Chill's patchpack v14_7

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
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

Thank you for the report, Eddi.

Disable 'Advanced settings -> vehicles -> Automatically managed timetables' should do the trick.
The automate button will be replaced by the autofill button again but the timetable gui needs a redraw first if you leave it open. If it is not replaced fast enough close and reopen it.

Unfortunately the thread where this patch comes from has been quit lately ...
I will be doing some testing anyway as I have included the patch for setting the waiting times for all stations in the order list at once -> Works correctly only with autofill as mentioned before.

Edit:
I see what the problem may be.
All times all cleared when the automate button is unpressed. After doing so, the waiting times for the stations I set are no longer overwritten so disabling works but the travel times are lost and putting them back manually is no fun and or guesswork.
Either the autofill button should remain available regardless of the setting in Advanced Settings or the timetable should not be cleared.

Not clearing the timetable would be preferable?
Opinions are welcome before I start digging in the code to solve the problem gracefully. (Read: without having to go to the advanced setings ...)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
User avatar
Dwight_K._Schrute
Traffic Manager
Traffic Manager
Posts: 209
Joined: 01 Sep 2010 11:29

Re: Chill's patchpack v10

Post by Dwight_K._Schrute »

I think that people who use automated timetable won't use this new function anyway. If they are interested to change the waiting times they had to do it station by station... and that has conflicts with automated timetables, too... so it is not correlated with this new function or am I so wrong?
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

People that use automated timetables are able to use 'the set all station waiting times at once function' or set the waiting times manually but they will be overwritten anyway so there is no point in doing that.
It is not related to the new patch to be included.


I still have to update CargoDist before posting the new version and I am not sure if I will stick with the old graphlinks or introduce the new.
Both have their advantages and I can not choose. :?
Would anyone object if I sticked with the old ones for a little while longer?
Saying goodbuy is such a hard thing to do.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

The next update finally arrived.
Still savegame compatible with previous savegames from v9_9_4 and later.
I hope it was worth the wait. Enjoy.

Added:
- Timetables_change_all_stations (Change all waiting times for all stations at once. (CTRL + change time to activate))
(No use with automated timetables as times will be overwritten anyway.)

Updated:
- More height levels to v32_3
- Departureboardswallclock2-r20920

Semi updated:
- CargoDist to r20925 (linkgraphs is still at 20851)

Fixed:
- When saving the company profile the button was not properly pressed down.

Not yet fixed:
- The crash when loading coopsavegame 193 is caused by the company headquarter. If I remove it in clean trunk and load it in the patchpack, it does not crash.
- Savegame corruption when saving manually while daylenght is higher then 1

I am first going to finish some stuff I was doing in the more heightlevels patch before having a look at these issues.

Todo?
Change automated timetables to have a minimum waiting time of 1?
Attachments
chipp_v10_6_r20956.diff
(1.16 MiB) Downloaded 84 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
LocArny
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 17 Oct 2005 12:40
Location: Bennekom, Netherlands

City Glitch

Post by LocArny »

Hello, I just updated my Openttd with the Chill patchpack v10. I downloaded the userready pack available in the topic as I don't understand how to apply patches manually (and I don't have time for it to figure it out) and I have some new graphics loaded (but no new graphics since the last time I played and then everything was fine.

Now I got this city glitch, buildings are invisible (transparancy options menu doesn't provide a solution) and when scrolling, I get glitches.

Anyone familiar with this problem?
Attachments
probleem.png
The problem
(315.32 KiB) Downloaded 1 time
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

Hmm, that is a new one to me LocArny.
Missing the required grfs can not be the problem else the game would not start in the first place.

Have you updated to the latest version of OpenGFX?
If updating does not help can I see your grf list, configration file and savegame please?

ps:
If you have more problems, please post here.
Thank you for moving the post, whoever it was that moved it.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
LocArny
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 17 Oct 2005 12:40
Location: Bennekom, Netherlands

Re: Chill's patchpack v10

Post by LocArny »

I updated to the latest OpenGfx but that didn't do the trick.

What is the easiest way of creating a grf list?

Other files are added, thanks for the quick reply :)

Edit: Ah can it be my system? I changed to a 64-bits system...
Attachments
openttd.cfg
(21.16 KiB) Downloaded 93 times
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

Please try setting the blitter to 32bpp-optimized and the sprite cache to 64 in the config file. optimized could be with an 's' also, I keep forgetting. :)

The easiest way to see your grf list is if you to post a savegame.
You can also tell me which one of the grf presets you were using as they are in the config file but a savegame is slightly better, then I know for sure which one you are using and that you did not add some that are not in the config file.

