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Re: Chill's patchpack v10

Posted: 21 Oct 2010 13:52
by ChillCore
Capacity is only the potential amount of flow over a period of time. This does not say anything about the actual flow.
In your screenshot capacity is maybe high but usage and sent numbers are 0. If they stay at zero then there is no problem I think.
We should ask fonso to be sure.


Also I noticed you posted the same picture in the departures board thread. Have you tested if the problem you mentioned there also exist when playing with the last version of that patch applied alone?
Please note that the departures board patch is still v2 in v10_6 of the patchpack while in the thread it is already v7 ...
It will not update itself and I can not update every version of every patch as else I would have to post 10 new patchpacks a day sometimes.

The next version will have an update for the More Height Levels patch, departure boards, CargoDist if available and a fix for the automate/autofill problem.
I am waiting for the departures boards to settle a bit and I am checking things in the More Height Levels patch first ...

Also I would very much like to have both versions of the smallmap linkgraphs in the patchpack but that will be something I will attempt to do later ... maybe.

Re: Chill's patchpack v10

Posted: 21 Oct 2010 15:45
by Dwight_K._Schrute
Ok, you're right. Sorry, my mistake! It works fine in a stand-alone version. So I wait for the newest version of your patch and we will see.

Re: Chill's patchpack v10

Posted: 21 Oct 2010 17:33
by MagicBuzz
ChillCore wrote:
The "Break All" button should be visible in the "Debug" menu...
Does this page help?
http://msdn.microsoft.com/en-us/library/9k643651.aspx
Lol...

This article gave me a good trace to the answer.
In the "Tool" menu, I clicked on "Advanced settings" ("Simple settings" was checked by default).
Everything gone back : I can do pause in the program :)


[edit]
Hmm, well, I'll investigate later (on tuesday I guess).
Each time I do pause in the game while it's frozen, it looks like it's dealing with some "critical section" in the user32.dll (according the ASM symbols) or in the 8bpp_optimized.cpp file...
[/edit]

Re: Chill's patchpack v10

Posted: 22 Oct 2010 07:46
by ChillCore
Dwight_K._Schrute wrote: Ok, you're right. Sorry, my mistake! It works fine in a stand-alone version. So I wait for the newest version of your patch and we will see.
In the nicest possible way, please see atachment. :)
MagicBuzz wrote: In the "Tool" menu, I clicked on "Advanced settings" ("Simple settings" was checked by default).
Everything gone back : I can do pause in the program :)
Happy to hear that.
Hmm, well, I'll investigate later (on tuesday I guess).
Each time I do pause in the game while it's frozen, it looks like it's dealing with some "critical section" in the user32.dll (according the ASM symbols) or in the 8bpp_optimized.cpp file...
Tuesday will be fine I guess. Thank you in advance for the effort.

Re: Chill's patchpack v10

Posted: 22 Oct 2010 10:12
by LocArny
ChillCore wrote:
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.
As for your first question, I meant that, yes.

Thanks for the general insight, I will probably drop a message in the departures topic, although the need is not as pressing as I thought it would be.

Re: Chill's patchpack v10_7

Posted: 27 Oct 2010 18:19
by ChillCore
LocArny wrote:
ChillCore wrote:
LocArny wrote: 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?
As for your first question, I meant that, yes.
I'll see what I can do about that, it would be an improvement indeed to be able to choose what group to seperate and what not. I am pretty sure it is possible but I have no clue how hard it will be.
Just an idea untill the code is changed:
You can clone vehicles and their orders without "sharing" orders ... if there is only one vehicle in a shared orders group it would have a though time seperating from itself and should behave as you want, No? ;)



I have updated the second post with v10_7. Below is what changed from the previous version.
Updated:
- More Height Levels to v32_5_r21043 (lots of coding style, removed some debugging code)
- Departuresboardwallclock v8b3_r21039
- In the added_patches zip there is a new version of CargoDist but there were no codechanges from the previous included version.

Fixed:
- It was not possible to disable the automated timetable for vehicles that already had automated timetables enabled,
when the setting was disabled in the Advanced Settings during playtime afterwards.
- The advanced setting is removed but automated timetables can still be enabled in the timetable gui.
Note: For vehicles that have automated timetables the following settings are disabled while automation is enabled.
- Autofill the timetable
- Change time (both travel time and waiting time at stations)
- Clear time (both travel time and waiting time at stations)
Extra note:
I could have left the above settings enabled but they would have been overwritten anyway if changed.

Still savegame compatible with v9_9_4 and later.
Enjoy.

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 03:01
by supermop
I'm sorry if I missed this, but is this project on the openttdcoop compile farm? I diidn't notice it on there, and i was wondering if that could be an option, It would save many of us pestering for binaries all the time.

Best,

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 07:14
by ColdIce

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 14:02
by ChillCore
supermop wrote: I'm sorry if I missed this, but is this project on the openttdcoop compile farm? I diidn't notice it on there, and i was wondering if that could be an option, It would save many of us pestering for binaries all the time.

Best,
Not yet. I have not yet requested the space for it.
For my feeling, I have not yet enough experience with HG.
I can commit, pull updates from trunk and push my modified source to another (local) folder but I am not yet comfortable with the patch queueing.
ColdIce wrote: Build log
http://www.heypasteit.com/clip/OLL

and win32 :D
Thanks you ColdIce.
I have atached a copy of the patch that goes with the build so we do not have to think about it later when the second post changes.
I assume there were no conflicts while bumping? I have not yet bumped the patchpack myself.



Also, the glitches that occured when playing with the early house grf was fixed in r21052.
So from the next version you will be able to play with it again ...
Thank you Yexo.

