Chill's patchpack v14_7

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Re: Chill's patchpack v10_7

Post by hthhs »

Dwight_K._Schrute wrote: 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...
If there's interest in it being included I'll post a version here that doesn't do quite as many bad things when I'm in less need of sleep (read: tomorrow). It might even be possible to work some saveload magic in order to make it backward compatible.
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Re: Chill's patchpack v10_7

Post by ChillCore »

Dwight_K._Schrute wrote: wrote: Ok... number one :)
Nice Dwight_K._Schrute.
I had a quick looksie.
Allow me to post a few screenies of things that caught my attention.

First one, lovely little park in front of the station.
Second one, I really need have a play too with the modern stations they are just AMAZING.
Third one, How did you do that?
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...
Yes, I have read about the no_overload_patch but I have not tested yet an only had a quick browse in the code. I Do not yet know if I wil add it ... maybe a better solution will pop up? let's wait a bit to see what fonso comes up with ...
If you want I can show you what code to change to be able to add it and load your game, it is only changing one line and adding one.
Is it a CargoDist or a patchpack savegame you wanted to test? Not that it makes a difference to make it work but after saving you will not be able to return to a previous version.

ps: Are that my dots you are using there ... ? :lol:
hthhs wrote:
Dwight_K._Schrute wrote: 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...
If there's interest in it being included I'll post a version here that doesn't do quite as many bad things when I'm in less need of sleep (read: tomorrow). It might even be possible to work some saveload magic in order to make it backward compatible.
Yes, no, maybe ... problem is if fonso does somehing else I have to exclude her changes and keep yours or remove yours and break savegame compatibility and I have such a nice game going for the moment.
Also no much magic is needed:
SL_MCF -> SL_MCF_TOO.
SL_MCF_TOO in saveload.h with number bigger than what is there already. ;)
Thank you for the offer, we'll see ... I'm not in a hurry for the moment.
Attachments
SDVVB GmbH & Co. KG, 2463-08-19.png
SDVVB GmbH & Co. KG, 2463-08-19.png (68.44 KiB) Viewed 3207 times
SDVVB GmbH & Co. KG, 2463-07-14.png
SDVVB GmbH & Co. KG, 2463-07-14.png (157.99 KiB) Viewed 3207 times
SDVVB GmbH & Co. KG, 2463-08-27.png
SDVVB GmbH & Co. KG, 2463-08-27.png (23.13 KiB) Viewed 3209 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.
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Re: Chill's patchpack v10_7

Post by Kogut »

ChillCore wrote:
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"
Is it supposed to work (it is not working in my game)?:

Code: Select all

setting snow_line_height "value_in_tiles"
Correct me If I am wrong - PM me if my English is bad
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Re: Chill's patchpack v10_7

Post by Dwight_K._Schrute »

ChillCore wrote: First one, lovely little park in front of the station.
Second one, I really need have a play too with the modern stations they are just AMAZING.
Third one, How did you do that?
1 & 2. Thank you... the park is from the modern stations set as well... I love them, too... so everyone who doesn't know where to find them: here they are :)

3. The NuTracks are coming up with some invisible engines. EWEWWW That is the whole trick :)
ChillCore wrote:If you want I can show you what code to change to be able to add it and load your game, it is only changing one line and adding one.
Is it a CargoDist or a patchpack savegame you wanted to test? Not that it makes a difference to make it work but after saving you will not be able to return to a previous version.
That would be really nice!!! It's the game you've played recently... so it's a patchpack savegame :) And if I know how to work this out I could add the patch myself until fonso comes up with something else :)
ChillCore wrote:...and I have such a nice game going for the moment.
So yours could be savegame number two ;)
ChillCore wrote:ps: Are that my dots you are using there ... ? :lol:
Maybe we can share them :P
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Re: Chill's patchpack v10_7

Post by ChillCore »

Kogut wrote:
ChillCore wrote:
NekoMaster wrote: it would be nice to have a command line switch to turn the tree line on or off
AbraCadaBra SimSalaBim Granted ...

In console:
Code:
setting tree_line_height "value_in_tiles"
Is it supposed to work (it is not working in my game)?:

Code:
setting snow_line_height "value_in_tiles"
I have tested this on the v10_7 binary and did not make any codechanges to make it work so the option has been there al the time.
Maybe if you type tree instead of snow?
Treeline and snowline are not the same thing. I have been reading some time ago that in multiplayer the game will desync if having different snowlines, therefore it is not possible to change the snowline ingame.
I do not know and can not test if the same goes with treeline ... use with caution and backup long lasting games.
Dwight_K._Schrute wrote: 3. The NuTracks are coming up with some invisible engines. EWEWWW That is the whole trick :)
They are track enablers. ;) I did not know you could put them in between wagons. I need to play more.
There are two invisible engines grfs available too, one that you can see while it is running and one that is invisible all the time.
That would be really nice!!! It's the game you've played recently... so it's a patchpack savegame :) And if I know how to work this out I could add the patch myself until fonso comes up with something else :)
Code is below and is to be applied after you have added the patch. Beware you will lose compatibility with current version and future versions of the patchpack if trunk bumps, if I do not add it or something else is added. If you want to keep your savegame runing afterwards you will need a lot more magic.
So ... test with a copy of your savegame or be prepared to make codechanges everytime I add something that changes savegameformat.

Code: Select all

In table/settings.h:

-	SDT_CONDBOOL(GameSettings, linkgraph.no_overload_links,                        SL_MCF, SL_MAX_VERSION, 0, 0, false,             STR_CONFIG_SETTING_NO_OVERLOAD_LINKS,  NULL),
+	SDT_CONDBOOL(GameSettings, linkgraph.no_overload_links,                        SL_MCF_TOO, SL_MAX_VERSION, 0, 0, false,         STR_CONFIG_SETTING_NO_OVERLOAD_LINKS,  NULL),


In saveload/saveload.h:

 	KEEP_COMPATIBLE_6_SV                = 206, //MORE_HEIGHTLEVEL_SAVEGAME_VERSION(disaster-vehicle_sl)
 	KEEP_COMPATIBLE_7_SV                = 206, //151
+	SL_MCF_TOO                          = 207, //CD_no_overload
 	SL_MAX_VERSION                      = 255
};

In saveload/saveload.cpp:

-extern const uint16 SAVEGAME_VERSION = KEEP_COMPATIBLE_7_SV; // Current version of patched OpenTTD. @see saveload.h for the savegame number declarations
+extern const uint16 SAVEGAME_VERSION = SL_MCF_TOO; // Current version of patched OpenTTD. @see saveload.h for the savegame number declarations
ChillCore wrote: ...and I have such a nice game going for the moment.
So yours could be savegame number two ;)
Touché.
Let me cheat some money as my company is still a money pit for the moment.
Also be prepared to search for three truckloads of grfs.
ChillCore wrote: ps: Are that my dots you are using there ... ? :lol:
Maybe we can share them :P
Sure, I release them under the GPL V2 or later.
Don't abuse them as they can get annoying really quickly. Some people might not like the pause they cause in the brain. :P
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
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Re: Chill's patchpack v10_7

Post by Kogut »

ChillCore wrote:
Kogut wrote:
ChillCore wrote: In console:
Code:
setting tree_line_height "value_in_tiles"
Is it supposed to work (it is not working in my game)?:

Code:
setting snow_line_height "value_in_tiles"
I have tested this on the v10_7 binary and did not make any codechanges to make it work so the option has been there al the time.
Maybe if you type tree instead of snow?
Treeline and snowline are not the same thing. I have been reading some time ago that in multiplayer the game will desync if having different snowlines, therefore it is not possible to change the snowline ingame.
I do not know and can not test if the same goes with treeline ... use with caution and backup long lasting games.
Yes, I want to change snowline.

desync? But why it is impossible to change it in singleplayer?

AFAIK various treelines will result in desync (tile above treeline for ne user, below for second -> tree/~tree -> desync on clear tile (or as result - various costs, various ratings))

But both should be possible in singleplayer.
Correct me If I am wrong - PM me if my English is bad
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Re: Chill's patchpack v10_7

Post by ChillCore »

Kogut wrote:Changing snowline should be available in singleplayer.
You could/should ask Devs why it is not possible to change the snowline in singleplayer games, it is like that in trunk.
I did not expect the treeline to be changeable either but apparently it is, once I know where I will disable it for multilayer and if possible change the snowline to be available for singleplayer.
Unless someone has a good reason not to do so ...



Attached is the last version of my savegame started somewhere around v10, don't expect to much of it.
- For the moment I am transporting passengers and the wood chain, as you all have kept me quite busy lately I did not progress very much :)
- I have added a track to close the "industry" loop but many of my trains still need rerouting to use it and they still make the detour they had to make in earlier years.
- Many stations still need eyecandy as I first added tracks where I wanted them to be while following the terrain. As I go I am straightening the routes and adding eyecandy.
- The next chain to set up will be coal or oil, I have not decided yet.

Needed grfs:
- The grf list is quite extensive as I was testing some random stuff but then I started liking the game and continued.
- Some grfs conflict. eg. when I refit a train to Building materials I get signals or tiles for wagons. Some are overwritten by others lower in the list. I need to clear the list out but I want to finish my game first.
- Some grfs need the exact version for the game not to break. eg NuTracks r86 and FIRS r1358

Also needed:
This AI -> http://www.tt-forums.net/viewtopic.php?f=65&t=47421

The config file is available upon request if needed.
More questions? Just ask.
Attachments
This is where it all began.
This is where it all began.
Farfingford Transport, 2151-01-29.png (76.27 KiB) Viewed 3111 times
Farfingford Transport, 2151-01-29.sav
(418.49 KiB) Downloaded 92 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.
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Re: Chill's patchpack v10_7

Post by Dwight_K._Schrute »

ChillCore wrote: Code is below and is to be applied after you have added the patch. Beware you will lose compatibility with current version and future versions of the patchpack if trunk bumps, if I do not add it or something else is added. If you want to keep your savegame runing afterwards you will need a lot more magic.
So ... test with a copy of your savegame or be prepared to make codechanges everytime I add something that changes savegameformat.
Thank you very much! And if something breaks with newer versions I will have to use my "old" one which is not the worst :) or start a new game
ChillCore wrote:Also be prepared to search for three truckloads of grfs.
Ok. I've found one truck load but two are still missing. Maybe you can send me your grf in a package via email or is it too much?? I've attached the missing files...


I have a suggestion concerning the "Ticks per minute"-Setting (wallclock-patch). Why is the setting not saved with the savegame like others? I have two games... one with 89 ticks per minute and one with 74 ticks per minute. So everytime I start one game I have to check the setting if it is correct. If not timetables can get disordered...
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missing grfs for your savegame
missing grfs for your savegame
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Re: Chill's patchpack v10_7

Post by ChillCore »

Maybe you can send me your grf in a package via email or is it too much?? I've attached the missing files...
That is a bit tricky as the liscence of many of them does not allow distributing.
Most of them are available here on the forums, grfcrawler or the coopserver.
Please search a little longer and see if you can find a few by using the filename in the search function.
If you really can not find one ask again ...
The version of FIRS is mentioned above.
I have a suggestion concerning the "Ticks per minute"-Setting (wallclock-patch). Why is the setting not saved with the savegame like others? I have two games... one with 89 ticks per minute and one with 74 ticks per minute. So everytime I start one game I have to check the setting if it is correct. If not timetables can get disordered...
IIRC hthhs wanted to change as little as possible but disorded timetables is a good reason to save it on a per game basis.
Would you mind suggesting this in the departureboards thread before I add it myself?
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
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Re: Chill's patchpack v10_7

Post by hthhs »

ChillCore wrote: Yes, no, maybe ... problem is if fonso does somehing else I have to exclude her changes and keep yours or remove yours and break savegame compatibility
Were that to happen, would setting the max savegame version of the no overload option to the savegame version of the previous version of the patchpack preserve compatibility? e.g.

Code: Select all

SL_A // cd no overload added
SL_B // some other stuff
...
SL_S // some more other stuff
SL_T // cd updated, cd no overload removed
and in tables/settings.h:

Code: Select all

SDT_CONDBOOL(GameSettings, linkgraph.no_overload_links,                        SL_A, SL_S, 0, 0, false,         STR_CONFIG_SETTING_NO_OVERLOAD_LINKS,  NULL),
(In versions prior to SL_T, you'd still have to have the max savegame version of the no overload option as SL_MAX_VERSION.)
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Re: Chill's patchpack v10_7

Post by ChillCore »

That might work but as I never tried to do that before I can not say if it will.
I could try it in my testfolder: make change -> save -> make change while bumping saveload.cpp-> try to load and see what happens.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
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Re: Chill's patchpack v10_7

Post by BR 155 »

Here some pics to let you know what your are working for chill :wink: . Playing this patchpack is a lot of fun :bow: - maybe most I ever had with OpenTTD.
Attachments
Regarding the bad communication policy of the German Bahn a lot of people on Kassel Hbf dont notice the new intercity station Kassel Wilhelmshoehe.
Regarding the bad communication policy of the German Bahn a lot of people on Kassel Hbf dont notice the new intercity station Kassel Wilhelmshoehe.
Kassel.png (458.78 KiB) Viewed 1109 times
On track 6 in Brunswik the Intercity-Train from Freiburg via Kassel Wilhelmshoehe is arriving. A lot of people are waiting for the InterCityExpress to Munich which will be provided in a couple of minutes.
On track 6 in Brunswik the Intercity-Train from Freiburg via Kassel Wilhelmshoehe is arriving. A lot of people are waiting for the InterCityExpress to Munich which will be provided in a couple of minutes.
Brunswik.png (437.02 KiB) Viewed 1109 times
There was a lot of protest against the new high-speed-railway Harhat21  :wink: . The local traffic is still there but the old tracks are used less frequently.
There was a lot of protest against the new high-speed-railway Harhat21 :wink: . The local traffic is still there but the old tracks are used less frequently.
High_Speed.png (396.17 KiB) Viewed 1109 times
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Re: Chill's patchpack v10_7

Post by BR 155 »

Attachment limit?
Hamburg ist still small but prospering. The people are discussing about a new connection to the main railway network which is only ensured by boat for now. The harbor employees are in rage.
Hamburg ist still small but prospering. The people are discussing about a new connection to the main railway network which is only ensured by boat for now. The harbor employees are in rage.
Hamburg.png (354.1 KiB) Viewed 1120 times
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BR_155.sav
A couple of grfs. If still interested give it a try and/or just ask me.
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Re: Chill's patchpack v10_7

Post by Dwight_K._Schrute »

cannot open it. what version is it??
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Re: Chill's patchpack v10_7

Post by Eddi »

hthhs wrote:and in tables/settings.h:

Code: Select all

SDT_CONDBOOL(GameSettings, linkgraph.no_overload_links,                        SL_A, SL_S, 0, 0, false,         STR_CONFIG_SETTING_NO_OVERLOAD_LINKS,  NULL),
(In versions prior to SL_T, you'd still have to have the max savegame version of the no overload option as SL_MAX_VERSION.)
The common way to do this is a "CONDNULL" instead, since "linkgraph.no_overload_links" likely doesn't exist anymore when you remove the patch, and the value in there is ignored anyway
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Re: Chill's patchpack v10_7

Post by Kogut »

As I wanted to patch openttd I compiled it myself, what fixed the error.
Correct me If I am wrong - PM me if my English is bad
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Re: Chill's patchpack v10_7

Post by Kogut »

Tadadadam! Bug report:

