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Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 11:36
by ChillCore
Lord Aro wrote: basically, re-download the binary and copy EVERYTHING across, especially the /data/openttd.grf
Oh that openttd.grf ... OOps.

Kogut, What version are you running?
I did some testing to see in what version I saw that error and I found it.
Seems like the v10_r20802 windows binary is missing some files in the data folder and should be recompiled and reuploaded or removed ...
The binary for v10_7 seems to be OK.

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 11:38
by Kogut
ChillCore wrote:
Lord Aro wrote: basically, re-download the binary and copy EVERYTHING across, especially the /data/openttd.grf
Oh that openttd.grf ... OOps.

Kogut, What version are you running?
I did some testing to see in what version I saw that error and I found it.
Seems like the v10_r20802 windows binary is missing some files in the data folder and should be recompiled and reuploaded or removed ...
The binary for v10_7 seems to be OK.
21051, from that post: http://www.tt-forums.net/viewtopic.php?p=910490#p910490

What may happen with my game?

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 11:54
by ChillCore
I do not see the warning in that version when selecting the original graphics.
Did you make a new folder or overwrite the previous version?
Does re-downloading and re-installing as Lord Aro suggested help?

Normally nothing will happen to your game, I think.
But to make sure don't overwrite it ...

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 12:09
by Kogut
ChillCore wrote:I do not see the warning in that version when selecting the original graphics.
Did you make a new folder or overwrite the previous version?
Does re-downloading and re-installing as Lord Aro suggested help?

Normally nothing will happen to your game, I think.
But to make sure don't overwrite it ...
- downloaded
- added SAMPLE.CAT, TRG1.GRF, TRGC.GRF, TRGH.GRF, TRGI.GRF, TRGT.GRF, copypaste.grf and flat_blacktiles.grf
- started game
- the red box of death appeared

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 12:38
by ChillCore
If you add your openttd.cfg to the main folder of the exe before starting the game so that it is a seperate installation ... still the same?
If that solves it, you made a mistake in your shared folder as Rubidium suggested.

We'll get to the problem eventually I hope.

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 13:16
by Kogut
ChillCore wrote:If you add your openttd.cfg to the main folder of the exe before starting the game so that it is a seperate installation ... still the same?
If that solves it, you made a mistake in your shared folder as Rubidium suggested.

We'll get to the problem eventually I hope.
After changing to "original_dos" problem returned.

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 15:27
by Eddi
you might need dos-versions of copypaste.grf and blacktiles.grf then

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 15:44
by Kogut
Eddi wrote:you might need dos-versions of copypaste.grf and blacktiles.grf then
In previous versions everything was OK, but I may try with DOS versions,

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 15:45
by Kogut

Re: Chill's patchpack v10_7

Posted: 31 Oct 2010 21:41
by NekoMaster
IM still having a problem with trying to plant trees in scenarios with the patch pack. Theres no way to change it ingame and this is annoying me A LOT as some of my cities are in places where there where no trees and thus I cannpot plant trees around it to make the people happy. Also, this problem happens with the lumbermill PS 2.0 grf available on bananas, every tree thats cut down ends up making the tile "below the tree line". Will this problem ever be fixed?

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 10:40
by ChillCore
Sorry for the delay, RL got in the way ...
Eddi wrote:
Kogut wrote: After changing to "original_dos" problem returned.
you might need dos-versions of copypaste.grf and blacktiles.grf then
flat_blacktiles.grf does not have a dos version, but if anyone want to make one ... feel free to do so. The grf is GPL.
Also I do not see how having the wrong pallete can cause missing sprites.
As I mentioned before I have the same problem with the v10 binary because of missing files in the data folder.
I can not reproduce it with the newer or older ones.
Kogut wrote: viewtopic.php?p=910988#p910988 - one of patches is updated
I will have a looksie at updating again in a bit.
Together with the other patches that have updates.
NekoMaster wrote: IM still having a problem with trying to plant trees in scenarios with the patch pack. Theres no way to change it ingame and this is annoying me A LOT as some of my cities are in places where there where no trees and thus I cannpot plant trees around it to make the people happy.
Trees can not be planted above the treeline, that is what the treeline does. There are other ways to please the towns.
If you do not want this behaviour you can leave the setting at 255.
Also, this problem happens with the lumbermill PS 2.0 grf available on bananas, every tree thats cut down ends up making the tile "below the tree line". Will this problem ever be fixed?
Is your lumbermill below the treeline? I tried and I could put trees back but I am not familiar with the grf, I do not know which parameters you have set and I do not have the time to try all possible combinations at the moment.
Savegame please, preferably centered on the problematic industry.

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 14:21
by NekoMaster
In scenarios I cannot even place trees on sea level (even though in stables and un patched nightlies I can put trees anywhere but water) so its not that Im trying to plant trees above the tree level its that for some reason the tree levels patch seems to make the level in scenarios so low you cant plant trees.

