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Re: Chill's patchpack v10_7

Posted: 16 Nov 2010 16:25
by ChillCore
:oops:
Thanks hthhs. :bow:
Copy paste coding is not good.
I typed it wrong the first time and copied afterwards ...

@Nickel_Plate:
My error as my posted code was wrong.
It compiles for me without adding #include "date_type.h" also.

Re: Chill's patchpack v10_7

Posted: 19 Nov 2010 14:34
by Nickel_Plate
Compiled with mods but without #include "date_type.h"

Started game picture shows Population and Houses of the 4 Main Towns
Started to run trains between Suntbridge and Charnway, also started bus service on 2 routes in Suntbridge.
Start Jan 1920.png
(207.51 KiB) Downloaded 1 time
Next picture shows Population and Houses after 2 years.
Start Jan 1922.png
(194.49 KiB) Downloaded 1 time
Next Picture shows Population and Houses after 4 years.
Started bus service on 1 route in Charnway in early Feb 1922, also connected Ronningley to train network.
Start Jan 1924.png
(181.19 KiB) Downloaded 1 time
Conclusion shrinkage as been slowed down, towns grow by 1/2 houses but then start shinking again.
But the underlying trend is shrinkage will continue.

Re: Chill's patchpack v10_7

Posted: 19 Nov 2010 20:53
by ChillCore
Thank you for the additional testing Nickel_Plate.

There is at least one more thing you need to change though.
In town.h change line 71 from "uint8 exclusive_counter" to "uint16 exclusive_counter" or remove the "* _date_daylength_factor" in town_cmd.cpp. I missed that bit before and the way it is now the setting can overflow with high daylength settings. I have not yet checked the saveload code to see if there is code to change there also regarding the exclusive counter ...

I have grouped the town population windows from your screenshots for easier comparing (@see attachment) and the population going up and down instead of only down makes me wonder if the growth/shrinkage is not related to the company ratings rather than the changes you have made to test. Do you still have the savegame from your test by any chance? To make the towns really happy you need to have at least 5 stations in a town that are visited regulary, does not matter if they deliver something or not. I would like to continue from your savegame to test if I can make the towns grow without making these changes ... I can start a new game but continueing from yours would give me a headstart as I would have something to compare with already ...



As for v11 ... I know you are all waiting ... almost there though.
- I have updated a few patches and bumped to trunk.
- I have added the natural sorting patch which works like a charm. :)
- I had broken savegame compatiblity with recent trunksaves but have already fixed that. (I have not yet checked if it was already broken in the experimental patch.)
- I still need to disable the changeable treeline for multiplayer games and test if the setting is saved correctly after setting it. Also I have to check if the tooltips are included/working.
- Anyone interested in Group_info and Start_stop_all_AI ?

I have a few small questions for people that have played with the experimental patch.
- Is the aircraft behaviour OK? -> Re-entering the map and the difference between helicopters and other aircraft.
- Has anybody tested the flying disaster vehicles yet? I have not yet found the time do do so.
- Have you noticed anything else that is broken?

Re: Chill's patchpack v10_7

Posted: 19 Nov 2010 21:36
by Kogut
Start_stop_all_AI
I am testing ais on clean trunk, not in patchpack.

Re: Chill's patchpack v10_7

Posted: 20 Nov 2010 17:13
by MagicBuzz
There is currently a bug with group info, you may wait for a fix before integrating it if you are interested in.
=> The last line in the group's vehicle list isn't used. I didn't find how to use it in the list.

Re: Chill's patchpack v10_7

Posted: 20 Nov 2010 18:12
by ChillCore
MagicBuzz wrote: There is currently a bug with group info, you may wait for a fix before integrating it if you are interested in.
=> The last line in the group's vehicle list isn't used. I didn't find how to use it in the list.
Too late, already testing. :P
I can always remove it for now if really needed.

