New map features
Moderator: OpenTTD Developers
Re: New map features
Rebased against current trunk, plus I fixed a couple of bugs that prevented loading of TTO (and possibly TTD) savegames.
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- nma-r24920.diff.gz
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- nma-r24920.patch.gz
- Branch (399 patches)
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- Tycoon
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Re: New map features
god damn this is promising, im gonna playtest this out for sure after my examns
- JacobD88
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Re: New map features
Many thanks for the update Cirdan
I'll compile this later and have a playtest
I'll compile this later and have a playtest
High-Functioning Autistic & Proud... National Autistic Society * Asperger Foundation
My (O)TTD Work...BIGGER DEPOTS (REL.) & SERVICING-STATIONS (WIP) * Advanced DEPOT DESIGNS * SCREENSHOTS
My personal website is occasionally here - sometimes it's just the family site - it's basically a lucky dip
My (O)TTD Work...BIGGER DEPOTS (REL.) & SERVICING-STATIONS (WIP) * Advanced DEPOT DESIGNS * SCREENSHOTS
My personal website is occasionally here - sometimes it's just the family site - it's basically a lucky dip
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- Tycoon
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Re: New map features
any chance in posting a compiled version, then i can playtest earlier due to some movings in my house i cant do s*** on my own pc with compiler and i cba to setup
Re: New map features
That depends... if you use linux and the most recent stable versions of all libraries involved, I can provide you with my binary; otherwise, I am afraid I cannot help with that.
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- Tycoon
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- Tycoon
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Re: New map features
Is it just me, or does this patchpack crash when running the 1.2.3 title game? It seems to work fine using the "standard" nightly title game, the one that's been around for ages...
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: New map features
either way, you should certainly report it
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
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- Tycoon
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Re: New map features
Err, I am reporting it, to the patch author here? Is there somewhere else I should report patchpack-crashesLord Aro wrote:either way, you should certainly report it
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: New map features
Acknowledged, it crashes after a few seconds. I have tracked it down to a road vehicle that was overtaking when the save was done, and whose status was not being imported properly. Expect an updated patch soon...Supercheese wrote:Is it just me, or does this patchpack crash when running the 1.2.3 title game? It seems to work fine using the "standard" nightly title game, the one that's been around for ages...
Re: New map features
While you are updating this patch, could you also fix this one?
Any trains leaving a station do not correctly un-reserve their platforms. I looked into the source and observed that the loop un-reserving a platform is simply launched in the wrong direction. (Keep in mind that I applied the patch to a more current revision, so it could be a failure at merging manually.)
Any trains leaving a station do not correctly un-reserve their platforms. I looked into the source and observed that the loop un-reserving a platform is simply launched in the wrong direction. (Keep in mind that I applied the patch to a more current revision, so it could be a failure at merging manually.)
Re: New map features
If you applied the patch to a revision after r24961, that is the merge that I am currently fixing.
Re: New map features
It was r24966.
My quick fix was to change a line in train_cmd.cpp from
to
. I pondered about giving PFPos a Reverse() member function for cleaner code, but then I thought: I wanna play with Custom Bridgeheads, not publish the thing, because I did not feel like researching how to reverse a PFPos when wormhole is not an invalid tile.
Maybe this helps a bit (if you didn't locate the problem already). But I can't tell you which patch in your queue is affected by that because I use svn instead of git and grabbed the all-in-one diff.
Anyway, it works now. Thanks for this great patch!
My quick fix was to change a line in train_cmd.cpp from
Code: Select all
SetRailStationPlatformReservation(pos, false);
Code: Select all
SetRailStationPlatformReservation(PFPos(pos.tile, ReverseTrackdir(pos.td)), false);
Maybe this helps a bit (if you didn't locate the problem already). But I can't tell you which patch in your queue is affected by that because I use svn instead of git and grabbed the all-in-one diff.
Anyway, it works now. Thanks for this great patch!
Re: New map features
I did almost say "in this thread", but I didn't as I remembered that you are (by now) an experienced member of the forums and the OTTD dev community, so i thought is was obviousSupercheese wrote:Err, I am reporting it, to the patch author here? Is there somewhere else I should report patchpack-crashesLord Aro wrote:either way, you should certainly report it
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: New map features
Here is a new version of the patch.
- Fixed a crash when loading a trunk savegame in which a road vehicle was overtaking (reported by Supercheese).
- Fixed a bug that prevented platform reservations from being freed (although this did not seem to have an impact on gameplay) (reported by 3298).
- Rebased against current trunk (r24974), including three recent commits that affected the patch.
