JGR's Patch Pack

Forum for technical discussions regarding development. If you have a general suggestion, problem or comment, please use one of the other forums.

Moderator: OpenTTD Developers

User avatar
Walter Novotny
Engineer
Engineer
Posts: 22
Joined: 20 Jun 2011 12:21

Re: JGR's Patch Pack

Post by Walter Novotny »

I have a question. How can I make freight trains run on a railway line at fixed time intervals? Let's assume that a freight train can run at a junction station every hour 20 minutes past the hour and 45 minutes past the hour. Otherwise, freight trains will interfere with passenger trains. I want trains to come from different directions and wait on side tracks to then run at selected times, regardless of when the train arrives at the junction station.
Image
User avatar
Redirect Left
Tycoon
Tycoon
Posts: 7431
Joined: 22 Jan 2005 19:31
Location: Wakefield, West Yorkshire

Re: JGR's Patch Pack

Post by Redirect Left »

Not sure if intentional or not, but when stopping a train by clicking on it, and then at bottom clicking on heading for X to change it to stopping. If you leave your mouse over it instead of moving away, it never switches to say it is stopped. It will just say heading for X 0MPH, the train is stopped but the box no longer relays the info without extra thought. Also means you have no feedback when you click on it to stop it, unless you immediately move the mouse.

Moving your mouse away corrects it to say stopped, but it seems odd behaviour, especially given it is missing the feedback of "yup, you clicked, I'm stopping bro!" without extra mouse input.
Image
Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
User avatar
JGR
Tycoon
Tycoon
Posts: 2605
Joined: 08 Aug 2005 13:46
Location: Ipswich

Re: JGR's Patch Pack

Post by JGR »

Redirect Left wrote: 21 Sep 2024 23:57 Not sure if intentional or not, but when stopping a train by clicking on it, and then at bottom clicking on heading for X to change it to stopping. If you leave your mouse over it instead of moving away, it never switches to say it is stopped. It will just say heading for X 0MPH, the train is stopped but the box no longer relays the info without extra thought. Also means you have no feedback when you click on it to stop it, unless you immediately move the mouse.

Moving your mouse away corrects it to say stopped, but it seems odd behaviour, especially given it is missing the feedback of "yup, you clicked, I'm stopping bro!" without extra mouse input.
This is the vanilla behaviour, so presumably intentional.

The icon on the left side of the bar displays the start/stop state regardless of whether the bar is moused over or not,
Ex TTDPatch Coder
Patch Pack, Github
User avatar
Redirect Left
Tycoon
Tycoon
Posts: 7431
Joined: 22 Jan 2005 19:31
Location: Wakefield, West Yorkshire

Re: JGR's Patch Pack

Post by Redirect Left »

eesh, Vanilla making weird changes for sake of change again, thanks for the info though!
Image
Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
Argus
Tycoon
Tycoon
Posts: 1309
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: JGR's Patch Pack

Post by Argus »

Lately I've noticed that cities are extremely reluctant to build roads. Instead, it much prefers to spread along the path of least resistance, in short, along roads.
If I don't limit the cities with a road that doesn't allow building houses, then the roads won't start being built. Or very little.
Is there any way to get cities to build a new road rather than build houses "almost abroad" :roll: ? There's a lot of scattered solitudes and streets that are too long.
User avatar
JGR
Tycoon
Tycoon
Posts: 2605
Joined: 08 Aug 2005 13:46
Location: Ipswich

Re: JGR's Patch Pack

Post by JGR »

Redirect Left wrote: 22 Sep 2024 12:41 eesh, Vanilla making weird changes for sake of change again, thanks for the info though!
The intent of the code was actually for the text to go red in this case, this has been fixed upstream: https://github.com/OpenTTD/OpenTTD/pull/12961
Argus wrote: 23 Sep 2024 16:08 Lately I've noticed that cities are extremely reluctant to build roads. Instead, it much prefers to spread along the path of least resistance, in short, along roads.
If I don't limit the cities with a road that doesn't allow building houses, then the roads won't start being built. Or very little.
Is there any way to get cities to build a new road rather than build houses "almost abroad" :roll: ? There's a lot of scattered solitudes and streets that are too long.
I have noticed that this happens for some towns but not others. In general it is difficult to work out what is going on with town growth.
I'll look into it when I get some time.
Ex TTDPatch Coder
Patch Pack, Github
User avatar
Redirect Left
Tycoon
Tycoon
Posts: 7431
Joined: 22 Jan 2005 19:31
Location: Wakefield, West Yorkshire

