Chill's patchpack v14_7

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Wasila
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Re: Chill's patchpack v10

Post by Wasila »

No the problem (for you) is that it is UNIX when you want it to be Windows format.
Just try to convert to windows and you will see that the windows option is greyed out then.
The line endings depend on the system the person used when pulling the patch.
Oh, I see. My bad.

Error messages attached <_<.
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ChillCore
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Re: Chill's patchpack v10

Post by ChillCore »

Wasila wrote: Error messages attached <_<.
Thank you for compiling. If there were no other warnings than the More height levels patch compiles cleanly.
The problem you have is with MinGW. If you do a little Google search with "long long lld MinGW" you will find many pages describing the problem you have and its cause.
Also Terkhen posted a link two pages back but it does not explain very well what the problem is.

Anyway you can get rid of the warnings by replacing the %lld with %I64d and if that does not help you can outcomment/remove the debugging functions. I have tried replacing the code but then I and many other people will get the warnings, while it is MinGW that is at fault. (I prefer not to remove the debugging code in the patchpack for the moment as I have made it to test the More height levels patch ...)



Also I think I have found the problem with the corrupted savegames. They seem to happen when I set the daylenght settings to more then 1, changing the DAY_TICKS in the departures patch to ORIG_DAY_TICKS seems to solve the problem. But I need to do some more testing to see if my fix really holds up and if it does not break something else, before I post a new version.
As a work around set the daylenght setting to 1 just before you save. You can set it higher again after loading your game. I have not yet encountered corrupted autosaves so you can use those also in case something goes wrong.

To be continued ...
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v10

Post by rjolley »

So, did anyone post a Windows version and I missed it?

Eventually, I'll get a system set up to do some compiling...
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Re: Chill's patchpack v10

Post by Rubidium »

ChillCore wrote:...replacing the %lld with %I64d... it is MinGW that is at fault.
Yes, it's MinGW's fault that Windows' libc uses "%I64d" and not "%lld". It is furthermore MinGW's fault that they like to use Windows' libc and not the one used on e.g. Linux. In any case, take a look at OTTD_PRINTF64 to see how to work around this without much effort.
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Re: Chill's patchpack v10

Post by peebee »

Is the "Automated Seperation"-patch still buggy (via waypoints)?
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Re: Chill's patchpack v10

Post by Muzzly »

Just in case someone needs a binary :-)

Please report all bugs to this forum !!!
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Re: Chill's patchpack v10

Post by ChillCore »

Rubidium wrote:
ChillCore wrote:...replacing the %lld with %I64d... it is MinGW that is at fault.
Yes, it's MinGW's fault that Windows' libc uses "%I64d" and not "%lld". It is furthermore MinGW's fault that they like to use Windows' libc and not the one used on e.g. Linux. In any case, take a look at OTTD_PRINTF64 to see how to work around this without much effort.
I'll have a looksie later on. Thank you.
Peebee wrote: Is the "Automated Seperation"-patch still buggy (via waypoints)?
As I do not use waypoints in my games and the last version I decently played was v7, I have no clue. There were no changes made in that patch and I have not made any neither so I think it is still there. I am currently playing a testgame with v10 and will test in a bit. A simple test setup should give you the answer also.

The crashing with waypoints in combination with non-nonstop orders is fixed though.
muzzy wrote: Just in case someone needs a binary :-)
Thank you.
Just as a reminder ... Do not overwrite your older savegames manually unless the daylenght setting is set to 1.
My test with the codechanges I have made seems to work but I have not yet tried all possibilities of (new) settings.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v10

Post by ostlandr »

Yaaay! Thank you!

I started playing the patchpack the other day, and I am impressed. Going to load up V10 and try it right now.
muzzy wrote:Just in case someone needs a binary :-)

Please report all bugs to this forum !!!
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Re: Chill's patchpack v10

Post by spargue »

Probably doing something silly, but when I check out ottd from svn r 20802 and apply the patch

Code: Select all

cat  chipp_v10_compatible_v9_9_4_r20802.diff | patch --dry-run
I get a hunk of fail.
Basically it looks like the patch isn't for r 20802 or I'm doing something very wrong.
Compiling in linux Ubuntu
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Re: Chill's patchpack v10

Post by spargue »

spargue wrote:Probably doing something silly, but when I check out ottd from svn r 20802 and apply the patch

Code: Select all

cat  chipp_v10_compatible_v9_9_4_r20802.diff | patch --dry-run
I get a hunk of fail.
Basically it looks like the patch isn't for r 20802 or I'm doing something very wrong.
Compiling in linux Ubuntu
Ok, left off the -p0. I thought it was implicit; but I was wrong.
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Re: Chill's patchpack v10

Post by SirXavius »

I have a request, which i know you're going to think is a hassle, but i hope you can see the value in it...

