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Re: Another Daylength patch

Posted: 05 Nov 2010 07:38
by Spartan190
Hey,

I thank you a lot. Now we can play with the latest stable build.

Thanks for investing the time.

Re: Another Daylength patch

Posted: 17 Mar 2011 09:48
by pavel1269
Update for the second concept.

EDIT: Updated patch. I will use this post as "home" for this patch.

Re: Another Daylength patch

Posted: 23 Mar 2011 13:58
by chrisdash
Hey Pavel,

I just wanted to say thank you for the patch. It is awesome! We run a dedicated server on a Debian GNU/Linux box on which we want a single game to last about a week. So we can play casually during the evenings.

I applied your patch to the trunk (rev. 22269 it was I think) yesterday and it works like a charm. Getting the dependencies, patching and compiling took about 15 minutes on that Debian box thanks to your flawlesss patch and the excellent self-compile guide on the wiki. 8) I then had to do the same for win32 (Clients need the patch too, otherwise they can't connect) and that took about 1.5 hours, mostly for getting the libraries needed...... but well worth the effort!

Now people are asking me to get 32bppp Extra Zoom levels integrated as well. Oh dear. :roll:

A big Thank You,

chris

Re: Another Daylength patch

Posted: 19 May 2011 14:55
by Spartan190
Hi there,

I upgraded to newer version now (current nightly) and had no problem with patching.

I just wanted to know, didn't you find a way, yet to slow down the vehicles or don't you just want to implement it?

Would be nice if they would be slowed down, too.

Thanks in advance.

Spartan190

Re: Another Daylength patch

Posted: 19 May 2011 21:23
by pavel1269
Well, I have not even looked for slowing down vehicles. I think, that I wanted to alter acceleration of vehicles, but I kind of forgot it. And when I was playing, I had not missed it. I might get to to this, but I think, it is not a near future (count with my memory as well).

Re: Another Daylength patch

Posted: 20 May 2011 06:44
by Spartan190
Ok, thanks for the reply.

Looking forward in seeing this feature in a later release :)

Re: Another Daylength patch

Posted: 20 Aug 2011 04:12
by jazzdale
Would it bee too much trouble to ask for someone to compile this for me?
nightly or latest stable.
or post your already compiled version?

Thanks heaps

Re: Another Daylength patch

Posted: 20 Aug 2011 05:11
by planetmaker
jazzdale wrote: or post your already compiled version?
Here we go

Maybe you learnt something

Re: Another Daylength patch

Posted: 20 Aug 2011 08:27
by jazzdale
planetmaker wrote: Here we go
oops I did forget to specify that im after a win32 (for XP) compile.
Was that for OSX planetmaker?

Re: Another Daylength patch

Posted: 20 Aug 2011 12:09
by planetmaker
jazzdale wrote:
planetmaker wrote: Here we go
oops I did forget to specify that im after a win32 (for XP) compile.
Was that for OSX planetmaker?
OSX is as specific as Windows ;-) - it's should work on OSX 10.4+ on intel.

Re: Another Daylength patch

Posted: 20 Aug 2011 14:06
by jazzdale
planetmaker wrote:
jazzdale wrote:
planetmaker wrote: Here we go
oops I did forget to specify that im after a win32 (for XP) compile.
Was that for OSX planetmaker?
OSX is as specific as Windows ;-) - it's should work on OSX 10.4+ on intel.
Ok sorry for confusion i need this compiled to run on windows XP not on OSX.
Thanks I really appreciate it.

Re: Another Daylength patch

Posted: 21 Aug 2011 12:07
by jazzdale
Can someone compile this patch to run on windows XP for me??

Re: Another Daylength patch

Posted: 21 Aug 2011 13:55
by Lord Aro
i got bored.
here you go:

(compiled under mingw, untested.)

Re: Another Daylength patch

Posted: 01 Nov 2011 07:09
by Short
That precompiled version has issues with industry production, namely that it doesn't change at all, regardless of what the daylength setting is. It's not just an issue of the industries showing the wrong production, they actually do not increase monthly production to accommodate extended day length.

Don't know if that's an issue for this patch in general

Re: Another Daylength patch

Posted: 01 Nov 2011 08:15
by pavel1269
Which compiled version are you using? I am playing with build based on this patch link, and industry is making changes as expected. So my next question will go to the one, who built that one.

Also, the older patch was changing productions, so I really wonder, where the problem is.

Re: Another Daylength patch

Posted: 01 Nov 2011 08:55
by Short
I'm using the prebuilt in the post above mine - r22256. I'm on a win64 system, and i can't seem to get any of the compiling methods to work, so i'm stuck using either vanilla or whatever prebuilt patched versions other people upload.

Re: Another Daylength patch

Posted: 01 Nov 2011 12:36
by pavel1269
So, I just downloaded the compiled version above, from Lord Aro, and it works as expected. I created new game with default configuration file and I let the game flow. I watched coal mine and a fortress. Coal mine was flipping between 168 and 189 tones every few months, but once got a 135 tones and later 120 ... 126 and so on. The fortress went from 96 to 32 and later to 64 and then to 72 .... I don't see any bad behavior. What is exactly your problem? Can you provide a save game?

Re: Another Daylength patch

Posted: 01 Nov 2011 12:44
by Short
Hmm, it seems like I might be expecting different behavior from a daylength patch to what is normal. I would have expected raw material industry production to increase proportionately to daylength - so a forest with base production of 32 would increase to 64 at 2x daylength, 96 at 3x, 128 at 4x, etc. I played with the old MiniIN for the longest time, and that included a daylength patch which behaved in that manner.

Re: Another Daylength patch

Posted: 01 Nov 2011 13:20
by Eddi
that's a big problem with daylength patches, everybody thinks they should do something different.

there are other daylength patches out there that do what you want, but they might misbehave in other ways.

Re: Another Daylength patch

Posted: 01 Nov 2011 13:34
by pavel1269
Eddi is completely right. I also had such day length patch, but I didn't like some things there. So I completely reworked the patch, but with other concept in my head. The main idea is still there. Time flows slower, but many other things are different (Including newgrf support, which as far I know, no day length patch can provide. But that's problem of the concept.). At the moment I like this day length patch as it is, as it fits my play style very well.