Re: JGR's Patch Pack

Post by Redirect Left »

JGR wrote: 23 Sep 2024 18:31
Redirect Left wrote: 22 Sep 2024 12:41 eesh, Vanilla making weird changes for sake of change again, thanks for the info though!
The intent of the code was actually for the text to go red in this case, this has been fixed upstream: https://github.com/OpenTTD/OpenTTD/pull/12961
Excellent to see. Even complete with a sarcastic barb from a developer which demonstrates why i don't offer any fixes myself, and have a very hands off approach to things here with that attitude. Plus why i admire and appreciate the work you do here JGR.
Image
Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5705
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: JGR's Patch Pack

Post by andythenorth »

Redirect Left wrote: 23 Sep 2024 20:17 Even complete with a sarcastic barb from a developer which demonstrates why i don't offer any fixes myself
This is an excellent post-hoc justification of your non-contribution, whilst simultaneously obfuscating your repeated griping here about development of the vanilla client.

I do admire such dedicated solipsism, my guess is that it takes quite a lot of effort. Or perhaps like anything, it's easy if you practice a lot?
User avatar
Redirect Left
Tycoon
Tycoon
Posts: 7431
Joined: 22 Jan 2005 19:31
Location: Wakefield, West Yorkshire

Re: JGR's Patch Pack

Post by Redirect Left »

andythenorth wrote: 23 Sep 2024 20:57 This is an excellent post-hoc justification of your non-contribution, whilst simultaneously obfuscating your repeated griping here about development of the vanilla client.

I do admire such dedicated solipsism, my guess is that it takes quite a lot of effort. Or perhaps like anything, it's easy if you practice a lot?
Genuinely, that is a really good usage of English. I'm not even being sarcastic, that is an amazingly wide array of words you have squeezed in to it. Far better than I see in most places.

But to actually answer what you posted, my griping does indicate the precise reasoning for not contributing for a long time. Not that it is worth going and finding them all to stitch the reasons together, I'm not going to, so I don't expect anyone else to bother either. What you call solipsism, i call sticking to my morals, and not breaking them to essentially work with certain people.
Image
Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
User avatar
AntoninKyrene
Engineer
Engineer
Posts: 82
Joined: 29 May 2011 17:32
Location: SW US

Re: JGR's Patch Pack

Post by AntoninKyrene »

JGR (and others),

I rediscovered your patch pack last week, thanks to one of the devs (peter1138). I was reviving a VM from 2010 that had Bilbo's old 'huge map patch' with the intent to put it to use, but peter suggested I download your patched version from GitHub. I have done that, and it is working perfectly for what I wanted. I am completely unfamiliar with GitHub beyond downloading content, but I have at least two questions so far...

1) is 0.62.0 compiled against v14.1 (I don't know if I got the lingo right)
2) is the map size allowed by the patch based upon hardware limitations of the host PC

I noted in another thread I can only reach 16K x 16K, with any larger maps requiring a decrease in size on one axis in return for an increase in size on another axis. My notes from the 2010 VM indicated at least 6GB of RAM were necessary to scale beyond the hard limit of v1.0.0...which I assume was 2K by 2K, but we're still recovering the VM itself to find out (and yes, it did occur to me I should just download v1.0.0 from the archive and find out, but I don't have any x86_64 machines available right at this moment, so an answer here may arrive faster than that)

Thank you!
-AK
Kuolema Tekee Taiteilijan
Argus
Tycoon
Tycoon
Posts: 1309
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: JGR's Patch Pack

Post by Argus »