Edit:
The graphicsset parameter is in the config twice. :? Please remove one.

Edit 2:
I think I found the problem. I can reproduce it.
Please remove the early houses grf from the main menu and start a new game.
Problem solved?
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
LocArny
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 17 Oct 2005 12:40
Location: Bennekom, Netherlands

Re: Chill's patchpack v10

Post by LocArny »

Man, you're a pro. I would've never figured that out. Brilliant, huge thanks!

My grf folder is a mess, I know, something went wrong with a download once. But anyway, it works!
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

Nah, I was lucky.
In my test folder most of the grfs from your config file were missing but the problem was still there. Removing the most obvious one by one solved the problem at one point. I then tested while changing the preset from the main menu and that was it.
If the problem was not there it would have taken a lot longer as I would have had to go search all the missing grfs ...

The only thing that remains to be done is test the early houses grf alone to see if it is broken or conflicting with another one.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
Eddi
Tycoon
Tycoon
Posts: 8289
Joined: 17 Jan 2007 00:14

Re: City Glitch

Post by Eddi »

LocArny wrote:Now I got this city glitch, buildings are invisible (transparancy options menu doesn't provide a solution) and when scrolling, I get glitches.

Anyone familiar with this problem?
In a (mostly) unmodified trunk build i have seen this problem with alpine set and the (football?) stadium after starting a game in 1990. but i didn't investigate. maybe it's a trunk problem.
User avatar
ColdIce
Transport Coordinator
Transport Coordinator
Posts: 314
Joined: 25 Apr 2006 10:22
Location: Bucharest

Re: Chill's patchpack v10

Post by ColdIce »

Attachments
chipp_v10_6_r20982.rar
(3.41 MiB) Downloaded 137 times
The rest is confetti!
LocArny
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 17 Oct 2005 12:40
Location: Bennekom, Netherlands

Re: Chill's patchpack v10

Post by LocArny »

ChillCore wrote:Thank you for the report, Eddi.

Disable 'Advanced settings -> vehicles -> Automatically managed timetables' should do the trick.
The automate button will be replaced by the autofill button again but the timetable gui needs a redraw first if you leave it open. If it is not replaced fast enough close and reopen it.

Unfortunately the thread where this patch comes from has been quit lately ...
I will be doing some testing anyway as I have included the patch for setting the waiting times for all stations in the order list at once -> Works correctly only with autofill as mentioned before.

Edit:
I see what the problem may be.
All times all cleared when the automate button is unpressed. After doing so, the waiting times for the stations I set are no longer overwritten so disabling works but the travel times are lost and putting them back manually is no fun and or guesswork.
Either the autofill button should remain available regardless of the setting in Advanced Settings or the timetable should not be cleared.

Not clearing the timetable would be preferable?
Opinions are welcome before I start digging in the code to solve the problem gracefully. (Read: without having to go to the advanced setings ...)
Once again I run into a problem. It seems I cannot turn off the automated timetable function. That is, I turned off Automatically managed timetables and also Use timetable to ensure vehicle separation (I have the autofill instead of automation), but my trains (that started with the function on) still change their waiting times at stations every time.

I decided to turn of the function because I will need waypoints in future as I plan a complex network.

Do you know what can be the cause of this problem, or should I start a new game with the function off by default?
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

I did some quick testing and I understand better now what the probem is. Thank you.
I disabled the automation while the 'automate' button was still available before.

What you need to do to solve this problem is re-enable the setting in Advanced Settings.
Unclick the button for the vehicles that you would no longer have automated. (1 per shared orders group.)
Disable the setting again and then click the autofill button.
After the autofill button is unpressed by itself you should be able to set the waiting times manually.

Quite a workaround but that is the only way for now ... sorry.
Can you please comfirm that it works for you also when doing it like above?

To solve this properly I'll have to make both buttons available at the same time. After doing so I could pehaps eliminate the button in advanced settings.

Edit:
Thank you for the windows build and the buildlog ColdIce.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
LocArny
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 17 Oct 2005 12:40
Location: Bennekom, Netherlands

Re: Chill's patchpack v10

Post by LocArny »

Again you're right :) Thanks.

Small issue with the other option I mentioned though (Use timetable to ensure vehicle separation). With that option on the trains still don't obey the waiting times (though the correct times won't be changed in their schedule). So that means when trains are departing early simply the schedule shifts with it.

Which probably is quite logical since key for those trains is not their time but the distance to their fellow trains. But still, it would be quite nice to have a button with which you could automatically recalibrate or start a certain group of trains with shared orders with fixed distances, without affecting all other groups (if that isn't already possible in some way I don't know of).
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

I am not sure what you mean, but adjusting the separation can only be done by starting/stopping trains and releasing them at the appropriate time. The only safe place to do this is when they are at a station.(On track they would cause jams.)

Also this feature is designed to work that when one of the vehicles is sent to the depot the others will spread out. Or the other way round, if you add some they will end up closer together. This does not change the timetable but only the separation beween trains.

Give your trains some rounds and you will see that the starting early/late will be reduced to be closer to what is in he timetable.
If however they keep starting to move extremely early or late, according to the waiting time that is set for the station, there might be a problem with your network. eg. A junction/station that is sometimes very busy and sometimes very calm.
You could/should try to refill the timetable after a drastic change in the network. (Read: Many new trains are added to the route, or new junctions have been build, etc.)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
LocArny
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 17 Oct 2005 12:40
Location: Bennekom, Netherlands

Re: Chill's patchpack v10

Post by LocArny »

What I meant was having the ability to start a group of trains so that they will spread out without having to use the general advanced button as then all trains on my little planet will deviate from their assigned schedule. What happens with that button is that trains won't change the numbers in their timetable, but won't behave according to them (resulting not in early arrivals or delays, but in a change in the scheduled arrival).

But never mind, I will fiddle around a bit. My options are already vastly expanded thanks to your pack :)

Edit: One last, small, question: Is it possible to exclude a certain type of rail transport from the fancy departures? I use my monorail for metro, and they are running much more frequently than my trains, resulting in only a list of metro's in the schedule. An alternative would be that every vehicle would only pop up once in the schedule. It's only a small issue though.
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

What I meant was having the ability to start a group of trains so that they will spread out without having to use the general advanced button ...
As in remove the global setting and allow/dissalow separation per group of vehicles with shared orders? Just like the automation setting?
One last, small, question: Is it possible to exclude a certain type of rail transport from the fancy departures?
Not without adding code, no.
You can already filter the four transport types but not yet the subtypes within as you propose. eg busses vs. trucks or different train types.
Feel free to make this request in the departures thread as the patch is still under active development.
I am not sure if it is possible but you never know without asking.
An alternative would be that every vehicle would only pop up once in the schedule.
IMHO if a metro train comes in three times before a train makes the trip round, it is normal that the metro is listed three times. There are some parameters that you can tune in the advanced settings but I'm sure you found those allready.



Also I was able to fix the automated timetables vs. autofill/manual timetabling issue but I need to do some more testing first. I have both buttons showing in the timetable gui at the same time with the autofill being disabled while the automate button is depressed. At the same time I removed the advanced setting.
It works but I have not yet tested if everything functions correctly when the game is started with a clean configuration file ...
Also I would like to disable some more buttons when the automation is on before putting the changes in my release folder. (Yes, I test things in a seperate folder first).
See attachment -> Disabled is re-enabled on unpressing the automate button.
Attachments
Shorninghead Transport, 1955-04-03.png
Shorninghead Transport, 1955-04-03.png (5.79 KiB) Viewed 2886 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
User avatar
JGR
Tycoon
Tycoon
Posts: 2605
Joined: 08 Aug 2005 13:46
Location: Ipswich

Re: Chill's patchpack v10

Post by JGR »

Hmm, I should watch this thread more carefully, I hadn't noticed v10 coming out... Some of these features look rather interesting.
What's the savegame compatibility with previous versions (if any)?
I'm still using v8 at the moment...
Ex TTDPatch Coder
Patch Pack, Github
User avatar
ChillCore
Tycoon
Tycoon
Posts: 2867
Joined: 04 Oct 2008 23:05
Location: Lost in spaces

Re: Chill's patchpack v10

Post by ChillCore »

Savegame compatibility is from v9_9_4 and later. You will have to start a new game I'm afraid.

If you want you may post or PM your savegame and I will have a look if I can save it but I can make no promises.
It really depends on how many lines I have to change to make it happen. For this I have to know the exact revision number of the version you have.

As there was a change in saveload.cpp with all the revision numbers listed for the savegamebumps I will not have to search too much in the changelog. Thanks Devs.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 8 guests