is possible that I did not compile with the libraries included. I will compile again with
--enable-static and upload the file again.

EDIT
I compiled again with --enable-static, but it comes out the same size as before. I suggest you try the attached file, and see if it works. If it doesn't, maybe one of the more technical people here can help?

Same error message as before:

Code: Select all

Process:               openttd [6066]
Path:                  /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
Identifier:            org.openttd.openttd
Version:               ??? (???)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           openttd [6066]
User ID:               501

Date/Time:             2018-12-30 22:54:19.961 +0100
OS Version:            Mac OS X 10.14 (18A391)
Report Version:        12
Anonymous UUID:        D83809E1-01BF-4BD0-4283-4AD10F7EA38E

Sleep/Wake UUID:       E1EC4A50-39F1-4A67-86D0-441B19DD5D49

Time Awake Since Boot: 26000 seconds
Time Since Wake:       3800 seconds

System Integrity Protection: enabled

Notes:                 Translocated Process

Crashed Thread:        0

Exception Type:        EXC_CRASH (SIGABRT)
Exception Codes:       0x0000000000000000, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Reason:    DYLD, [0x1] Library missing

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: /opt/local/lib/liblzo2.2.dylib
  Referenced from: /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
  Reason: image not found

Re: JGR's Patch Pack

Posted: 31 Dec 2018 08:46
by vincentkoevoets
Ro(V)eO wrote: Same error message as before:

Code: Select all

Process:               openttd [6066]
Path:                  /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
Identifier:            org.openttd.openttd
Version:               ??? (???)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           openttd [6066]
User ID:               501

Date/Time:             2018-12-30 22:54:19.961 +0100
OS Version:            Mac OS X 10.14 (18A391)
Report Version:        12
Anonymous UUID:        D83809E1-01BF-4BD0-4283-4AD10F7EA38E

Sleep/Wake UUID:       E1EC4A50-39F1-4A67-86D0-441B19DD5D49

Time Awake Since Boot: 26000 seconds
Time Since Wake:       3800 seconds

System Integrity Protection: enabled

Notes:                 Translocated Process

Crashed Thread:        0

Exception Type:        EXC_CRASH (SIGABRT)
Exception Codes:       0x0000000000000000, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Reason:    DYLD, [0x1] Library missing

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: /opt/local/lib/liblzo2.2.dylib
  Referenced from: /Volumes/VOLUME/*/OpenTTD.app/Contents/MacOS/openttd
  Reason: image not found
I'm afraid this goes well above my pay grade.. :roll: So maybe anyone here can help you along?
I did everything mentioned in the guide here https://wiki.openttd.org/Compiling_on_Mac_OS_X using Macports.

Re: JGR's Patch Pack

Posted: 01 Jan 2019 16:38
by Ro(V)eO
vincentkoevoets wrote:
I'm afraid this goes well above my pay grade.. :roll: So maybe anyone here can help you along?
I did everything mentioned in the guide here https://wiki.openttd.org/Compiling_on_Mac_OS_X using Macports.
Well then, I'll try it again, this time using MacPorts and trying to follow the instructions you mentioned.

And by the way: Happy new year! :))

edit: installed all necessary libraries and still got the error message...

Re: JGR's Patch Pack

Posted: 02 Jan 2019 01:40
by dasy2k1
Not sure where the timetable based seperation is these days (is it in trunk or in the timetabling patch?)

but a really useful feature for it would be "do not wait if vehicle full" (switchable option)
that way a vehicle that is supposed to wait at a station for departure due to separation issues would depart immediatly on load reaching 100%
if it was supposed to wait 50 ticks but loaded full in 30 the it would leave after 30 and wait again at the next stop until it was seperated or was full again and so on

Re: JGR's Patch Pack

Posted: 02 Jan 2019 12:57
by Emperor Jake
Hi, I'm trying to start a dedicated server. However when I compile the patchpack on my linux server it's version jgrpp-0.28.0-52-whatever instead of just 0.28.0, which obviously results in a version mismatch when trying to join. Any tips to help out a compiling noob? :)

Re: JGR's Patch Pack

Posted: 02 Jan 2019 13:16
by Auge
Hello
Emperor Jake wrote:Hi, I'm trying to start a dedicated server. However when I compile the patchpack on my linux server it's version jgrpp-0.28.0-52-whatever instead of just 0.28.0, which obviously results in a version mismatch when trying to join. Any tips to help out a compiling noob? :)
Did you compile the outchecked release tag from the repository or did you compile the master branch?