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 14:59
by Dante123
any idea if, and when you can fix the paste preview (copy/paste patch) ?
still the preview does not show :wink: and i keep pasting in the wrong ways :lol:

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 16:23
by ChillCore
Honestly I have not yet looked deeper into the issue, sorry.

But I can tell you what the problem is.
In tilehighlight_type.h:

Code: Select all

	HT_VEHICLE    = 0x100, ///< vehicle is accepted as target as well (bitmask)
-	HT_DRAG_MASK = 0x0F8, ///< masks the drag-type
+	HT_PREVIEW   = 0x110, ///< used for CopyPaste Preview
+	HT_DRAG_MASK = 0x1F8, ///< masks the drag-type
HT_PREVIEW used to be 0x100 before HT_VEHICLE was introduced in trunk.
If you make it 100 again the preview works but giving ordes becomes a problem -> game exits with segmentation fault when opening the orders gui or clicking the goto button, I can not recall at the moment.
I also had to change an other line to keep the copypaste patch somewhat working.
Namely this one in depot_gui.cpp:

Code: Select all

-					SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, HT_VEHICLE, this);
+					SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, HT_VEHICLE | HT_RECT, this);
To fix it I need to toy with the numbers or change some more lines somewhere.

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 16:29
by Yexo
Try changing HT_PREVIEW to 0x200 instead of 0x110. I haven't looked at the rest of the code at all, but the HT_ enum is a bitmask so you need an unused bit.

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 17:47
by ChillCore
I tried that before and it did not work but I did not change HT_DRAG_MASK ...
This time I did this:

Code: Select all

+   HT_PREVIEW   = 0x200, ///< used for CopyPaste Preview
+   HT_DRAG_MASK = 0x2F8, ///< masks the drag-type
and it works, if you were a girl I'd come over to kiss you. ;)
Thanks a million.

Now I just need to check the rest of the patch to make sure nothing else is broken.
I will do that later when I get tired of what I am doing now ...
It's tedious ... it is related to OpenTTD but not to the patchpack and no I'm not telling yet :twisted:

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 19:22
by Dante123
somehow most of my mail trains keep making losses, or only very small proffits. i think it has something to do with the cargo dist patch, but dont know if any1 else experienced this too with this patch ? or is it the chill patch or some settting ?

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 21:10
by ChillCore
In general it is harder to make money with Cargodist. Goods stay longer on the train and often transfer to reach their destination.

- Build faster trains and route them more efficiently?

- Have you tried if changing the Link graph settings from symmetric to asymmetric make a difference?

- You can cheat by setting the daylenght factor higher, this means cargo is delivered faster (in time not actual speed) and brings in higher revenues. Do not forget to set the daylenght setting to 1 before saving manually ... I still have to look at that issue too. Autosaves are fine regardless the daylenght setting.

- Antoher option you can try is the town cargo generation factor which you can find in Advanced Settings -> Economy -> Towns to generate more cargo. I have not yet tried myself though.

If nothing helps please post your savegame so I can have a looksie.
Don't know if it will help though as I am losing money by the bucket too. I have first build many rails and now I am filling it with trains. My trains make about a fifth of their running costs for the moment. :)

Re: Chill's patchpack v10_7

Posted: 28 Oct 2010 21:21
by Dante123
well strange thing is some make great proffit while others just make losses.
i will sent you a link in PM from my savegame ( i just pack all incl grf files)

Re: Chill's patchpack v10_7

Posted: 29 Oct 2010 21:14
by BR 155
Hey folks!

Came back to OpenTTD - as always 8) .

Starting up the new season by playing the last binary of this absolutely awesome patchpack :bow: , I have a question regarding the timetable seperation.

The seperation works well for timetable automated vehicles. For trains, I prefer the non-automated timetables for better track control and allowed depot orders. Should not there still be a working auto-seperation? I think it doesnt work.

What am I doing? First thing is to start a train, give it orders and autofill the timtable. Second I manually put some extra time in the timetable. After that I throw in another train onto the track with "clone" while pressing <strg>. That train doesnt seperate from the first one. And when I manually select the start date of the timetable, the manually selected date gets overwritten by the empirical one.

Any Suggestions? Am I doing anything wrong or is it a bug?

Re: Chill's patchpack v10_7

Posted: 29 Oct 2010 22:51
by ChillCore
Welcome back, BR 155.
Thank you for your kind words.

When timetables are not automated times should not be overwritten.
Are you sure that the timetable autofilling was complete before you entered times manually?
<strg> is the same as CTRL?

I have never used the start date so I have no clue how it should behave. I will give that a go sometime soon, after reading the wiki to see what it does and how it should behave.

I did a quick test with the windows v10_7 binarie and trains seemed to seperate themselves correctly, both automated and non automated timetables trains.
Most of the times I play without breakdowns so I do not use the goto depot orders often.
Autoseperation takes vehicles out of the seperation chain when sent to a depot. I do not know if this happens also when they are sent for service.
Finally, before trains are seperated properly it might take a few rounds of their shedule.

Can I see your savegame please, maybe there is a difference in the settings between my test game and your game that make this happen.
Also knowing the number of the trains that display this behaviour would help to find the problem.

Re: Chill's patchpack v10_7

Posted: 29 Oct 2010 23:28
by Eddi
ChillCore wrote: <strg> is the same as CTRL?
yes. it's the german translation of "Control" -> "Steuerung"

Re: Chill's patchpack v10_7

Posted: 30 Oct 2010 00:21
by ChillCore
Thank you, Eddi.
Now I am learning die deutsche sprache too. :)