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Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 15:18
by MagicBuzz
Here is a video about what happens on the lastest patch+trunk.
* Snow appears at lower altitude than original
* It's impossible to plant any tree any where
I hope it will help you.
Here is a link on Youtube (not original size, so lower visual quality)
http://www.youtube.com/watch?v=WilYZxN6lec
Here is the direct link on my computer (may be VERY slow and offline every night GMT+1)
http://jarsaillon.manga-torii.com/divers/ottd1.avi
Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 16:22
by ChillCore
I forgot to unpause, sorry.
I can comfirm that upon loading a scenario the snowline is reset to default ... it seems to be a bug in trunk.
When I make a scenario in trunk with a snowline at height 13, save and load it (both playtesting and scenario editor) the snowline is at level 7.
Could someone please comfirm this on clean trunk before reporting on FS...
@Kogut
Deleting your config file will not help here.
@MagicBuzz,
The trees seem to be working fine as you are charged for hem (and I tested).
Have you disabled the trees in visibility settings by any chance?
Thank you for the bugreport and testing.
Edit:
Same thing happens when generating a new game with higher snowline than default. After saving and loading the snowline is back at default.
I have not yet tried setting the snowline lower first when generatin a new game or sscenario.
Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 16:55
by Kogut
@snow - exactly the same!
@trees - maybe trees are transparent (you payed sth), I am able to plant.
Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 16:56
by Kogut
ChillCore wrote:Deleting your config file will not help here.
So it will be tropic/temperate game.
Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 17:06
by Kogut
In r21076 creating arctic scenario with snowline on 13, saving it, loading and unpausing with result in lowering snowline.
In r21076 creating arctic scenario with snowline on 2, saving it, loading and unpausing with result in correct snowline.
See FS#4203
http://bugs.openttd.org/task/4203?opene ... reported[0]=
Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 17:31
by ChillCore
Lol, we reported at the same time see FS#4204 ... I requested closure of mine. (I hope as nothing happened when clicking the button.)
What you can do is recompile your game after changing the default snowline in tile_type.h.
When the snowline is lower than default it seems to be saved correctly (tested trunk).
As for my "official" version of the patchpack ... I'd rather fix it the proper way.
ps:
Feel free to use the edit button if your posts are so close together in time.
Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 18:18
by MagicBuzz
ChillCore wrote:I forgot to unpause, sorry.
@MagicBuzz,
The trees seem to be working fine as you are charged for hem (and I tested).
Have you disabled the trees in visibility settings by any chance?
Wooops ! Sorry, you're right, I disabled the trees visibility ^^
Re: Chill's patchpack v10_7
Posted: 03 Nov 2010 20:44
by Kogut
ChillCore wrote:What you can do is recompile your game after changing the default snowline in tile_type.h.
When the snowline is lower than default it seems to be saved correctly (tested trunk).
Compiling started, thanks for fix!
Edit after 8 minutes: Compiling ended, it is working!
Edit after 2 hours: Fixed in 21078
Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 08:29
by ChillCore
Kogut wrote:
Snowline fixed in 21078
Thank you Rubidium.
I wondered before why DEF_ was there twice ... now I know.
As there have been many fixes and updates in trunk and a few patches lately I think it is time to start making my way to an update ...
Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 08:39
by Dwight_K._Schrute
@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?
Ok thank you... My version has been bumped to r21043... Don't know how to compile with lzma-dev and MSVC yet... so if anyone wants to tell me.. feel free

So I took ColdIce's version to play with BR'S savegame...
I've found some of your grfs... but still tons of them are missing.... But I've opened it and watched the map... Very nice and complicated network... But the no-overload patch could be useful for you as well
What's the deal with Maquette? Will there be a city in the near future??
and am I correct that this AI is only building roads for you??

Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 09:19
by ChillCore
Dwight_K._Schrute wrote:
Ok thank you... My version has been bumped to r21043... Don't know how to compile with lzma-dev and MSVC yet... so if anyone wants to tell me.. feel free

So I took ColdIce's version to play with BR'S savegame...
You need to install the developer tools for lzma like you did for zlib etc. I do not know where to get it for windows as I installed it from the Ubuntu repository.
Is the wiki not yet updated? I thought it was but I have not checked.
I've found some of your grfs... but still tons of them are missing.... But I've opened it and watched the map... Very nice and complicated network... But the no-overload patch could be useful for you as well
Post the list again of those you are missing, maybe I remember where I got them or someone else might know ...
About the no-overload patch ... it hides where capacity needs to be increased. Also fonso made an update that I would like to test first. @see Cargodist thread.
What's the deal with Maquette? Will there be a city in the near future??
It is a 1/10 scaled model of my passengers network.
In time it will be updated with the cargo network and height will be added to it too.
There will be no cities there and all industries that are generated there are removed.
and am I correct that this AI is only building roads for you??
That is its only purpose, yes.
Also it is a yapper as you can see in the ai debug window. It tells me how many towns and industries there are in game, what the biggest town is and how long it has been alive.
If/when I update it you will be able to set the maximum lenght for bridges and tunnels via parameters and yapp about some other things. The pathfinder might need some more finetuning also.
The build only roads function will never change however.
Also as it chooses destinations to connect randomly it is possible to enable more than one instance at once without problems. They will even reuse each others roads to make one road network instead of building two or three roads if they want to connect the same things.

Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 14:25
by BR 155
Sorry for being offtopic, but Dwight_K._Schrute
Netzkarte.png
how the hell have you done this? Is there any feature I should know of or did you made it manually?
Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 15:16
by Dwight_K._Schrute
BR 155 wrote:Sorry for being offtopic, but Dwight_K._Schrute
Netzkarte.png
how the hell have you done this? Is there any feature I should know of or did you made it manually?
I have done this with MS Visio 2010.. It is a lot of work.. so I would probably never do this again

But I wanted to finish it once...
ChillCore wrote:
Post the list again of those you are missing, maybe I remember where I got them or someone else might know ...
About the no-overload patch ... it hides where capacity needs to be increased. Also fonso made an update that I would like to test first. @see Cargodist thread.
The 2cctrainset is missing to play the game. I have some versions of this but obviously it's not the correct one

Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 15:47
by ChillCore
The 2cctrainset is missing to play the game. I have some versions of this but obviously it's not the correct one
http://bundles.openttdcoop.org/2cctrainset/nightlies/
I started my game with r613
Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 18:10
by MagicBuzz
Hello.
I'm using the 10_7 patchpack.
I noticed two problems with the cargo dist patch (the two problems seems to be one unique problem) :
When I connect several cities with bus services, I noticed sometimes I'm not granted with subsidies, even when passengers are actually transported on the line.
Also, several buses are constantly full of passengers, but loose money. If I take a deeper look at these buses, I can see they "transfert" some money, and most of the time they "loose" money (negative income) when desserving a station.
This looks strange to me, as the lines are correct and passengers doesn't wait for a long time.
Here is a savegame.
There is a waiting subsidy for passenger service between Albi and La Rochelle.
As you can see, I have a line between those cities.
If you click on the Albi station, you'll see 4 passenger waiting for La Rochelle. 2 of theim continue to another city, and the 2 remaining passenger end at La Rochelle. Those 2 passengers come from Albi. So, when my bus will take them and transport theim to La Rochelle, it should happen this :
- Get a transfert income for the 2 passengers who continue to another city
- Get a positive income for the 2 passengers who end at La Rochelle
- Be rewarded for the subsidy
Actually, I get a transfert income and nothing else. I'm not rewarded with the subsidy, and my bus will loose money for no reason.
I hope my explication is clear enougth...
Re: Chill's patchpack v10_7
Posted: 04 Nov 2010 20:42
by ChillCore
Upon loading your game the subsidy is not yet awarded.
- Actually there are six passengers on the bus, just before it arrives at the busstop there are two more that arrive.
- The subsidy is awarded immediatly if you set: Advanced Settings -> Link Graph -> Link graph recalculation interval to 1. (*)
- The subsidy is also awarded without changing the advanced setting if you buy a new bus and send it between the two cities but it take a while (oktober/november)
- After the subsidy is awarded you have 'normal' payments. Transfer and income (positive or negative depending on feeder share settings.)
- To avoid negative income with transfers:
http://wiki.openttd.org/Negative_income ... er_service @see end of page.
- As the daylenght setting is 1 I do not think it has an influence on te issue.
Could you please explain what you are expecting by "rewarded for the sevice" other than higher income?
Cargodist should be tested cleanly to see if it is the cause of the delay in awarding the subsidy. ?linkgraph recalculation interval?
Re: Chill's patchpack v10_7
Posted: 05 Nov 2010 08:31
by Kogut
ChillCore wrote:- Glitch with vehicle near sandpit/gravelpit in FIRS(Kogut)
In FIRS 1843 it is not happening.
Re: Chill's patchpack v10_7
Posted: 05 Nov 2010 09:28
by MagicBuzz
ChillCore wrote:Cargodist should be tested cleanly to see if it is the cause of the delay in awarding the subsidy. ?linkgraph recalculation interval?
In fact, on my build, the subsidy is never awarded to me.
This line exists from the begining, and the subsidy should been awarded to me a few days after it was proposed, as the service already exists.
But on my build, the game don't care my bus deserve the stations with passengers, the subsidy remains in the waiting subsidy window.
My build is based on this patchpack v10_7 and trunk r21077.
Re: Chill's patchpack v10_7
Posted: 05 Nov 2010 12:34
by ChillCore
Kogut wrote:ChillCore wrote:- Glitch with vehicle near sandpit/gravelpit in FIRS(Kogut)
In FIRS 1843 it is not happening.
Thank you for testing.
I did a quick test and it seems like the glitch is gone indeed.

Still I do not know if the glitch was fixed in FIRS or in the More height levels code.
I will do some more testing later on with quarry's and claypits (FIRS r1843) located at high levels.
Also I will test some older versions of FIRS (Sand/Gravelpits) to see if I can reproduce it still with the current version of the patchpack.
MagicBuzz wrote:
ChillCore wrote:
Cargodist should be tested cleanly to see if it is the cause of the delay in awarding the subsidy. ?linkgraph recalculation interval?
In fact, on my build, the subsidy is never awarded to me.
This line exists from the begining, and the subsidy should been awarded to me a few days after it was proposed, as the service already exists.
But on my build, the game don't care my bus deserve the stations with passengers, the subsidy remains in the waiting subsidy window.
My build is based on this patchpack v10_7 and trunk r21077.
My previous test was with the latest provided windows build as I am updating the patchpack and I am halfway through making the changes.
Anyway I tested again with my semi-updated patchpack against r21078:
Code: Select all
Updated:
- departureboardswallclock8b4
- moreheightlevels_v32_9_1
- TODO: build station gui
- TODO: CargoDist
Added:
- departure_vehicletimetableskip1 (by hthhs)
- TODO: Option for treeline in Advanced Settings to fix old savegames/scenarios (singleplayer)(*)
Fixed:
- Partial fix for copypaste preview. Rails now show again.
- Do the same fix for treeline as was done for snowline in r21078
(*)My prefered option would be: Fix it "behind the scenes" automagically upon loading.
Attached are two screenshots. Note the difference in date, I paused as soon as the subsidy was awarded in both cases. As this time the subsidy was awarded without doing anything I did not try buying a new vehicle.
For me it works both in the 'old' version and the new.
If you would like me to further investigate I will need your configuration file, please.
Re: Chill's patchpack v10_7
Posted: 07 Nov 2010 07:25
by Kogut
Sth bad happened with lg (and it is not 1 in 116161616 seeds problem)