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Posted: 23 Oct 2006 13:44
by mart3p
Here’s a fix for the bug reported by MeTo in the MiniIN problems thread. Towns were not growing beyond a drive-through road stop.

Edit: DONE at r7039

Posted: 26 Oct 2006 23:24
by mart3p
This patch fixes the GUI bugs I reported.
1. Train purchase window height increased (and width increased slightly) to allow room for all vehicle info.
2. Train auto-replace window height increased for vehicle info.
3. RHS vehicle info now drawn in correct position in train auto-replace window.
4. Fixed purchase window caption width.

Edit: DONE at r6964, thanks glx

Posted: 27 Oct 2006 15:57
by mart3p
This patch fixes the following subsidiary problems:
A. Depot window buttons are not enabled for a player using a sister company's depot.
B. Depot window - Sell all vehicles: should only sell vehicles belonging to current player.
C. Depot window - Start/stop all vehicles: should only start/stop vehicles belonging to current player.
D. Vehicle list window- Send To Depots: should only send vehicles belonging to current player

Edit: DONE at r6967

Posted: 29 Oct 2006 21:42
by mart3p
This patch fixes the problem of AI players not being able to start trains - more details in the MiniIN problems thread.

Edit: patch updated to also fix start/stop-all not working for trains, as reported by ma5owat.

Edit: DONE at r7038

Posted: 30 Oct 2006 16:23
by bobingabout
thats 5 posts in a row now

Posted: 02 Nov 2006 10:51
by gkirilov
Suggestion for miniIN: Open AND save a game in the format which is used in the nightly builds.

Posted: 02 Nov 2006 11:10
by richk67
gkirilov wrote:Suggestion for miniIN: Open AND save a game in the format which is used in the nightly builds.
100% impossible.

As soon as you include any patch that has a saved variable, the trunk cannot load it. It would require a total rewrite of the load/save code in trunk to make it load saves from patched games.

Posted: 02 Nov 2006 12:50
by gkirilov
No no, what I meant was for miniIN to make a save game without any "miniIN featured patch variables"(just ignore/skip them) so the game can be opened with a nightly version.

Posted: 02 Nov 2006 13:26
by richk67
gkirilov wrote:No no, what I meant was for miniIN to make a save game without any "miniIN featured patch variables"(just ignore/skip them) so the game can be opened with a nightly version.
Very very difficult. You would need to identify all non-trunk items, and prevent them being written. Also, some items would need translating to the nearest trunk equivalent (eg. loading orders).

Very tricky, and IMO not worth the effort. It is however worth keeping MiniIN capable of loading any trunk game.

Posted: 02 Nov 2006 13:34
by bobingabout
i think it is

Posted: 02 Nov 2006 13:35
by richk67
bobingabout wrote:i think it is
As Ive said before: Off you go then. If you think it is worth it (I really dont), then I will be delighted to include your comprehensive patch to do this.

Posted: 02 Nov 2006 13:37
by bobingabout
i'll work on other things instead, but i need to refresh and update my knoledge of C, last C i used was borland C++ for MS-DOS.

Posted: 02 Nov 2006 13:46
by mart3p
gkirilov wrote:No no, what I meant was for miniIN to make a save game without any "miniIN featured patch variables"(just ignore/skip them) so the game can be opened with a nightly version.
I don’t see how it would be possible to handle things like Drive-Through Road Stops and Diagonal Level Crossings. You can’t just ignore/skip these. And what if you are using Subsidiaries with track sharing. What would you do with one player’s trains on another’s tracks? I agree with richk67, this would be virtually impossible.
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This patch fixes asserts caused by the Town Growth patch.
1. Prevent road-building test passing invalid tile index diffs to TILE_ADD. Tile is now calculated by AddTileWrap (instead of TILE_ADD) so bad diffs (off the map) are detected.
2. Prevent bridge-build test looking for existing bridges off the map edge. If the map edge is found don't attempt to place a bridge.

Edit: DONE at r7036

Posted: 02 Nov 2006 18:28
by mart3p
This patch fixes a problem with the Additional Orders patch. When the AI builds a new train and sets its orders to full-load, order.percentilefill was not being set to 100%. I have shown this patch to gigajum (author of Additional Orders patch) and he is happy this change.

Edit: DONE at r7045

Posted: 03 Nov 2006 22:39
by mart3p
Due to richk67's hack ;) of using NUM_CARGO as the power-station's cargo type in the Electricity Production patch , there is a problem with the "produced" array in GetProductionAroundTiles (station_cmd.c). If GetProducedCargo_Industry (industry_cmd.c) tests a power station it will write past the end of the array. Note, GetProductionAroundTiles is only called by the AI.

This patch fixes the problem. I sent it to richk67 for a look, he seems happy with the change but hasn't had time to commit it yet (probably due to November 5th being imminent :) ), so I'm posting it in the hope that someone else will do it.

Edit: DONE at r7085

Posted: 06 Nov 2006 16:54
by mart3p
This patch fixes the waypoint renaming bug reported by Nickel-Plate in the MiniIN problems thread. At some point string STR_0009 was changed to STR_012D but this didn't get updated for the waypoint view window caption.

Edit: DONE at r7085

suggestion

Posted: 07 Nov 2006 21:16
by dasy2k1
a more realistic suggestion

would it be possable to save you preferances for things like coulor scheme and game options whern you set them so that next time you play (and start a new game) you dont have to bother remembering to set road vechles to drive on the left, set the mesurements to whatever you like and set all your colours for the various types of vechles to your favoirite settings instead of thr random stuff you get...

all this data coudl quitre easily be saved in a seperate file say "player.cfg" using simaliar syntax to openttd.cfg, or mabie appended to openttd.cfg,

this sounds relativly easy to do and i woudl write it myself if i had any idea how openttd stores thease variables in play,
but unfortunatly that is way past my current programming skills.

Posted: 01 Dec 2006 14:14
by gigajum
Small fix for the drag and drop purchasing areas. Creator forgot to add the costs for demolishing tile on purchasing it. See log entry r5828.

This fixes the problem described here

Edit: DONE at r7417

Since this thread is in the suggestions forum

Posted: 01 Dec 2006 16:28
by White Rabbit
Town build no roads patch! Pleeease! :bow:

Posted: 01 Dec 2006 18:05
by DaleStan
The author of that patch hasn't been seen since May 8.