Almost ready to post the new version of the patchpack but I am still checking/changing the last bits ... hopefully later tonight.

ps:
[Nitpicking]
You have used tabs and added a whiteline too much in english.txt and you removed a whiteline in group_gui.cpp.
[/Nitpicking]

Re: Chill's patchpack v10_7

Posted: 21 Nov 2010 10:19
by Kimby
Bug report (for as much as it's worth)

I encountered a failed assertion while using v10_7 (using the win32 binary provided here).
It happened when I tried to save my (paused) "game" after only changing a few signals.
An emergency safe didn't work and my savegame was no longer usable afterwards :(

The exact message I got was:
Assertion failed at line 39 of c:\users\hotsteel\desktop\new folder\src\rail_map.h: IsTileType(t, MP_RAILWAY)

Since that file was not a real game, but a place where I worked out and stored my ideas regarding stations, junctions, etc... I'm currently rather mad at myself for not keeping a backup :evil:

I'm very enthousiast about this patchpack in general, but I have to admit it looks to be rather unstable at times.

Re: Chill's patchpack v10_7

Posted: 21 Nov 2010 13:01
by Nickel_Plate
Savegame as asked for.

Read file inside.
Montana Rail Link, 1st Jan 1924.rar
(485.3 KiB) Downloaded 73 times

Re: Chill's patchpack v10_7

Posted: 21 Nov 2010 17:18
by ChillCore
Bug report (for as much as it's worth)
Thank you for reporting.
I encountered a failed assertion while using v10_7 (using the win32 binary provided here).
It happened when I tried to save my (paused) "game" after only changing a few signals.
An emergency safe didn't work and my savegame was no longer usable afterwards :(

The exact message I got was:
Assertion failed at line 39 of c:\users\hotsteel\desktop\new folder\src\rail_map.h: IsTileType(t, MP_RAILWAY)
Please post your savegame. Even if I can not load it or it crashes immediatly, running it through a debug build might reveal some additional info.
The assertion by itself does not say much as it can be called by various functions.
Since that file was not a real game, but a place where I worked out and stored my ideas regarding stations, junctions, etc... I'm currently rather mad at myself for not keeping a backup :evil:
Autosave is your friend. And yes a backup from time to time may prove usefull.
I'm very enthousiast about this patchpack in general, but I have to admit it looks to be rather unstable at times.
Sorry about that it that is one of the consequences when playing/testing patches and especially patchpacks.
I try to avoid things like this from happening but ...

Nickel_Plate wrote: Savegame as asked for.

Read file inside.
Thank you. I'll have a looksie in a bit.

Re: Chill's patchpack v10_7

Posted: 21 Nov 2010 20:07
by Kimby
ChillCore wrote:Please post your savegame. Even if I can not load it or it crashes immediatly, running it through a debug build might reveal some additional info.
The assertion by itself does not say much as it can be called by various functions.
That's a pity since the savegame won't help you much: it got reduced to zero bytes.
Autosave is your friend. And yes a backup from time to time may prove usefull.
Autosave was off, but in this case it wouldn't have helped me much. As I said, it was not a real gamefile but more a place where I work out and store my ideas, so I'm using the build while paused cheat for it.
Sorry about that it that is one of the consequences when playing/testing patches and especially patchpacks.
I try to avoid things like this from happening but ...
He, I'm not complaining! Of course I rather have a more stable game, but if I didn't love a lot of those patches so much, I could easily use another version :mrgreen: And of course I'm currently living in the hope that v11 will fix all problems :P

