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Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 14:56
by LocArny
I was playing OpenTTD with this patchpack and I encountered something I never saw before. In order for a city to grow, I need to deliver food and steel. Food is no problem as it is accepted by a city, but how can I deliver steel?
Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 15:16
by ChillCore
Sorry LocArny but I have no town groth patch in my patchpack therefore it is not my patchpack.
Where did you get it and who's is it?
I have seen it before but it was in one of the extended versions and I am not yet sure if I will add it myself. Those versions are and will not be compatible with my version neither.
Also I think that should read goods instead of steel, seems like a bug somewhere.
My last version posted is v11_1 and compiled by Dwight IIRC.
I am still checking things in my newer bumped version before posting it.
Cargodist is updated and should now work without non-stop orders also.

Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 15:22
by Wasila
Ah, but has there been a savegame bump since?
Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 15:27
by LocArny
ChillCore wrote:Sorry LocArny but I have no town groth patch in my patchpack therefore it is not my patchpack.
Where did you get it and who's is it?
I have seen it before but it was in one of the extended versions and I am not yet sure if I will add it myself. Those versions are and will not be compatible with my version neither.
Also I think that should read goods instead of steel, seems like a bug somewhere.
My last version posted is v11_1 and compiled by Dwight IIRC.
I am still checking things in my newer bumped version before posting it.
Cargodist is updated and should now work without non-stop orders also.

Oke thanks, strange. I have to say my OpenTTD is a bit of a mess so it can indeed be another patch.
Will try it with goods, probably it reads steel because of the ECS I am using. Thanks for the quick reply anyway.
Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 15:47
by ChillCore
Wasila wrote:
Ah, but has there been a savegame bump since?
In the extended versions yes but not correctly ...
If they fix it correctly previous savegames from my version will load in their version but the savegames made with their version will not be compatible with my next versions unless I include the same savegamecode. Which I do not yet know will happen as I have not yet reviewed their additions properly.
I suspect dkarn to have broken Cargodist and I know for a fact that in his version the towngrowth rate is no longer modified according to daylenght.
MagicBuzz his version seems pretty clean at first glance but the savegame bumps for IS need fixing and maybe some other things too(*).
In case you were wondering, your savegame still runs in v11_1 eventhough there were savegambumps but I can not know if everything is still correct as it is your game and only you can know.
I'd say give it a try ... make a copy of your savegame and load that it in the newer version. If something is wrong you can simply go back to the version you were playing and continue your game.
It is recent trunk savegames that fail to load sometimes in v11_1. Savegames from previous versions of the patchpack itself are OK.
(*)MagicBuzz has mentioned that he was not 100% sure about his implementation.
LocArny wrote:
Oke thanks, strange. I have to say my OpenTTD is a bit of a mess so it can indeed be another patch.
Will try it with goods, probably it reads steel because of the ECS I am using. Thanks for the quick reply anyway.
ECS can be the cause of it ... You can simply check by starting a new game without ECS ...
Sometimes I need to think a bit it or check domething before replying, in this case I knew what to say right away.
It was not me ...

Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 18:41
by ChillCore
LocArny wrote:
I was playing OpenTTD with this patchpack and I encountered something I never saw before. In order for a city to grow, I need to deliver food and steel. Food is no problem as it is accepted by a city, but how can I deliver steel?
Oh boy, I really need to start playing more ...
I totally forgot that when your are playing an artic or tropical game the towns need things to grow.
I just noticed while starting a few random games ... Sorry LocArno.
Anyway I had another look at your screenshot and since that your game is in the tropicaal climate the 'steel' should be 'water'.
As it shows in my version ...
what version of the ECS vectors and their parameters are you using? I tried ECS 6 beta and water showed correctly.
Have you changed grfs ingame or shuffled their order?
Can you please post your savegame so that I can test using your settings while starting a new game to verify that the problem is not in my patchpack?
Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 19:08
by LocArny
http://www.tt-forums.net/viewtopic.php?f=31&t=51650
I uploaded my savegame here. And as far as I know I didn't change anything major in game in the newgrf list (the Long vehicles needed some shuffling because they have to be loaded before German trams IIRC).
Where can I get beta 6 by the way? On the site of the ECS and also in the ingame content downloader I only find beta 5... Edit: And in this version it seems there is no water factory (or whatever it is called).
But is there no way to disable this option?
Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 19:22
by ChillCore
Shufling == changing == bad idea.
It is best that when you start a game you check the newgrf window. When you notice something wrong you go back to the main menu, adjust and start a new game.
For the ECS beta 6 versions check the last few pages of George's thread, there should be a link there IIRC.
My beta 6 versions are from december 2009 and januari 2010 but I think there are already later versions available for testing.
For as far as I know it can not be disabled but I could be wrong.
Re: Chill's patchpack v10_7
Posted: 05 Dec 2010 20:41
by LocArny
Thanks a lot, it now reads water
Will prove to be a new feature for me as I normally kind of ignore freight, but that gives a change to my game.
Re: Chill's patchpack v10_7
Posted: 07 Dec 2010 18:01
by ChillCore
Another update ...
There are still a few things that I want to change, eg. save the ticks per minute, divide vehicle profits by daylength_factor and some other things that need tweaking, but If I do not post it now I guess I never will and keep testing/tweaking forever.

The improvements in trunk alone warant a new version by themselves.
v11_2:
-----
Added:
- Infrastructure sharing (updated by MagicBuzz)
Removed:
- Natural sorting. In trunk in 21344.
Updated:
- Cargodist to r21370
- Partial refit to curent version.
New files in the src folder:
- infrastructure.cpp
- infrastructure_func.h
Fixed:
- Town shrinkage adjusted to daylenght (Nickel_plate)
- Exclusive rights counter adjusted to daylenght.
Notes:
------
- There is a newer version of CargoDist, but that will be for the next version. The changes are not so small and it will take me some time to make sure I do not mess up other patches in the process of updating ...
- Savegamecompatibility is still preserved with previous versions of the patchpack but if you want to load recent (coop)savegames you need to first remove the HQ in clean trunk. I am still messing about to fix it but if I fail to do so before reaching v12 I will break compatibility with previous patchpack versions and remove the magic so trunk compatibility will be restored. After that I will keep it again for a few version.
Enjoy.
Edit: patch replaced because of some silly misstakes
Re: Chill's patchpack v10_7
Posted: 07 Dec 2010 18:12
by NekoMaster
Hey, could the close adjacent rail crossings patch be included in this patch pack? its really helpful when your building busy multi rail lines that cross roads (or metro lines in cities) and you happen to like your trucks , buses, and trams

Re: Chill's patchpack v10_7
Posted: 07 Dec 2010 18:39
by ChillCore
Let me think...
Umh ...
Umh ....
Uummmh ....
Granted.
But I can not add it.
It has been in the patchpack for quite some time and adding it twice will do funny things I think

.
I agree that it is a nice and useful patch.
Edit:
First posts updated. Please let me know if you see something that is wrong.
Re: Chill's patchpack v10_7
Posted: 07 Dec 2010 21:27
by NekoMaster
ChillCore wrote:Let me think...
Umh ...
Umh ....
Uummmh ....
Granted.
But I can not add it.
It has been in the patchpack for quite some time and adding it twice will do funny things I think

.
I agree that it is a nice and useful patch.
Edit:
First posts updated. Please let me know if you see something that is wrong.
Ah, I didn't notice it was added because my trucks still died crossing my rails sometimes when I was playing on the European scenario.
Also any chance we could get a win32 binary?
Re: Chill's patchpack v11_2
Posted: 07 Dec 2010 21:56
by ChillCore
NekoMaster wrote:
Ah, I didn't notice it was added because my trucks still died crossing my rails sometimes when I was playing on the European scenario.
Why they were still destroyed is hard to tell without picture/savegame but here is what I think has happened.
Let's call the middle roadcrossing number 1 for the sake of arguement.
As railcrossing number 1 is closed so are numbers 2 and 3. If at that moment there is a roadvehicle on number 2 it can not continue and clear the section because number three is closed also automatically.
While waiting for train 1 to clear the signals train 2 comes and Boom.
Still, in the end less vehicles are destroyed as vehicles coming from the town can not enter road crossing number 2 anymore because number three was closed already by train 1.
The patch could/should be extended to allow roadvehicles to clear the multitile crossing but honestly I think this is harder then it sound.
How do you allow roadvehicles comming from crossing 2 to enter and clear crossing three and proceed towards the town while dissallowing vehicles coming from the town to enter that very same roadcrossing?
Re: Chill's patchpack v11_2
Posted: 07 Dec 2010 22:19
by Kogut
Still, in the end less vehicles are destroyed as vehicles coming from the town can not enter road crossing number 2 anymore because number three was closed already by train 1.
I guess that in code there is sth like:
Code: Select all
if(is_active_level_crossing(next_tile))speed=0;
should be changed to
Code: Select all
if(is_active_level_crossing(next_tile)&&!is_active_level_crossing(position))speed=0;
And how to stop vehicle (already on blocked level crossing) from driving into train going through next level crossing?
Re: Chill's patchpack v11_2
Posted: 07 Dec 2010 22:32
by Eddi
Kogut wrote:Still, in the end less vehicles are destroyed as vehicles coming from the town can not enter road crossing number 2 anymore because number three was closed already by train 1.
I guess that in code there is sth like:
Code: Select all
if(is_active_level_crossing(next_tile))speed=0;
should be changed to
Code: Select all
if(is_active_level_crossing(next_tile)&&!is_active_level_crossing(position))speed=0;
yes, that's the general idea. but i haven't come around to searching this place yet.
And how to stop vehicle (already on blocked level crossing) from driving into train going through next level crossing?
why should that matter? in that case, the person should have built the signals further away.
Re: Chill's patchpack v11_2
Posted: 07 Dec 2010 23:46
by Cadde
Eddi wrote:why should that matter? in that case, the person should have built the signals further away.
Exactly, if the operation already mimics real life then i don't see a point in messing with it.
Short of making the crossing lights activate on a signal other than the closest one to the crossing this already works as intended.
And the ultimate solution is to not have level crossings in the first place. Especially over multi tracks.
Another option is to teleport any vehicles that are stuck on a track to either side of the crossing when the lights activate.
This way there won't be any crashes but the prevention method involves "magic".
EDIT:
There are still a few things that I want to change, eg. save the ticks per minute, divide vehicle profits by daylength_factor and some other things that need tweaking, but If I do not post it now I guess I never will and keep testing/tweaking forever.
I take it isn't as simple as just taking the income function and dividing the return by daylength_factor?
Re: Chill's patchpack v11_2
Posted: 08 Dec 2010 00:35
by Eddi
teleportation is bound to cause immense trouble with articulated vehivles. it's no viable road to take.
Re: Chill's patchpack v11_2
Posted: 08 Dec 2010 00:55
by ChillCore
Cadde wrote:
ChillCore wrote:
There are still a few things that I want to change, eg. save the ticks per minute, divide vehicle profits by daylength_factor and some other things that need tweaking, but If I do not post it now I guess I never will and keep testing/tweaking forever.
I take it isn't as simple as just taking the income function and dividing the return by daylength_factor?
Yes it is that simple.

But as Eddi mentioned with the problem for roadvehicles to be able to leave a closed multitile roadcrossing block ... the problem is not changing the behaviour but knowing where to change it exactly.
Feel free to point me to the correct location(s) in the code and I will have a new version in no time.
Also I do not know (yet) if I need to change it in one place or once for each vehicle type ...
Mind that there are also running costs, maintenance costs, ¿other costs?.
In order to keep the balance correct all should be changed in one go.
I understand your problem but as it is costs vs income is balanced, only multiplied by daylength.
Re: Chill's patchpack v11_2
Posted: 08 Dec 2010 01:09
by Eddi
cargo payment should be in "LoadUnload_Vehicle" or something similar.
one problematic part with reducing income was always that units below 1£ could not be handled, so you sometimes end up geting no income at all on short routes.