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Posted: 29 May 2005 17:47
by LKRaider
This is an animation of the cycle. The times are approximate. I measured about 1,5 seconds for each intermediate cycle, and compressed the long cycles (full day/night times) to 5 seconds, just to have an idea.
EDIT: I don't know how to make an attachement show as link instead of the image. If it is too big, I'll remove it.
Posted: 29 May 2005 18:08
by ConductorBob
Does that happen each... day...?
Or like over the course of a month.
Posted: 29 May 2005 20:29
by DaleStan
prissi wrote:Ok, here i a diff -u which also corrected the initial color problem. I am not quite sure what you mean by forward, but I swapped both input files.
Diff files have a direction; the one you posted first would create the unpatched version from the patched version. Fortunately, all diff files I've ever seen are easily reversable.
prissi wrote:The if(memcpy()) was always executed, since c*3!=0. The settings are now made in the upper block, where decision about day/night is made.
At a more close analysis the memcpy old_val is useless, since old_val is a write only variable.
Um? What? What's this about a memc
py? The line I asked about is a memc
mp.
Hazelrah wrote:Sorry, but it still doesn't have the Index: filename.c that TortoiseSVN needs. DaleStan, any more hints? I used your diff file with no problems.
Probably because I did the diffing with TortiseSVN. Get cygwin, and use its patch utility to apply diffs that TortiseMerge doesn't like.
Here's a TortiseDiff file that matches prissi's latest diff. It appears that Tortise uses a slightly nonstandard patchfile format: the lines
Code: Select all
Index: <filename>
===================================================================
apparently need to appear before each pair of --- and +++ lines.
Posted: 29 May 2005 21:34
by jvassie
Yeah,
you could have artic from october-february
and temperate from march-september.
OT/ What is the irc channel for openttd that GoneWacko was talking about?
Posted: 30 May 2005 00:06
by Hazelrah
OT/ What is the irc channel for openttd that GoneWacko was talking about?
#OpenTTD
-Hazelrah
Posted: 30 May 2005 00:10
by Hazelrah
DaleStan wrote:Get cygwin, and use its patch utility to apply diffs that TortiseMerge doesn't like.
It appears that Tortise uses a slightly nonstandard patchfile format: the lines
Code: Select all
Index: <filename>
===================================================================
apparently need to appear before each pair of --- and +++ lines.
Hmm, I think it'd be easier to add in the extra couple of lines than install Cygwin for a single patch program. Thanks for the info!
-Hazelrah
Posted: 30 May 2005 02:31
by LKRaider
ConductorBob wrote:Does that happen each... day...?
Or like over the course of a month.
The full day/night periods encompasses several in-game days (as was mentioned on a previous post). I just made them last 5 seconds so you could see it all faster.
The intermediate changes are aproximately as fast as they are shown there (~1.5 secs).
Posted: 30 May 2005 18:18
by lucaspiller
I have tried the latest patch to see if it works, this time it is better, but still not perfect. The working stuff, is that it is dark (after deleting the config), but now it is eternally dark. Also the water is still pink / purple.
Any ideas?
Posted: 30 May 2005 19:47
by prissi
Maybe this is some error which DOS graphics? I tested with windows and it did work.
@DaleStan
I think I understood the meaning of the initial memcmp. It was there to increase performance to avoid unneccessary screen updates. I put it in again, but did not note any difference.
Posted: 30 May 2005 23:06
by lucaspiller
Hmmm could be, seems like nobody caters for me and my DOS graphics.
I will get some Windows ones tommorow and give it a go....
Posted: 30 May 2005 23:15
by prissi
It should also work with DOS graphics. If not, I broke something. Well, I will get some DOS graphics.
Posted: 17 Jun 2005 23:20
by prissi
New version containing seasons for temperate.
No full support for trees (please ask a guru for that.)
Switch on and off with "Full animation" entry (like before).
Diff and Windows built is attached.
Posted: 18 Jun 2005 15:55
by Aegir
Thankyou! Thankyou very much! Im so glad that my pallette shift idea for seasons/day/night got implemented!
Now the only thing OTTD needs for me to start considering actually playing it is newgrf support for stations

.
Excellent work.
Posted: 18 Jun 2005 16:19
by Dextro
(dejá vú) OMFG THIS IS SO F***ING GREAT!!!
But I'ts almost impossible to use
My sugestions are simple (to understand, not to code

):
- make an option in the configure patches window to disable the day/night cicle and another to disable the seasons cicle.
- Prevent the GUI from becoming dark aswell! It's just plain impossible to use the GUI during the night

Of course that I have other sugestions like making the snow line option valid with this patch, add lights to the vehicles, and so on but I know there are hard and the other 2 are much more important...
But the patch shows great potential

Posted: 18 Jun 2005 16:46
by bobingabout
imo, day/night cycles would be so fast it'd drive you into a fit. but imo, this would best be used in the new game speeds that were talkied about, where a games year takes about a real time hour/day. in these cases day/night cycles and seasons would be great.
in any case, day/night cycles should be optional.
Posted: 18 Jun 2005 16:47
by Zahl
Dextro wrote:My sugestions are simple (to understand, not to code

):
- make an option in the configure patches window to disable the day/night cicle and another to disable the seasons cicle.
- Prevent the GUI from becoming dark aswell! It's just plain impossible to use the GUI during the night

If you had read the whole thread you'd have noticed that he doesn't want to mess up with the gui (he even didn't look at the code yet)
The GUI colors fade too as the game uses only 256 colors.
Posted: 18 Jun 2005 16:53
by Dextro
Zahl wrote:Dextro wrote:My sugestions are simple (to understand, not to code

):
- make an option in the configure patches window to disable the day/night cicle and another to disable the seasons cicle.
- Prevent the GUI from becoming dark aswell! It's just plain impossible to use the GUI during the night

If you had read the whole thread you'd have noticed that he doesn't want to mess up with the gui (he even didn't look at the code yet)
The GUI colors fade too as the game uses only 256 colors.
If you had read the post instead of just telling me to you would have read that I had already replied to this topic and am aware of those things still I sugested them because they are needed to make the patch usefull/playable...
And he doesn't need to do it, someone else can. This is opensource in case you haven't noticed it...
Posted: 19 Jun 2005 13:53
by prissi
Nearly final version with UI and snowy trees. Some trees types a changing rather randomly to the bright "Pappel" like ones.
A non-darkening UI is something best done when the 16/32-Bitmap code is there.
Posted: 19 Jun 2005 15:31
by lucaspiller
I am afraid I just can't get this working. I have tried both Windows and DOS graphics but it just doesn't work. With Windows graphics I get purple water, with DOS graphics I get grey / brown water... but no day / night change...
Posted: 19 Jun 2005 15:48
by Dextro
ok this looks like it's working great but I don't know why the options keep getting turned off on their own
I use the fastfoward key and a few time after when I go check the options they are disabled
I believe it might either have something to do with the end of the night OR a newspaper showing up but I'll have to check a bit more... The fact is the options get disabled on their own
But great work

Hope someday someone will be able to tackle the darkened gui thing...
