Re: JGR's Patch Pack
Posted: 18 Jul 2019 13:16
Here is one:
The place to talk about Transport Tycoon
https://www.tt-forums.net/
Here is one:
Thanks for reporting this, this issue should be fixed now.SimYouLater wrote: 18 Jul 2019 06:11 In 0.32-RC1, a friend tried to use the info tool on a rail bridge head and the game crashed.
I am aware that these colours are not currently present in trunk, however this does not imply that more colours could not be added to trunk, by means of additional sprites or otherwise, should the trunk developers choose to do so.Auge wrote: 18 Jul 2019 08:20 Please be aware of possibly mixing up the issue (in relation of JGRPP versus OpenTTD). I answered jfs who replied to the question about white borders for station tiles and cursor which is, as stated before by eddi, a trunk/OpenTTD feature. Even it would be possible to solve this inside JGRPP it would be preferable to solve it in trunk/OpenTTD for the whole audience. jfs stated that there are only white, blue and blinking red in trunk and not, as in JGRPP, additional colours from the zoning patch.
Tschö, Auge
The same problem I experienced, tested PolRoad vehicles and NRT-modified road hog + various NRT roads. Road building works well, but vehicles always travel at their max speed, not road defined limit.Denswillow wrote: 18 Jul 2019 10:49 I don`t know if this is the right place but I had a weird issue with JGRPP 32-rc1. It seems like vehicles don`t follow the speed limits set by the road set.
If the road defined limit is greater than the vehicle's max speed, then this would be proper behaviour.sevenfm wrote: 18 Jul 2019 22:21The same problem I experienced, tested PolRoad vehicles and NRT-modified road hog + various NRT roads. Road building works well, but vehicles always travel at their max speed, not road defined limit.Denswillow wrote: 18 Jul 2019 10:49 I don`t know if this is the right place but I had a weird issue with JGRPP 32-rc1. It seems like vehicles don`t follow the speed limits set by the road set.
Ok, then there's nothing more to say.
That's plausible. At the end it should be backported to trunk (or solved on another way). As JGR said, the current situation is "suboptimal".Eddi wrote: 18 Jul 2019 20:10i think it's a way more practical approach to try out the colour scheme here and then try to isolate the needed changes for it to backport it to trunk.
Exactly that's the issue.wallyweb wrote: 19 Jul 2019 02:59The concern would be if the vehicle traveled at it's max speed while that max speed was greater than the road defined limit
Thanks for reporting this. This should be fixed now, and will be in the next release.Denswillow wrote: 18 Jul 2019 10:49 I don`t know if this is the right place but I had a weird issue with JGRPP 32-rc1. It seems like vehicles don`t follow the speed limits set by the road set.
Looks like it is fixed, but I could only test it in the NRT branch where it is. The current master refuses to open any Spring PP savegame, claiming it was saved with a newer version of OpenTTD. (Again, the NRT branch doesn't.)JGR wrote: 11 Jul 2019 21:38This should be fixed now, so don't worry too much about the savegame.Guy from Wildesford wrote: 10 Jul 2019 13:42I'll see if I've got something that isn't too huge and doesn't use any exotic GRFs installed past the fruit shop.
Can I get an explanation of these features? I wasn't able to find one in clicking through the last few pages. Cheers!Add new distribution modes: asymmetric (equal) and asymmetric (nearest).
The first one tries to distribute cargo such that each accepting destination receives an equal amount overall, regardless of distance from sources. This is primarily intended for supply cargoes (e.g. FIRS engineering/farming supplies).p4nzer wrote: 25 Jul 2019 07:04Can I get an explanation of these features? I wasn't able to find one in clicking through the last few pages. Cheers!Add new distribution modes: asymmetric (equal) and asymmetric (nearest).
Thanks, this should be fixed now.
That's a change from the master version. The idea behind it is that when cloning with shared orders (Ctrl-clone) players might often want to make multiple clones at once, while when copying each copy probably needs individual adjustments.stb wrote: 31 Jul 2019 15:01 Hi,
There's a small bug (or new feature) appeared a couple months ago: shared cloning (CTRL-Clone vehicle/train... in depot window)
leaves the button pressed. Regular cloning (no CTRL) doesn't change the button state.
Can you return old behaviour? Sometimes I double cloning vehicles.
JGR wrote: 29 Jul 2019 21:57The first one tries to distribute cargo such that each accepting destination receives an equal amount overall, regardless of distance from sources. This is primarily intended for supply cargoes (e.g. FIRS engineering/farming supplies).p4nzer wrote: 25 Jul 2019 07:04Can I get an explanation of these features? I wasn't able to find one in clicking through the last few pages. Cheers!Add new distribution modes: asymmetric (equal) and asymmetric (nearest).
The second one distributes cargo to which ever accepting destination is nearest.
Thanks, this should be fixed now.
If could post the crash savegame I'll take a look at it.
Since you didn't see it without me quoting you... download/file.php?id=208574
Using 0.31.3 now. Ctrl-5 sometimes makes stations transparent, but sometimes selects polyline. Which it selects appears to be random.eekee wrote: 14 Apr 2019 17:34Ctrl-5 I've been using for years to make stations transparent. Now it's a redundant keybinding for polyline. I don't expect I'll ever use polyine. Not so big, but still:
I saw it the first time, there doesn't seem to be anything obviously wrong with the save. To reiterate, the fix for the crash will be in the next release.SimYouLater wrote: 31 Jul 2019 22:16Since you didn't see it without me quoting you... download/file.php?id=208574
As answered above, this change is imported from upstream. I can look into adding another setting for the old behaviour.stb wrote: 31 Jul 2019 15:01 Hi,
There's a small bug (or new feature) appeared a couple months ago: shared cloning (CTRL-Clone vehicle/train... in depot window)
leaves the button pressed. Regular cloning (no CTRL) doesn't change the button state.
Can you return old behaviour? Sometimes I double cloning vehicles.
The hotkeys for polyrail were changed due to these clashes.eekee wrote: 02 Aug 2019 17:51Using 0.31.3 now. Ctrl-5 sometimes makes stations transparent, but sometimes selects polyline. Which it selects appears to be random.eekee wrote: 14 Apr 2019 17:34Ctrl-5 I've been using for years to make stations transparent. Now it's a redundant keybinding for polyline. I don't expect I'll ever use polyine. Not so big, but still: