hthhs wrote:
ChillCore wrote:
On behalf of the people using the patch, thank you.
Would you mind sharing how it is different from the previous version. (I have not yet compared the code with the previous version.)
- The code that removed passengers going via INVALID_STATION (i.e. the ones going via anywhere) has been removed - testing showed that it wasn't necessary.
- The patch no longer inadvertently disables the second pass of the MCF solver.

- Minor things (indentation and comments) that don't affect the operation of the patch.
Thank you for explaining.
No need to blush. It is from our misstakes we learn the most.
MagicBuzz wrote:
I'll try to find out how works the ICU library in order to make my patch "locale compliant". But I can't promise anything, I'm really underskilled in C++ and it looks like quite complex to use.
But for v11 or your patchpack, I'll merge strcmp file and strnat file, it's a good idea.
Cool.
Edit : Where is strcmp() defined ? I found it in string.h, but it's not part of the OTTD source, but Visual Studio standard includes (??)
Good question ...
I found a reference to it in core/string_compare_type.h but as there is no #include"file" there ... I said "wherever that may be" in my previous post.
Maybe it is beter to concentrate on ICU and not lose time with trying to fit the patchpack.
I suppose the code "as is" is functional and tested so I'll use it as is and revert afterwards.
ColdIce wrote:
1. what is the no overload patch?

2. this was compatible with my savegame from previous build
3. build log
http://www.heypasteit.com/clip/P6T
4. Thank you ChillCore for this patchpack

5. enjoy the win32 build guys!
1. @see CargoDist thread page 99 somewhere in the middle -> post by hthhs.
2. Yes but I am not yet sure if v11 will be with this version though. Please re-read my post when I posted the Experimental patch. (Especially the "More important notes" section.)
3. Thank you.
4. My pleasure.
5. I appreciate the effort but please remove it untill I posted v11.
I would prefer people not knowing how to fix conflicts themselves updating from v10_7 to v11 to avoid potential problems with the future versions. (If I decide to do things differently.)
The patch is experimental because a few things still need to be checked and may or may not be included in v11.
Also I hope you have not included the no_overload patch as doing so will break the savegame compatibility with v11 for everyone that has not included the patch before ... I will not (yet) include it myself for example untill I know how to remove it properly if needed. Still experimenting with saveload chunks -> CONDNULL.
Kogut wrote:
Coldice wrote:
one tiny little huge problem:
in game newgrf window doesnt show the .grf list. I can`t add or remove newgrfs.
(svn r21111) -Add: Remove the buttons below the newgrf details if the list is not editable. (?)
Finally, finally, finally ... our prayers have been answered

Thank you planetmaker and everyone else involved, That is THE feature of the year (if there were one).
Should I tell or not ... not?
...
svn r21116 but preparations started a bit before already.
ColdIce wrote:
Kogut wrote:
<grumbling>It may be better to attach it as txt, not post on site with "you won an Ipod!" ads</grumbling>
@Kogut: it's just a banner! a small one. you can block it with adblock if you are using mozilla. the build log is for ChillCore and he didn`t complained before.
What banner?
I see no banners not there not here not anywhere so I have nothing to comlain about ... No JavaScript, no Cookies ...
OK I sacrifice a bit in browser functionalty but it does not outweigh my ads-free internet experience by far.
supermop wrote:
Hey, I've been having trouble with the improved station GUI part when using the patch pack with my modular sheds. I know my sheds are troublesome enough on their own, but it seems like a specific issue with the patch. I will post pictures and details when I get back from work.
Best,
Please do.