JGR wrote: 23 Sep 2024 18:31
Argus wrote: 23 Sep 2024 16:08 Lately I've noticed that cities are extremely reluctant to build roads. Instead, it much prefers to spread along the path of least resistance, in short, along roads.
If I don't limit the cities with a road that doesn't allow building houses, then the roads won't start being built. Or very little.
Is there any way to get cities to build a new road rather than build houses "almost abroad" :roll: ? There's a lot of scattered solitudes and streets that are too long.
I have noticed that this happens for some towns but not others. In general it is difficult to work out what is going on with town growth.
I'll look into it when I get some time.
Thanks :)
There's no rush, I build roads for cities myself when they don't want to do it. :lol:
It seems to me that cities love fast roads and refuse to spread along slow urban ones if possible.
User avatar
Redirect Left
Tycoon
Tycoon
Posts: 7431
Joined: 22 Jan 2005 19:31
Location: Wakefield, West Yorkshire

Re: JGR's Patch Pack

Post by Redirect Left »

How about this,
in a lot of my cities or towns & villages i accidentally turn into a hubs (cargodist :mrgreen:), i often have trams running between the two stations, for a real life example Manchester's Piccadilly & Victoria plus Deansgate-Castlefield where the trams help passengers move between stations speedily and high(ish) capacity. When I open the upcoming departures list, it does not remember the previous status of my view lists, I usually prevent road vehicles (is a tram truly a road vehicle? something for me to ponder whilst trying to sleep tonight) showing up in lists, as trains are my priority. It'd be nice if these menus remember your selection in terms of displaying X & Y. Much like the buy menu does when you order by most capacity or cost, it remembers that next time you load the buy list. It feels a little odd (to me at least) that most menus remember selection, another example of that behaviour is if you display all [x type] vehicles, it remembers what you last used to organise them by, like most profit last year.

Here's a quick image in case you're lost as to what i refer to. It appears on the "departures" list. Even if you close this menu, and go back just seconds later, it has forgot what buttons you clicked to sort departures by.
2024-09-27 00_10_35-OpenTTD jgrpp-0.62.0.png
2024-09-27 00_10_35-OpenTTD jgrpp-0.62.0.png (8.41 KiB) Viewed 7455 times
Image
Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
User avatar
ColdIce
Transport Coordinator
Transport Coordinator
Posts: 314
Joined: 25 Apr 2006 10:22
Location: Bucharest

Re: JGR's Patch Pack

Post by ColdIce »

Hy,

I found some bugs. I don't know if they are related to JGRPP, but it involves different behaviour on 3 JGRPP releases (0.60.2 - 0.61.0 - 0.62.0).
First is the Industrial Stations Renewed - Modified 1.0.2 grf ( viewtopic.php?t=83704 ). As you can see in video below, there is no problem in 0.60.2 release, but in 0.61.0 and 0.62.0 when I press ISR: Classification Yard from left menu, it jumps one position above. Also the graphics displayed are the wrong ones. Using original ISR grf I don't have this issue.
The second one is in 0.62.0 with road waypoints from Road Stops & Waypoints 4 (JGRPP Friendly) viewtopic.php?t=90618 . Some of the waypoints are greyed out and cannot use them.
Same settings on all 3 releases, same savegame.
And another one, I think: i play the same map that i started 3 years ago. I am an eyecandy player. When I need to develop a city, i change from .sav to .scn and edit the map in scenario editor. Before I click Expand on city window menu, I always demolish exit roads, so that city doesn't expand past that point. I noticed in last releases that now towns rebuild those missing parts of roads and expand beyond that point. I have to block those paths with objects to prevent that, even with correct settings (town build roads is disabled, also bridges, tunnels etc). I didn't have this issue on older releases.


The rest is confetti!
User avatar
JGR
Tycoon
Tycoon
Posts: 2605
Joined: 08 Aug 2005 13:46
Location: Ipswich

Re: JGR's Patch Pack

Post by JGR »

ColdIce wrote: 29 Sep 2024 09:30 Hy,

I found some bugs. I don't know if they are related to JGRPP, but it involves different behaviour on 3 JGRPP releases (0.60.2 - 0.61.0 - 0.62.0).
First is the Industrial Stations Renewed - Modified 1.0.2 grf ( viewtopic.php?t=83704 ). As you can see in video below, there is no problem in 0.60.2 release, but in 0.61.0 and 0.62.0 when I press ISR: Classification Yard from left menu, it jumps one position above. Also the graphics displayed are the wrong ones. Using original ISR grf I don't have this issue.
The second one is in 0.62.0 with road waypoints from Road Stops & Waypoints 4 (JGRPP Friendly) viewtopic.php?t=90618 . Some of the waypoints are greyed out and cannot use them.
Same settings on all 3 releases, same savegame.
And another one, I think: i play the same map that i started 3 years ago. I am an eyecandy player. When I need to develop a city, i change from .sav to .scn and edit the map in scenario editor. Before I click Expand on city window menu, I always demolish exit roads, so that city doesn't expand past that point. I noticed in last releases that now towns rebuild those missing parts of roads and expand beyond that point. I have to block those paths with objects to prevent that, even with correct settings (town build roads is disabled, also bridges, tunnels etc). I didn't have this issue on older releases.


For the modified ISR GRF, it seems that the modification involves redefining all the stations a second time when loaded in JGRPP, presumably with different/extra properties.
Unfortunately the class assignments for the first and second definitions do not match for most of the stations specs in the marshalling yard class. They effectively end up in both classes at the same time, hence the awkward UI behaviour.
Probably the best solution is for the author to correct the GRF.

For Road Stops & Waypoints 4, the waypoints are marked as freight/lorry only by the GRF.
This was previously ignored, but is not ignored in vanilla. In the next release I'll set it to also ignore it for pre-vanilla/JGRPP-only GRFs.

The scenario editor behaviour was changed upstream: https://github.com/OpenTTD/OpenTTD/pull/11377
Redirect Left wrote: 26 Sep 2024 23:15 How about this,
in a lot of my cities or towns & villages i accidentally turn into a hubs (cargodist :mrgreen:), i often have trams running between the two stations, for a real life example Manchester's Piccadilly & Victoria plus Deansgate-Castlefield where the trams help passengers move between stations speedily and high(ish) capacity. When I open the upcoming departures list, it does not remember the previous status of my view lists, I usually prevent road vehicles (is a tram truly a road vehicle? something for me to ponder whilst trying to sleep tonight) showing up in lists, as trains are my priority. It'd be nice if these menus remember your selection in terms of displaying X & Y. Much like the buy menu does when you order by most capacity or cost, it remembers that next time you load the buy list. It feels a little odd (to me at least) that most menus remember selection, another example of that behaviour is if you display all [x type] vehicles, it remembers what you last used to organise them by, like most profit last year.

Here's a quick image in case you're lost as to what i refer to. It appears on the "departures" list. Even if you close this menu, and go back just seconds later, it has forgot what buttons you clicked to sort departures by.
2024-09-27 00_10_35-OpenTTD jgrpp-0.62.0.png
I originally didn't add this as what is a suitable set of types for one type of station isn't for another. It might be annoying if whenever you go between primarily rail and road stations you initially get a blank window until you remember to change it.
I can look into it though.
Ex TTDPatch Coder
Patch Pack, Github
User avatar
Redirect Left
Tycoon
Tycoon
Posts: 7431
Joined: 22 Jan 2005 19:31
Location: Wakefield, West Yorkshire

Re: JGR's Patch Pack

Post by Redirect Left »

JGR wrote: 29 Sep 2024 18:22 I originally didn't add this as what is a suitable set of types for one type of station isn't for another. It might be annoying if whenever you go between primarily rail and road stations you initially get a blank window until you remember to change it.
I can look into it though.
Perhaps an opportunity for another setting here. "Remember selection on/off" or "View most vehicle type by default".
Image
Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
Auge
Chief Executive
Chief Executive
Posts: 661
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: JGR's Patch Pack

Post by Auge »

Hello
JGR wrote: 29 Sep 2024 18:22 For Road Stops & Waypoints 4, the waypoints are marked as freight/lorry only by the GRF.
This was previously ignored, but is not ignored in vanilla. In the next release I'll set it to also ignore it for pre-vanilla/JGRPP-only GRFs.
What is a freight/lorry only waypoint? Or, other way around, what is the feature by which the game recognises that such a waypoint should be excluded from the selection? I unfortunately found many road waypoints, that were greyed out on road types for common use (probably for the reason you described).