Re: Chill's patchpack v10_7

Posted: 21 Nov 2010 21:22
by ChillCore
Kimby wrote:
ChillCore wrote: Please post your savegame. Even if I can not load it or it crashes immediatly, running it through a debug build might reveal some additional info.
The assertion by itself does not say much as it can be called by various functions.
That's a pity since the savegame won't help you much: it got reduced to zero bytes.
That will not help indeed ... too bad.
Kimby wrote:
ChillCore wrote: Autosave is your friend. And yes a backup from time to time may prove usefull.
Autosave was off, but in this case it wouldn't have helped me much. As I said, it was not a real gamefile but more a place where I work out and store my ideas, so I'm using the build while paused cheat for it.
At least you would have only lost a little bit instead of all of it and you would have had the chance to try and reproduce it by repeating what you did before.
Oh well, I'm glad it was not a long lasting savegame ...
Kimby wrote:
ChillCore wrote: Sorry about that it that is one of the consequences when playing/testing patches and especially patchpacks.
I try to avoid things like this from happening but ...
He, I'm not complaining! Of course I rather have a more stable game, but if I didn't love a lot of those patches so much, I could easily use another version :mrgreen:
Don't worry, I did not perceive it as complaining ...
Kimby wrote: And of course I'm currently living in the hope that v11 will fix all problems :P
Sorry to burst your bubble but WorldPeace(tm) will come sooner then any version fixing all problems I'm afraid. :mrgreen:
Just need to bump 14 more trunk revisions and update CargoDist again before I post it.


Anyway there is some good new too.
Your crash and moorhs' problem in the programmable signals patch thread made me have a look again at the code to compare the patch with what is in the patchpack ...
- I have found a missing line in yapf_costrail.hpp in the patchpack.
- As for moorhs' wrong signal selection problem. I have fixed that in the patchpack a long time ago but I can not recall what I did where ... It will come back to me I'm sure while checking the rest of the files.

Re: Chill's patchpack v10_7

Posted: 21 Nov 2010 21:55
by Lord Aro
What would be nice is if you would seperate all the patches that are not being kept up to date and post them in their respective threads
I can see that being quite a bit of work though...

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 02:13
by ChillCore
Lord Aro wrote: What would be nice is if you would seperate all the patches that are not being kept up to date and post them in their respective threads
I can see that being quite a bit of work though...
That would be nice yes.
Unfortunately my OpenTTD time is consumed like this -> 10% reading forum, changelog, FlySpray and posting, 4% updating patches , 85% checking things and tracing bugs, 1% actual playing.
I do that from time to time but if I were to do that for all patches I would need days that lasted 72 hours and financial support to turn my hobby into my job. ;)


Anyway here is v11 !!! Yay.

Note: Changes are a recap of the changes after v10_7.
Updated:
- Departureboardswallclock8
- Moreheightlevels_v32_9_1 + changes (Changes will be exported to v33 shortly)
- CargoDist_r21293
- Station-build-gui_v7

Added:
- Departure_vehicletimetableskip1 (By hthhs)
- Option in advanced settings to change treeline ingame so older savegames can be fixed easily. (reported by NekoMaster)
- Natural sorting of strings (by MagicBuzz) (Moved the new files to core folder.)
- Group_info_r21289 (by MagicBuzz)
- Partial refit (by Terkhen)

New files in the widgets folder:
- station_type_matrix.cpp
- station_type_matrix.h

New files in the core folder:
- strnatcmp.cpp
- strnatcmp.h

Fixed:
- Partial fix for copypaste preview. Rails now show again. (Thank you Yexo)
- Do the same fix for treeline as was done for snowline in r21078
- Aircraft re-entering the map at too low altitude (reported by Kogut)
- Sometimes when selecting the treeline on new game generation the up arrow enabled/disabled state was not properly updated.
- A few typos in dutch.txt
- 1 missing line added from programmable signals patch. -> yapf_costrail.hpp

Todo:
- Check disaster vehicles flying altitude outside the map and make difference between helicopters and planes there also.
- Fix treeline for trunk savegames and scenarios upon loading.
- Disable changing treeline in multiplayer games. (I did not yet find where to do that ... to avoid desyncs -> only server should change it)
- Fix the problem with the HQ ... Coopsavegames crash in line 520 of src/object_cmd.cpp unless the HQ is first removed in clean trunk.
- Test/check/fix the town shrinkage with higher daylenght settings.
- I have not yet tested if savegames made with the experimental patch can be loaded but I think they are OK.
- Try to reproduce Kimby's crash.
- Update first posts ... I will do that tomorrow.
- Re-read the last few pages to see if I have not missed something. If you think something is missing in the Todo list please do not hesitate to post and remind me.

