And now for something completely different:
Wanna binary with cargodest! Wanna, Wanna, Wanna! *cryinglikeababy*

edit: enlish languag = hart languag
Moderator: OpenTTD Developers
Nice,PhilSophus wrote:Now presenting: V1.10 which features a "light version" of station timetables. Please see top post for details and download.
Edit: Believe it or not, V1.20 is already out featuring the non-destructive auto-fill mode suggested by Regiovogel.
And now, I need a bit of sleep.
So it probably makes sense when I pull that part out (which isn't that hard as it's all separate patches anyway, maybe some conflicts because it's ontop of my patch stack) and attach it to your flyspray suggestion. I'll do so either tomorrow evening or on Monday.Roujin wrote:Nice,
If you manage to get that part (the non-deleting of autofill) into trunk, my flyspray task #1124 from about a year ago when I suggested this could finally be closed
Tekky wrote:Wouldn't it be more appropriate to use absolute time values in the timetable instead of time values relative to the last order? Using absolute time values would make the timetables support conditional jump orders better.
I assume that absolute is supposed to mean relative from the starting of the timetable. I'm not sure that this is so useful. At least relative times are much easier to deal with if you fill in the timetable (at least partly) manually, which non-destructive autofill encourages.Eddi wrote:i'm sure there are situations where absolute times are worse than relative, so both should be possible...
Good idea. I had such a feature in an experimental timetable patch I had running before timetables hit trunk (while working correctly technically, it didn't gameplay-wise. That's why I never published it.) I'll put that on my TODO list. I'm only a bit afraid that we get an explosion of patch settings.Eddi wrote:i had no chance to test the patch yet, but i'd like to request a news message when a vehicle is significantly late (where the value of "significantly" is to be determined by a patch setting)
Yes, that is correct.PhilSophus wrote:I assume that absolute is supposed to mean relative from the starting of the timetable.
I believe that handling conditional orders is very important for the concept of timetables, because, as you rightly said, a "service in depot" order is also a conditional order, even if it does not contain an explicit conditional jump.PhilSophus wrote:I'm not sure that this is so useful. At least relative times are much easier to deal with if you fill in the timetable (at least partly) manually, which non-destructive autofill encourages.
You have a valid point mentioning conditional orders, though, but they don't fit in with strictly planned timetables anyway. Wouldn't using absolute times with conditional order just mean that you had to wait for a long time somewhere if the conditional order is not executed? I'm also not yet sure, how to treat "service in depot" orders which is in effect also kind of a conditional order.
Yes, or one could make the time in the timetable so that trains who execute the conditional order will be a little late and trains who do not will be a little early.PhilSophus wrote:Wouldn't using absolute times with conditional order just mean that you had to wait for a long time somewhere if the conditional order is not executed?
I will compile a Win32 binary for you in a moment. Please give me 10 minutes.RegioVogel wrote:But once again, I'm asking for a Win32 binary (preferably with CargoDest)
Did you patch against the latest cargodest (with savegame bump) or against revision e79bdd28d8bb, for which version 1.2 of the timetable patch was originally designed?AndiK wrote:Proudly presenting: my binary with Cargodest!
I don't give any warranty about anything - but it works pretty well even in Multiplayer, so far.
But you are forgetting that there is also the "jump to order" order which means you can conditionally skip whole parts of the timetable. I might change the "all or nothing" approach when showing arrivals and departures, that is arrivals and departures could be shown up to the next conditional or non-timetabled order, but I don't see what can reasonably be done about conditional orders (conceptually I mean, I'm not even talking about implementation). Service orders are a bit of an exception here, as they are not that general.Tekky wrote:I believe that handling conditional orders is very important for the concept of timetables, because, as you rightly said, a "service in depot" order is also a conditional order, even if it does not contain an explicit conditional jump.PhilSophus wrote:I'm not sure that this is so useful. At least relative times are much easier to deal with if you fill in the timetable (at least partly) manually, which non-destructive autofill encourages.
You have a valid point mentioning conditional orders, though, but they don't fit in with strictly planned timetables anyway. Wouldn't using absolute times with conditional order just mean that you had to wait for a long time somewhere if the conditional order is not executed? I'm also not yet sure, how to treat "service in depot" orders which is in effect also kind of a conditional order.
Yes, or one could make the time in the timetable so that trains who execute the conditional order will be a little late and trains who do not will be a little early.PhilSophus wrote:Wouldn't using absolute times with conditional order just mean that you had to wait for a long time somewhere if the conditional order is not executed?
If you introduce new patch settings, you do a savegame bump and specify your new patch settings to be used from that savegame version onwards. This makes it possible to load clean trunk savegames and play them with the patched game. (Because when you load a savegame of a lower savegame version, the game will know that those patch settings weren't existing back then and doesn't try to get them from the savegame but just take the default values.)AndiK wrote:You mean I'm supposed to do a savegame bump upon publishing a patched nightly? Wouldn't version 105 be used by the next significantly changed nightly, anyway?
If it's necessary, I'll do the bump. I just haven't understood why, yet.
Both version 1.20 and version 1.30 of the timetable patch for cargodest bump the savegame version by one. Therefore, it seemed strange to me that you did not bump it up from 104 to 105 in your binary, but instead left it the same. However, as far as I understand, cargodest has already bumped up the savegame version by one, so bumping it up a further time in the timetable patch for cargodest is not necessary. This is only necessary in the timetable patch for trunk(not cargodest!), if I understand correctly.AndiK wrote:You mean I'm supposed to do a savegame bump upon publishing a patched nightly? Wouldn't version 105 be used by the next significantly changed nightly, anyway?
If it's necessary, I'll do the bump. I just haven't understood why, yet.
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