- Improved commit messages in the branch. Roughly 1/5 of the patches in the branch now have git-style commit messages, with a one-line summary at the top and then a detailed rationale for the change.
It turns out that I was wrong, and that your analysis is correct: The bug had nothing to do with recent trunk activity, I simply made a mistake when doing a mass replacement. Regarding a Reverse() member for PFPos, it would be easy to add, if there are enough potential users; when wormhole is not an invalid tile, you just have to call GetOtherBridgeEnd()/GetOtherTunnelEnd().3298 wrote:It was r24966.
My quick fix was to change a line in train_cmd.cpp fromtoCode: Select all
SetRailStationPlatformReservation(pos, false);
. I pondered about giving PFPos a Reverse() member function for cleaner code, but then I thought: I wanna play with Custom Bridgeheads, not publish the thing, because I did not feel like researching how to reverse a PFPos when wormhole is not an invalid tile.Code: Select all
SetRailStationPlatformReservation(PFPos(pos.tile, ReverseTrackdir(pos.td)), false);
Maybe this helps a bit (if you didn't locate the problem already). But I can't tell you which patch in your queue is affected by that because I use svn instead of git and grabbed the all-in-one diff.
- Attachments
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- nma-r24974.diff.gz
- Simple diff
- (299.2 KiB) Downloaded 152 times
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- nma-r24974.patch.gz
- Branch (399 patches)
- (641.26 KiB) Downloaded 142 times
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- Tycoon
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Re: New map features
For those who are interested, here's a compiled win32 binary package.
[I disabled music support, so if you want those .midi files playing, go run Winamp in the background or something .]
EDIT: Oh, I forgot to mention that I also increased the maximum number of grfs that can be loaded. This is a separate modification not technically part of the New map features pack.
[I disabled music support, so if you want those .midi files playing, go run Winamp in the background or something .]
EDIT: Oh, I forgot to mention that I also increased the maximum number of grfs that can be loaded. This is a separate modification not technically part of the New map features pack.
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- openttd-newmapfeatures-r24976-win32.7z
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Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: New map features
Hi there
I given a small test to your patch, and i maybe found a bug.
Check the screenshot, it seems we can t bulldoze (and not dynamite) a junction between two bridgehead.
Also thanks for putting so much effort in those very usefull features u developed.
(for more details : the screenshot was made in scenario editor, but i had same trouble in a normal game, and for the version used , well i just grabbed the compiled version kindly posted above )
I given a small test to your patch, and i maybe found a bug.
Check the screenshot, it seems we can t bulldoze (and not dynamite) a junction between two bridgehead.
Also thanks for putting so much effort in those very usefull features u developed.
(for more details : the screenshot was made in scenario editor, but i had same trouble in a normal game, and for the version used , well i just grabbed the compiled version kindly posted above )
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- screenshot.png
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Re: New map features
Then it is surely Supercheese's fault, for merging a patch increasing the maximum number of NewGRFs in a game.romazoon wrote:I given a small test to your patch, and i maybe found a bug.
Check the screenshot, it seems we can t bulldoze (and not dynamite) a junction between two bridgehead.
(for more details : the screenshot was made in scenario editor, but i had same trouble in a normal game, and for the version used , well i just grabbed the compiled version kindly posted above )
Jokes aside, there was a stray conditional in the road removal code that only made sense with non-custom bridgeheads, and that I forgot to remove.
Thank you, let us just hope that this effort is not in vain.romazoon wrote:Also thanks for putting so much effort in those very usefull features u developed.
- Attachments
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- nma-r24984.diff.gz
- Simple diff
- (299.21 KiB) Downloaded 150 times
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- nma-r24984.patch.gz
- Branch (399 patches)
- (641.26 KiB) Downloaded 134 times
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- Tycoon
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Re: New map features
Thanks for this patch, I find it very useful. I tested it a bit with a previous started game, adding custom bridge heads and signals.
Maybe I have found a bug. I had this crash thrice, It's when the orange train tries to cross the signal.
I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
Maybe I have found a bug. I had this crash thrice, It's when the orange train tries to cross the signal.
I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
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- Screenshot.
- crash_orange_train2.png (125.36 KiB) Viewed 1177 times
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- [list][*]Why use PNG screenshots in 8 bpp games.
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Re: New map features
Wow, I am getting more bug reports this week than in a whole year (which is fine: if there are bugs, I want them fixed).maquinista wrote:Maybe I have found a bug. I had this crash thrice, It's when the orange train tries to cross the signal.
If you can reliably reproduce the crash, it would be best if you could post a savegame from before the crash.maquinista wrote:I have four files (crash.dmp, crash.log, crash.png and crash.sav). If You want, I can post them here.
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