Hint:
This is a good moment to back up your savegames ladies and gentlemen. (Best before updating ;) )

Attached patch for v11 and changelog for people that download the patch/binary from the library.

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 05:50
by MagicBuzz
About natural sorting patch, you may use the lastest patch instead this one :
- strnatcmp function is now in string_func.h and string.cpp (no new file)
- Added the strnatcmp call into several screens (not only groups window)

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 08:45
by Lord Aro
Well done you
You could quite easily be a dev (wink wink nudge nudge :wink: )

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 13:32
by ChillCore
MagicBuzz wrote: About natural sorting patch, you may use the lastest patch instead this one :
- strnatcmp function is now in string_func.h and string.cpp (no new file)
- Added the strnatcmp call into several screens (not only groups window)
Updated and group_info also,
But before posting the next version ...

Code: Select all

[LANG] Compiling string.cpp
~/chipp_v11/src/string.cpp: In function ‘int strnatcmp(const char*, const char*)’:
~/chipp_v11/src/string.cpp:479: warning: unused variable ‘with_icu’
Lord Aro wrote: Well done you
You could quite easily be a dev (wink wink nudge nudge :wink: )
Thank you, I am flattered.
However, besides commiting directly to trunk (and potentially screw things up, wink wink), there is nothing I could do that I can not already do right now.
If I were a Dev I would not be allowed to make the same mistakes I am making now from time to time or FlySpray would go KABOOM. :P
Also I can point you to at least 10 people here with greater programming skillzzz than mine. (But I won't as we are not in a competition here. :) )
I am quite happy with my current status and nudging/helping people at improving their patches and reporting a bug now and then.


Talking about bugs, the date in the statusbar overflows with daylenght settings higher than 36 (when in the year 2051). One more Todo ...

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 13:56
by MagicBuzz
Here is the patch Natural Sort fixed.
The unused variable was just a few line I forgot to remove after some investigation about le library ICU...

Here is also the lastest version of Group Info (with profit button fixed).

And if you want it, the all_ai console commands patch.

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 14:57
by ChillCore
Here is the patch Natural Sort fixed.
The unused variable was just a few line I forgot to remove after some investigation about le library ICU...
I figured that much but as I can not read your mind ...
Here is also the lastest version of Group Info (with profit button fixed).
I did not know it was broken (yet) ... Update included.

And if you want it, the all_ai console commands patch.
Added, it is not sitting in my way and may as well be tested ...


Thank you for the quick fixes.
Atached v11_1 and updated changelog.
First posts will be updated later today after a bit more testing to make sure I do not need to post v11_2 immediatly after doing so :).

Edit:
Fixed a few typos in the changelog ...
For the one person that has already downloaded it -> nothing has changes content wise.

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 15:44
by Dwight_K._Schrute
And another awesome version. Thank you ChillCore :)

EDIT: It happened something weird, though:

It is a BR 420. So it's electric but there is steam. ?(

Re: Chill's patchpack v10_7

Posted: 22 Nov 2010 17:07
by MagicBuzz
nice :D

I noticed also another bug.

Don't know if it's produced by the patchpack or the daylength patch itself.

I started a game with daylength factor set to 4.
After a few years, I earn much money and would like to see new vehicles, so I change the daylength factor to 2.

It works. My revenues fall down in hell, exactely what I expected for.

Some time later, I save the game (and I don't go in any other menu).
Wow, my revenues bumps again.

In the adv options, the daylength factor came back to 4.

I can reproduce it each time I manually save the game.

It doesn't seem to be impacted by the autosave.