When creating a new build off the latest nightly, it would really help if we knew what was different since the last Chillpak build -- this means not only changes done in the nightly, but changes done to Chill's excellent pak. A simple text file will do, butthe downside is it has to be maintained. I suppose Chill or someone else close to the project builds can maintain a repository version of the changelog for Chillpak, and whenever someone wants to create a build and archive, they fetch the file to include.

I am not on the internet at home so i have to download each new build at the library and take it home with me, but i never what i'm getting, or what great new features/fixes have been added...
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Re: Chill's patchpack v10

Post by Muzzly »

SirXavius wrote:changelog
@ChillCore

Changelog could be placed upcoming Mercurial repository on #openttdcoop server :wink:
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Re: Chill's patchpack v10

Post by ostlandr »

I done crashed it.

Please find attached a .zip file containing the crash.log, crash.dmp and crash.png files, along with the savegame and a screenshot showing the newgrf list. Thank you for your attention to this matter.

Sincerely,

oops. . . sorry, thought I was at work there for a minute. . . :oops:
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Re: Chill's patchpack v10

Post by Haiya-Dragon »

The measure tool patch currently uses the R key to activate the tool. Is it possible to change this? It's quite frustrating with removing signals.. (track can still be done with ctrl, but that has a different function when it comes to signals).

I'm posting this here as it seems that the author doesn't seem eager to continue maintaining his patch (as you can see in the reply on Chillcore's post there).
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Re: Chill's patchpack v10

Post by ChillCore »

spargue wrote:
Probably doing something silly, but when I check out ottd from svn r 20802 and apply the patch

Code: Select all

cat chipp_v10_compatible_v9_9_4_r20802.diff | patch --dry-run
I get a hunk of fail.
Basically it looks like the patch isn't for r 20802 or I'm doing something very wrong.
Compiling in linux Ubuntu
Ok, left off the -p0. I thought it was implicit; but I was wrong.
Glad that you found the problem.

SirXavius wrote: I have a request, which i know you're going to think is a hassle, but i hope you can see the value in it...

When creating a new build off the latest nightly, it would really help if we knew what was different since the last Chillpak build -- this means not only changes done in the nightly, but changes done to Chill's excellent pak.
Each time I posted a new version my post included the major changes. I guess I could make a text log where I copy the changes from my post and attach that also, that would not be too much work.
Including trunk changes also would indeed be too much of a hassle. You can get a detailed changelog of trunk at the same page where you download vanilla nightlies.
Also see Muzzy's post.

I'll see what I can do but currently I am messing about with mercurial (which includes reading a lot), cleaning up a bit the More height levels patch and playtesting v10 while trying to get the bugs out.
Changelog is coming but it will not be for tomorrow as I have to go through the thread from page 1.
muzzy wrote:
SirXavius wrote:changelog
@ChillCore

Changelog could be placed upcoming Mercurial repository on #openttdcoop server :wink:
Yep, but I do not think I will be start from zero ... unless I find some way to import svn patches in the patch queue.
I'll get there eventually but until now I have deleted my folder and restarted about 50 times or so.
Good thing that I keep a backup copy of the clean hg checkout so It is just copy paste to restart and try something else. :)
Ostlandr wrote: I done crashed it.
There was a codechange in trunk recently that could maybe fix the crash you are having. You could try updating to the latest version of the patchpack but I see your savegame is against r20404 which would be before v9_9_4. I have not yet tested, I just had a looksie at the crashlog.
If your savegame does not load in the latest version and you tell me what version exactly you are playing, maybe I can make a backport to that version. (I'll first check if I can load your savegame with the latest version.)
Hayia-Dragon wrote: The measure tool patch currently uses the R key to activate the tool. Is it possible to change this? It's quite frustrating with removing signals.. (track can still be done with ctrl, but that has a different function when it comes to signals).
Changing it is no problem. Until I have done so, you can modify it in hotkeys.cfg
I have made a request for suggestions some time ago. Nobody did ... First come first serve! ;)
Just make sure it does not conflict with another shortcut instead please.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v10

Post by ostlandr »

Thanks! Now that I think about it, I had this same crash (I think) in another build of OTTD. :oops:
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Re: Chill's patchpack v10

Post by Scautura »

You done gone brokeded the departure boards!

This is an error report in the right place - in certain circumstances (I'm unsure exactly what circumstances, but trams are definitely broken), there's nothing in the departure boards, despite timetabled trains departing from those stations (without unload/leave empty orders).

Here's my original response in the departure boards post: http://www.tt-forums.net/viewtopic.php?p=904154#p904154 (posted as a response in there due to someone's original comment - further research has nailed it down to the patchpack).