The Lumbermill PS 2.0 grf has parameters "1 1 0" so that I can build forests below the snow line (which is realistic seaing as forestries in north america are usually below the snow lines of mountains)

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 16:23
by ChillCore
Nekomaster wrote: In scenarios I cannot even place trees on sea level (even though in stables and un patched nightlies I can put trees anywhere but water) so its not that Im trying to plant trees above the tree level its that for some reason the tree levels patch seems to make the level in scenarios so low you cant plant trees.
Scenario editor woks as it should work. See attachment 1
What are your settings before generating the scenario?
The Lumbermill PS 2.0 grf has parameters "1 1 0" so that I can build forests below the snow line (which is realistic seaing as forestries in north america are usually below the snow lines of mountains)
After looking at your savegame ... oh wait ...
Anyway, I tried generating a game with the parameters you have given me. See attachment 2.
Please do not expect me to go find information to solve a problem if I do not know what I am looking for. As I said I am not familiar with the grf and I am not going to fund a lumbermill, build a line to a sawmill , build a train, refit it, give it orders, wait for some trees to be cut, etc, etc, etc ...
In other words ... help me helping you ... savegame ... please.



General information:
-----------------------
If the treeline or snowline is too low for new games:
- Generate a scenario while setting values you want.
- Exit the scenario editor and create a new game without changing the values.
- Both are written for the scenario editor but the above method can be used to set the values for new games.
- Both work independant of each other, you can put treeline higher or lower hen snowline as you wish. If you want trees everywhere set treeline to 255

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 17:46
by NekoMaster
*sigh* This problem happens with pre made scenarios like the scenarios for USA, Australia, and England and Wales (all avail on banananas). I cannot plant trees any where that doesnt alreayd have trees with the Patch, and when trees are cut down the tile no longer allows planting trees (above treeline problem).

And so this causes a little problem with defualt tropical lumber mills or the lumber mill ps 2.0 grf (set to "1 1 0" to allow lumber mills below the snow line) which I use for the USA scenario (because many forestries in North America are below the snow line)

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 18:40
by ChillCore
NekoMaster wrote: *sigh*
*sigh* X2
Put yourself in my place for a second.
If you, or anybody else, has a problem with my patchpack and want to see it solved I need ALL the information you can give me.
It's like me making a FS entry telling my game keeps on crashing but I don't tell I am playing my patchpack and am trying to load a Mini-In game ... :shock:
I can easily solve it by breaking trunk compatibility completely and only allowing scenarios and savegames made with the patchpack ... Thats not what you want, is it?
This problem happens with pre made scenarios
Now at least I know what you are talking about ... thank you for being more precise. I will download a scenario in a bit.

So what you need is to be able to set the treeline higher in a running game or in pre-made scenarios in the scenario editor.
That I can test in the console and if it is possible there I can make a switch in advanced settings.

If I edit my post because nobody had something to say before I know more I'll send you a PM to let you know I edited ...

ps:
Let's not sigh again. Please?
If I ask for a savegame it is because I need it to help you, for me (almost) everything works as expected.

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 19:41
by NekoMaster
it would be nice to have a command line switch to turn the tree line on or off

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 21:52
by ChillCore
it would be nice to have a command line switch to turn the tree line on or off
AbraCadaBra SimSalaBim Granted ...

In console:

Code: Select all

setting tree_line_height "value_in_tiles"
When you load a trunk savegame or scenario 15 is enough.
However the moreheightlevels setting is changeable ingame.
- off->on: always
- on->off: if no mountain higher than 15 exists.
If you turn on the more height levels setting you may want to set the setting higher.

See, when I know what I am looking for ... much easier and I do not waste time checking things I should not check.
Enjoy your Lumbermill NekoMaster. :)

Do I need to make an Advanced Setting for it or is the console enough?

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 21:59
by ColdIce
ChillCore wrote:Do I need to make an Advanced Setting for it....?
:roll: well.. I`m gonna be a spoiled child and say yes :D :bow:

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 22:13
by ChillCore
Why did I bother asking? You are spoiled indeed :roll:
Next version(*) but I want to see at least 5 savegames before ...
without problems to solve if possible. :mrgreen:

(*) I really want to clean up some stuff in the more height levels patch first.

Re: Chill's patchpack v10_7

Posted: 01 Nov 2010 22:51
by Dwight_K._Schrute
Ok... number one :)
Netzkarte.png
netmap
(159.44 KiB) Downloaded 1 time
btw... did you take a look at hthhs' cargodist-no-overload patch? I've tried it and think it is a really good thing... maybe you can implement it... it is an option so nobody has to use it... but I had compatibility problems with my actual savegame...