Mini Integrated Nightly [discontinued 31/12/2006]

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Mets
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Re: newest MiniIN build

Post by Mets »

gigajum wrote:
Mets wrote:hey guys,

I downloaded the newest nightly build of the MiniIN (r5165) and I was just had a few questions about multiplayer. Firstly, I noticed that the new version is not compatible with any of the MiniIN servers - why is that? Also, is there a way to list the MiniIN internet servers at the top like r4917 use to? Thanks.
The version is not compatible since everybody (patch developer) can add variables which need to be saved in the savegame. This makes it impossible to that save games are always compatible. Dunno what exact Richk67 edited in several savegame sections, i never looked at them. But if i remember correct he increased the savegame version number. Sould be 2 above trunk or so.
Sorry, maybe I was a little vague. I can't even join my own server.
Ex. If I start a new multiplayer server and advertise it, and then try to have somebody join that game who is using the exact same version of the MiniIN build (r5165), there game says "VERSION MISMATCH." This works with lan games as well as internet games. So effectively, I can't get multiplayer to work at all.
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Re: newest MiniIN build

Post by richk67 »

Mets wrote:Sorry, maybe I was a little vague. I can't even join my own server.
Ex. If I start a new multiplayer server and advertise it, and then try to have somebody join that game who is using the exact same version of the MiniIN build (r5165), there game says "VERSION MISMATCH." This works with lan games as well as internet games. So effectively, I can't get multiplayer to work at all.
Yup, r5165 inherited a problem from trunk where when a build of OTTD has a long name, the name is truncated on the server. So the server version name is always shorter than the client name, and thus no-one can join.

This was fixed I believe in fairly quickly, and I have synced with trunk since. So if you download the latest build from http://nightly.openttd.org/MiniIN/files it should work.
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Post by gagarin »

Is there any chance, that you put my bugfix tu the subsidiaries patch in?
It solves the bug when buying shares in network games and has some improvements, like building and remiving signals on subsidiaries tracks.

Greetings,
gagarin.
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Post by richk67 »

gagarin wrote:Is there any chance, that you put my bugfix tu the subsidiaries patch in?
It solves the bug when buying shares in network games and has some improvements, like building and remiving signals on subsidiaries tracks.

Greetings,
gagarin.
Its only been there 36 hours... give me chance!
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Post by sidew »

Update of my Italian town patch for MiniIN (patch created vs R5266)

Some changes on strings on namegen.h and tweaked the seed shifting on SeedModChange() calls in MakeItalianTownName()
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italian_town_names_MiniIN_R5266.patch
Italian town patch for MiniIN (R5266) - some string reordering and tweaks
(6.26 KiB) Downloaded 145 times
Sidewinder

Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
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Post by Hazelrah »

Hey RichK,

Sorry for the long silence here, I was on vacation for a week.
richk67 wrote: 1) Check out trunk at either pre-branch (4977), or current last sync (5137??).
2) Apply patch
3) Use the Tortoise "Switch" option to point to /branch/MiniIN. It will run a merge, and you may get conflicts.
4) Resolve conflicts.
5) Create patch.
After updating the Signal Auto-Completion patch again, I tried this method. I have to say it works like a charm. Of course there were conflicts (especially where I changed my own code to fix bugs) but I was able to resolve all of them within Tortoise. I recommend you put this method on the front page or something.

Speaking of which, below should be an update to the latest version of the MiniIN. One known bug: When autocopying off of a PBS signal, all the signals turn to Semaphores. I think I know approximatly where to work, but I'm a bit busy this weekend, so I may not have time to work on it. It's not really a big issue so I think you can merge it now and I'll fix it sometime next week.
Attachments
AutoComplete_MiniIN_5255.patch
Update to the code for Autosignals (r5286)
(18.83 KiB) Downloaded 142 times
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_klaus_
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Problems with PBS and USSignals

Post by _klaus_ »

I'm using r5255 MiniIN and experienced some trouble with PBS when I had the USSignalsw.grf activated in the newgrf section.
In Subtropical climate, the sprites were displayed totally wrong (see first screenie), and in temperate climate the game even crashes if I finish up one PBS block (second screenie).
Attachments
In Subtropical climate the sprites are displayed wrong, there are some new tiles are OVER the cursor
In Subtropical climate the sprites are displayed wrong, there are some new tiles are OVER the cursor
La Quiaca Transport, 29. Jan 1920.png (20.21 KiB) Viewed 4609 times
In Temperate the game crashes after completing one block, the sprites are also wrong
In Temperate the game crashes after completing one block, the sprites are also wrong
Temperatecrash.png (36.13 KiB) Viewed 4605 times
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Post by Sebastiaan »