Tschö, Auge

Re: JGR's Patch Pack

Posted: 02 Jan 2019 13:28
by Emperor Jake
Auge wrote: Did you compile the outchecked release tag from the repository or did you compile the master branch?

Tschö, Auge
I'm new to this Github stuff, clearly I need to familiarise myself. I used this to retrieve the source:

Code: Select all

git clone git://github.com/JGRennison/OpenTTD-patches.git

Re: JGR's Patch Pack

Posted: 02 Jan 2019 13:32
by Gliptal
Emperor Jake wrote:
Auge wrote: Did you compile the outchecked release tag from the repository or did you compile the master branch?

Tschö, Auge
I'm new to this Github stuff, clearly I need to familiarise myself. I used this to retrieve the source:

Code: Select all

git clone git://github.com/JGRennison/OpenTTD-patches.git

Code: Select all

git checkout jgrpp-0.28.0
then compile.

Re: JGR's Patch Pack

Posted: 02 Jan 2019 15:05
by Emperor Jake
Gliptal wrote:

Code: Select all

git clone git://github.com/JGRennison/OpenTTD-patches.git

Code: Select all

git checkout jgrpp-0.28.0
then compile.
Thanks, I've managed to compile it correctly after a bit more faffing around :)

Re: JGR's Patch Pack

Posted: 02 Jan 2019 19:19
by Auge
Hello
Emperor Jake wrote:
Gliptal wrote:
Emperor Jake wrote:

Code: Select all

git clone git://github.com/JGRennison/OpenTTD-patches.git

Code: Select all

git checkout jgrpp-0.28.0
then compile.
Thanks, I've managed to compile it correctly after a bit more faffing around :)
And is it done, it is outdated. ;-)

Tschö, Auge

Re: JGR's Patch Pack

Posted: 03 Jan 2019 10:55
by Emperor Jake
Updating was pretty easy, I'm starting to get the hang of this :)

Re: JGR's Patch Pack

Posted: 04 Jan 2019 07:46
by Quast65

Code: Select all

63.Multiple rail types per tile (added in v0.29.0)
Thank you!!!! :bow: :bow: :bow: :bow: :bow: :bow:
Example534.png
Example534.png (154.16 KiB) Viewed 1537 times
Still very much WIP, will try to come up with a test-GRF somewhere in the next couple of weeks

Re: JGR's Patch Pack

Posted: 04 Jan 2019 09:13
by mak
Getting weird effects, is it me.

Downloaded 29 and started new game as experiment, railway lines display OK unless muti types per square.

Re: JGR's Patch Pack

Posted: 04 Jan 2019 09:36
by JGR
mak wrote:Getting weird effects, is it me.

Downloaded 29 and started new game as experiment, railway lines display OK unless muti types per square.
Which GRF is that?

Re: JGR's Patch Pack

Posted: 04 Jan 2019 09:48
by mak
Best thing I can give is a new save game.

Thank you for looking at this.

Re: JGR's Patch Pack

Posted: 04 Jan 2019 11:56
by JGR
mak wrote:Best thing I can give is a new save game.

Thank you for looking at this.
Thanks, I've made a fix for this type of track GRF, it'll be in the next release.

Re: JGR's Patch Pack

Posted: 04 Jan 2019 12:02
by mak
Much appreciated.

Thank you

Re: JGR's Patch Pack

Posted: 05 Jan 2019 13:12
by Gord
Loving the addition of purchasing larger areas of land, along with the Grassy Knoll GRF, it means I can control which roads towns can build on.

Is it possible to apply the same concept of dragging over larger areas to New Objects? It would make placing the Dutch Motorway objects a lot less tedious for example.

Re: JGR's Patch Pack

Posted: 05 Jan 2019 17:31
by Eddi
maybe i imagined this, but i thought the NewGRF could control whether an object is draggable or not.