Incidentally... What's the "flat black tiles" grf for? I hadn't realised I needed it, and it's not stopping me playing not having it...
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Re: Chill's patchpack v10

Post by ChillCore »

ostlandr wrote: Thanks! Now that I think about it, I had this same crash (I think) in another build of OTTD.
When I was running your savegame to test it did not crash.
I was missing the NACity grf and for the NARoads grf a replacement was loaded.
Maybe you can try disabling the NACity.grf as your savegame was still running in 1977 ...
Make a backup of your savegame first just in case.

ps: you can not load it in the current version.

Scautura wrote: You done gone brokeded the departure boards!
I have tested this patch with an old savegame of mine, only trains though and it worked. I have now checked my new savegame and indeed it seems to be broken.
According to the comments in the departures thread there should be no "stay for 0 days" amongst the orders for it to work correctly. I suspect a conflict with the auto seperating patch.
I'll see if I can get it "unbrokeded" in a timely manner ... will have to do some digging first.
Incidentally... What's the "flat black tiles" grf for? I hadn't realised I needed it, and it's not stopping me playing not having it...
Its purpose is drawing the tiles outside the map correctly. In clean trunk outside the map is void space with the moreheighlevels patch they are drawn black. (but the tiles are still not really there.)
If you want to see how the terrain is drawn outside the map, have a looksie at void_cmd.cpp -> static void DrawTile_Void(TileInfo *ti) . Replace the first line with the last and see the outside_map tiles in a different style of tiles.

If the patchpack works without you putting the grf in the data folder then it is in your shared folder. Without it the game will not start. If you are using Linux try running a windows binary with a config file near your exe. without putting the grf in place. (The same goes for the copypaste grf.)
On linux it does not matter if you put a config file near the exe. or not, your shared folder is read anyway(in regards to grfs, OpenGFX, SFX and MSX). Saving games will be done near the config file as it should.



Dear Dwight_K._Schrute,
I know you meant well but may I please request you reporting bugs here if you are having problems when playing with the patchpack. You may report in the other treads but please test those patches first while you have them applied alone.
People searching for non-existing bugs (in their patch) is no fun ...
Thank you for understanding.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Chill's patchpack v10

Post by Scautura »

ChillCore wrote:
Scautura wrote: You done gone brokeded the departure boards!
I have tested this patch with an old savegame of mine, only trains though and it worked. I have now checked my new savegame and indeed it seems to be broken.
According to the comments in the departures thread there should be no "stay for 0 days" amongst the orders for it to work correctly. I suspect a conflict with the auto seperating patch.
I'll see if I can get it "unbrokeded" in a timely manner ... will have to do some digging first.
In my opinion "untimetabled" is not the same as "stay for 0 days" - but in vanilla, they are one and the same. Effectively (as far as I can see - this is conjecture), cargodist and auto-separation create timetables (especially for passenger trains) that have "stay for 0 days" where "0 days" would normally be 1 or 2 days. That said, I have some trains where all stops are 0 days, that do show on the departure boards, and some trains where all stops are not 0 days, or one stop is 0 days, that do not show on the departure boards. I can't see any rhyme nor reason to it, other than (seemingly), once it's broken, any further stations will also be broken.
ChillCore wrote:
Scautura wrote: Incidentally... What's the "flat black tiles" grf for? I hadn't realised I needed it, and it's not stopping me playing not having it...
Its purpose is drawing the tiles outside the map correctly. In clean trunk outside the map is void space with the moreheighlevels patch they are drawn black. (but the tiles are still not really there.)
If you want to see how the terrain is drawn outside the map, have a looksie at void_cmd.cpp -> static void DrawTile_Void(TileInfo *ti) . Replace the first line with the last and see the outside_map tiles in a different style of tiles.
I have got it... I just don't remember having it. That said, it made me curious because when I was using OpenGFX with the latest 9 series, the outside edge had interesting psychedelic issues, which went away with both the original graphics, and when I upgraded to 10.
Duct tape is like the Force - it has a Dark side, a Light side, and it holds the universe together.
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Re: Chill's patchpack v10

Post by Dwight_K._Schrute »

[quote="ChillCore""]
Dear Dwight_K._Schrute,
I know you meant well but may I please request you reporting bugs here if you are having problems when playing with the patchpack. You may report in the other treads but please test those patches first while you have them applied alone.
People searching for non-existing bugs (in their patch) is no fun ...
Thank you for understanding.
[/quote]

I'm very sorry and will keep in mind for the next time :))

I don't play with automated timetables but departure boards are broken sometimes... and sometime it works... there is no pattern... ?(
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