Sebastiaan wrote:
richk67 wrote:Network related stuff can be quite nasty; I would like to see at least a month live with people using the patch to ensure that there are no obvious silly errors.
hmm. Think I'm safe on that department. The only part that is within "network_enabled" defs is the initialization (open logfile, write 1 line, close it) All other code is executed at quarterly intervals and started from the increase_date function.
I guess my patch will have to wait a bit before being included anywhere. I did a small test with a patched and a non-patched version to run a server on my computer with live statistics... was kind of a disaster.

Trying with a latest nightly i can't join an unpatched server, it desyncs at the start of the next day. And the reverse crashes the joining client with a string id = 0 error.

(I guess results might be better with both client and server being patched, but that might still result in problems if one activates statistics and the other doesn't..)

Guess you seem to be right RichK ;)

Will have to search a way to make this network-robust. Got no idea how though atm.
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Re: Problems with PBS and USSignals

Post by richk67 »

_klaus_ wrote:I'm using r5255 MiniIN and experienced some trouble with PBS when I had the USSignalsw.grf activated in the newgrf section.
In Subtropical climate, the sprites were displayed totally wrong (see first screenie), and in temperate climate the game even crashes if I finish up one PBS block (second screenie).
OK; does the first one still happen in tropical in the normal nightly with USSignalsw.grf? If so, then its USSignalsw.grf having problems.

The second is probably related to the first. I know there was a recent change that allowed replacement signal graphics, but I am not sure whether MiniIN5255 inlcudes those changes (I thought it did).

If this only occurs with USSignalsw.grf, then the obvious solution is to not use it until the problem is found and fixed. Sorry I cant help more at the moment.
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Re: Problems with PBS and USSignals

Post by _klaus_ »

richk67 wrote:OK; does the first one still happen in tropical in the normal nightly with USSignalsw.grf? If so, then its USSignalsw.grf having problems.

The second is probably related to the first. I know there was a recent change that allowed replacement signal graphics, but I am not sure whether MiniIN5255 inlcudes those changes (I thought it did).

If this only occurs with USSignalsw.grf, then the obvious solution is to not use it until the problem is found and fixed. Sorry I cant help more at the moment.
It can't happen in the normal nightlies because they don't have PBS AFAIK. The sprite problem only occurs when you switch from Pre-Signal to PBS-Signal.
When I disable USsignals, everything including PBS works fine. It's not really a problem since the ussignals are only a cosmetical type of thing, I just wanted to report it in case it'd indicate something more serious...

Great job, anyways!
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Re: Problems with PBS and USSignals

Post by richk67 »

_klaus_ wrote:It can't happen in the normal nightlies because they don't have PBS AFAIK. The sprite problem only occurs when you switch from Pre-Signal to PBS-Signal.
Sorry misread your post; I thought the only PBS part was the second one.
When I disable USsignals, everything including PBS works fine. It's not really a problem since the ussignals are only a cosmetical type of thing, I just wanted to report it in case it'd indicate something more serious...

Great job, anyways!
I suspect PBS cannot find a graphic in the USSignals set, since it picks whatever sprite is at the ID it calculates. Or something... Hackykid - can you take a look at the PBS signalling sprite-selection for me?
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Post by White Rabbit »

In the old r4917 MiniIN, US signals worked fine. There are no PBS graphics in the set, so TTDP and OTTD would just show plain signals when you use PBS (in the miniIN's case, semaphores would become light signals and light signals semaphores, as someone, and I, reported). Using r5255, the signals still switch around. PBS light signals become plain semaphore signals, but convert semaphore signals to PBS, and they become maglev tracks (I guess it looks different for everyone, depending on what graphics are used).

The Combined American Signal set also worked fine in the un-updated r4917, but after it got updated, Mini IN would not load the set at all. I still wonder how the CASS seemed to run well and then all of a sudden refused to load.
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Post by Code601 »

I cant seem to get my trains to wait for a full load in the 5255 version of the mini intergrated, i remember it just used to be a button you could toggle, but now loading has some options, when i click on the full load, it does not make the train wait for a load at that stop.


Anyone got any idea whats going wrong
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Post by willisterman »

Yeah, just joined to post that I've been having similar problems too, with trains not loading for the first time, when set to full load any cargo. I've also noticed that after a while, it stops being first in, first out. What happens is that when a train is loading, if another train comes in, at random times, the other train will load first, and the first train will sit there waiting.

Its nothing to do with priorities or anything, as they are all using shared orders, and it means that on a station when I always have a reserve train picking up items, a train can sit there for a year without getting any profit, as other trains keep coming in.
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Post by gigajum »

Code601 wrote:I cant seem to get my trains to wait for a full load in the 5255 version of the mini intergrated, i remember it just used to be a button you could toggle, but now loading has some options, when i click on the full load, it does not make the train wait for a load at that stop.
Anyone got any idea whats going wrong
willisterman wrote:Yeah, just joined to post that I've been having similar problems too, with trains not loading for the first time, when set to full load any cargo. I've also noticed that after a while, it stops being first in, first out. What happens is that when a train is loading, if another train comes in, at random times, the other train will load first, and the first train will sit there waiting.

Its nothing to do with priorities or anything, as they are all using shared orders, and it means that on a station when I always have a reserve train picking up items, a train can sit there for a year without getting any profit, as other trains keep coming in.
i know that already and fixed it, thanks although. I also noticed that other vehicles then trains not use FiFo, %loading, priority and so on. Sorry for that.

i added the "min and max wait time" and the "leave if X trains at station" features this week, there are still some bugs like when i load a game all trains leave the station. But it is nice to watch at three trains rotating on two station with two platforms each.

i hope i have fixed that until monday moring to the next compile.
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Post by Frostregen »

richk67 wrote: 1) Check out trunk at either pre-branch (4977), or current last sync (5137??).
2) Apply patch
3) Use the Tortoise "Switch" option to point to /branch/MiniIN. It will run a merge, and you may get conflicts.
4) Resolve conflicts.
5) Create patch.
Nice method, works nearly completely within toirtoise-svn.
Now I could apply the copy&paste patch to mini-IN.
Only problem left is the fourth pbs signal type.

EDIT: Done.
Attachments
copypaste_grf_v3.rar
needed. should be included to the data.zip, if this patch will be integrated.
(2.19 KiB) Downloaded 143 times
copy_paste_rev5255_MiniIN.patch
Patch for MiniIN rev 5255.
(96.99 KiB) Downloaded 140 times
copypaste.zip
same grf, just as .zip
(2.28 KiB) Downloaded 148 times
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Post by mart3p »

RichK, thanks for adding my Purchase Window Refit Information patch to the MiniIN. :) I was planning to post a MiniIN patch after you next synced with the trunk but you obviously couldn’t wait! ;)
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Post by Sacro »

mart3p wrote:RichK, thanks for adding my Purchase Window Refit Information patch to the MiniIN. :) I was planning to post a MiniIN patch after you next synced with the trunk but you obviously couldn’t wait! ;)
I spotted it and asked him nicely :)
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Post by gigajum »

ok here's the update patch for the additional orders. i hope it merges without problems and i have not overseen anything while creating that patch file from another diff file against the patched miniIN branch.

miniIN uses savegame version 31? i used that value for the new variables. Maybe you need to increase them to 32. Sorry

Edit:
Changes:
- added min and max waiting times at station and leave if X vehicles are loading at station.
- fixed some bugs reported in the miniIN thread.
- removed cleanup commit
Attachments
addional_orders_r5314mIN.diff
(29.39 KiB) Downloaded 139 times
Last edited by gigajum on 20 Jun 2006 10:43, edited 4 times in total.
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Post by mart3p »

By special request ;) , here is a patch that implements NewGRF vehicle refit costs. For now it only works for rail vehicles, at least UKRS wagons now have the correct refit costs. :)

The refit cost for the standard refittable rail vehicles (EMUs, DMUs etc.) is unchanged, although IMO these also need looking at.

Note, this patch is intended as a temporary fix while we wait for peter1138 to do it properly. :)
Attachments
GRF_RailVeh_Refit_Costs_MiniIN_r5316.patch
(2 KiB) Downloaded 153 times
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