Tschö, Auge
User avatar
JGR
Tycoon
Tycoon
Posts: 2605
Joined: 08 Aug 2005 13:46
Location: Ipswich

Re: JGR's Patch Pack

Post by JGR »

Auge wrote: 30 Sep 2024 07:22 Hello
JGR wrote: 29 Sep 2024 18:22 For Road Stops & Waypoints 4, the waypoints are marked as freight/lorry only by the GRF.
This was previously ignored, but is not ignored in vanilla. In the next release I'll set it to also ignore it for pre-vanilla/JGRPP-only GRFs.
What is a freight/lorry only waypoint? Or, other way around, what is the feature by which the game recognises that such a waypoint should be excluded from the selection? I unfortunately found many road waypoints, that were greyed out on road types for common use (probably for the reason you described).

Tschö, Auge
The property is for road stops (bus/lorry).
Ex TTDPatch Coder
Patch Pack, Github
Auge
Chief Executive
Chief Executive
Posts: 661
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: JGR's Patch Pack

Post by Auge »

Hello
JGR wrote: 30 Sep 2024 09:09
Auge wrote: 30 Sep 2024 07:22
JGR wrote: 29 Sep 2024 18:22 For Road Stops & Waypoints 4, the waypoints are marked as freight/lorry only by the GRF.
This was previously ignored, but is not ignored in vanilla. In the next release I'll set it to also ignore it for pre-vanilla/JGRPP-only GRFs.
What is a freight/lorry only waypoint? Or, other way around, what is the feature by which the game recognises that such a waypoint should be excluded from the selection? I unfortunately found many road waypoints, that were greyed out on road types for common use (probably for the reason you described).
The property is for road stops (bus/lorry).
That is confusing. You yourself wrote:
JGR wrote: 29 Sep 2024 18:22 For Road Stops & Waypoints 4, the waypoints are marked as freight/lorry only by the GRF.
Emphasis by me.

Your words are about waypoints and also the preview stills for ColdIce's videos show the build waypoint windows. I can't check it myself at the moment but I'm sure to have seen the greyed out items in the build waypoint window. 🤔

Tschö, Auge
User avatar
JGR
Tycoon
Tycoon
Posts: 2605
Joined: 08 Aug 2005 13:46
Location: Ipswich

Re: JGR's Patch Pack

Post by JGR »

Road stations and road waypoints are the same NewGRF feature, in the same way that rail stations and rail waypoints are the same.
Ex TTDPatch Coder
Patch Pack, Github
User avatar
ColdIce
Transport Coordinator
Transport Coordinator
Posts: 314
Joined: 25 Apr 2006 10:22
Location: Bucharest

Re: JGR's Patch Pack

Post by ColdIce »

JGR wrote: 29 Sep 2024 18:22 For the modified ISR GRF, it seems that the modification involves redefining all the stations a second time when loaded in JGRPP, presumably with different/extra properties.
Unfortunately the class assignments for the first and second definitions do not match for most of the stations specs in the marshalling yard class. They effectively end up in both classes at the same time, hence the awkward UI behaviour.
Probably the best solution is for the author to correct the GRF.

For Road Stops & Waypoints 4, the waypoints are marked as freight/lorry only by the GRF.
This was previously ignored, but is not ignored in vanilla. In the next release I'll set it to also ignore it for pre-vanilla/JGRPP-only GRFs.

The scenario editor behaviour was changed upstream: https://github.com/OpenTTD/OpenTTD/pull/11377
Thank you for your response. I posted in Wallyweb's release page about the ISR bug.
For the other two, I will wait for a fix and for the other I will adapt.

Thank you very much for a fine job done over the years. You really changed the way we can all play this game. Now is as much difficult and real as we want. And that is amazing. Thank you
The rest is confetti!
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 0 guests