- setting snowline to high values (for example 63) in scenario editor results in snowline changing on scenario load/game start, as visible in picture (during making map only the highest peak was covered with snow)
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Przechwytywanie.PNG (125.61 KiB) Viewed 1110 times
bugbugbugbug.scn
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Re: Chill's patchpack v10_7

Post by ChillCore »

Dwight_K._Schrute wrote:
BR 155 wrote: Here some pics to let you know what your are working for chill :wink: . Playing this patchpack is a lot of fun :bow: - maybe most I ever had with OpenTTD.
Attachment limit?
cannot open it. what version is it??
@ BR 155:
Glad you are enyoying it.
Thank you for the savegame and the screenies. I will have a better looksie In a bit.
Attachment limit is three files, enough in most cases and if needed one can always double post. ;)

@Dwight_K._Schrute:
You need a newer (r21044+) version to open it. Read: compiled with lzma-dev.
Before bumping to trunk yourself ... there will be a minor conflict to solve in newgrf_debug_gui.cpp.
Also, how is your grf hunt going? Found All of them?
Eddi wrote:
hthhs wrote: and in tables/settings.h:

Code: Select all

SDT_CONDBOOL(GameSettings, linkgraph.no_overload_links,                        SL_A, SL_S, 0, 0, false,         STR_CONFIG_SETTING_NO_OVERLOAD_LINKS,  NULL),
(In versions prior to SL_T, you'd still have to have the max savegame version of the no overload option as SL_MAX_VERSION.)
[/code]
The common way to do this is a "CONDNULL" instead, since "linkgraph.no_overload_links" likely doesn't exist anymore when you remove the patch, and the value in there is ignored anyway
Also the string would no longer exist.
Thank you, Eddi. I just need to to find the correct values to enter. When I tried yesterday evening the game crashed after hanging for a while. :)
I will need to do some digging in the logfile to see how Devs did that before.
Also there has been an update in CaroDist. (I have not yet looked at the code.)
Kogut wrote: As I wanted to patch openttd I compiled it myself, what fixed the error.
Good to hear that but I still do not know what went wrong for you ...
Tadadadam! Bug report:

- setting snowline to high values (for example 63) in scenario editor results in snowline changing on scenario load/game start, as visible in picture (during making map only the highest peak was covered with snow)
Hmm when I load your scenario both in scenario editor and while hitting play scenario all is fine visually, except for dos colours everywhere, but I am still missing a few grfs to test properly.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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.
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Re: Chill's patchpack v10_7

Post by BR 155 »

ChillCore wrote:
Dwight_K._Schrute wrote:
BR 155 wrote: Here some pics to let you know what your are working for chill :wink: . Playing this patchpack is a lot of fun :bow: - maybe most I ever had with OpenTTD.
Attachment limit?
cannot open it. what version is it??
@ BR 155:
Glad you are enyoying it.
Thank you for the savegame and the screenies. I will have a better looksie In a bit.
Attachment limit is three files, enough in most cases and if needed one can always double post. ;)

@Dwight_K._Schrute:
You need a newer (r21044+) version to open it. Read: compiled with lzma-dev.
Before bumping to trunk yourself ... there will be a minor conflict to solve in newgrf_debug_gui.cpp.
Also, how is your grf hunt going? Found All of them?
I recently play the latest win32 build posted by Coldice (thanx!): r21051 with chills patchpack v10_7.
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Re: Chill's patchpack v10_7

Post by Kogut »

ChillCore wrote:
Tadadadam! Bug report:

- setting snowline to high values (for example 63) in scenario editor results in snowline changing on scenario load/game start, as visible in picture (during making map only the highest peak was covered with snow)
Hmm when I load your scenario both in scenario editor and while hitting play scenario all is fine visually, except for dos colours everywhere, but I am still missing a few grfs to test properly.
Are you sure that you unpaused game?

Edit:
-(on loading everything is OK, problem is happening after unpausing)
-maybe deleting cfg file will help?
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
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