roest's patch pack v9 (r13019)

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Toni Babelony
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Re: yet another...err...my patch pack (r12951)

Post by Toni Babelony »

I have some issues with the Route Restriction patch you've added in the pack. The same problem is described in the Route Restriction patch thread itself and it's being worked on. I hope you can update the pack as soon as the patch is updated as well.

Thanks for your hard work so far! OpenTTD is getting more and more interesting with every update you make in the package! *not as if it wasn't interesting enough already* :mrgreen:

@not being able to load savegames: that's very common with these 'unstable' builds. Especially when there are new (heavy) patches included all the time. I'd say, make extra duplicate maps with updated versions of the patched builds and play the desired game in the distinguished build.
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Re: yet another...err...my patch pack (r12951)

Post by Roest »

niche wrote: can you add:
Track Sharing
Limit Road Vehicle Speed
There is a patch but i didnt know the name, it let you make subcompanys.
Track sharing I'm watching but it seems it still has some issues to be sorted out first. Road vehicle speed, i don't really know, why make vehicles slower? And your last one, just no.
Sieben wrote:i really like this pack. could you please add Advanced Terraform - Drag&Draw or 45° rotated rectangle clearing / leveling patch.
i also have the problem that i cannot load most of the scenarios since the last update.
The 45° rotated rectangle clearing / leveling patch hasn't been updated in a while and conflicts with the advanced terraform because of the ctrl-key usage. I gonna ask Roujin if he can update his patch since he's still around and active.
Toni Babelony wrote:I have some issues with the Route Restriction patch you've added in the pack. The same problem is described in the Route Restriction patch thread itself and it's being worked on. I hope you can update the pack as soon as the patch is updated as well.
...
@not being able to load savegames: that's very common with these 'unstable' builds. Especially when there are new (heavy) patches included all the time. I'd say, make extra duplicate maps with updated versions of the patched builds and play the desired game in the distinguished build.
I really appreciate your positive feedback. Crucial updates will be included asap of course. Also thanks for telling them about the load savegame stuff again. Maybe i should make the disclaimer in the first post clearer.
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Re: yet another...err...my patch pack (r12951)

Post by Draakon »

Code: Select all

extern const uint16 SAVEGAME_VERSION = 3
From patched saveload.cpp.

Shouldn't 3 be higher then 95? 95 is current trunk SAVEGAME_VERSION. Because i suspect of the failure of loading scenarios of this reason. I might be wrong but i will test it out and report my findings.
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Re: yet another...err...my patch pack (r12951)

Post by Roujin »

Roest wrote: The 45° rotated rectangle clearing / leveling patch hasn't been updated in a while and conflicts with the advanced terraform because of the ctrl-key usage. I gonna ask Roujin if he can update his patch since he's still around and active.
Indeed, active enough to read this and act myself :mrgreen: update available here
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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check my wiki page (sticky button) for a complete list

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Re: yet another...err...my patch pack (r12951)

Post by Grandmaster »

@ Roest

Can you also place a Windows Binary build of patchpack_v8_r12951 including the paxdest patch in zip?
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Re: yet another...err...my patch pack (r12951)

Post by Roest »

Grandmaster wrote:@ Roest

Can you also place a Windows Binary build of patchpack_v8_r12951 including the paxdest patch in zip?
I thought i did. Look at the second post.
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Re: yet another...err...my patch pack (r12951)

Post by Grandmaster »

Roest wrote:
Grandmaster wrote:@ Roest

Can you also place a Windows Binary build of patchpack_v8_r12951 including the paxdest patch in zip?
I thought i did. Look at the second post.

I was temporarily blind. Thank you to let me see again. :bow:
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Re: yet another...err...my patch pack (r12951)

Post by Draakon »

I think the whole saveload thing is wrong. Why you use a new savegame version system when you can keep the old one and have no problems in what ever loading?
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Re: yet another...err...my patch pack (r12951)

Post by niche »

I think it is better to use an older save-system to play old saves and szeanario
Road vehicle speed, i don't really know, why make vehicles slower?
It looks better and realistic when the cars dont hang to near by together because some a slower and others a faster in the citys.
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Re: yet another...err...my patch pack (r13019)

Post by Roest »

updated to 13019

added advanced terraform

will post windows binaries tomorrow

Btw is anyone using this in multiplayer?
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Re: yet another...err...my patch pack (r13019)

Post by Draakon »

No, because i see no servers in OpenTTD homepage servers list nor in game one. I could play there if someone does make one server.
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Re: yet another...err...my patch pack (r13019)

Post by Haiya-Dragon »

Roest wrote:updated to 13019

added advanced terraform

will post windows binaries tomorrow

Btw is anyone using this in multiplayer?
Yes, I'm currently running a MP game with 12930M
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Re: yet another...err...my patch pack (r13019)

Post by zypa »

I played various versions in multiplayer (without passenger dests)
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Re: yet another...err...my patch pack (r13019)

Post by zypa »

I do not know if you want to add more patches to your great patchpack.
IF you want to add more patches, what about "sort by cargo"

See this thread: http://www.tt-forums.net/viewtopic.php?f=33&t=37203

It's very useful in combination with the engine pools patch.
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Re: yet another...err...my patch pack (r13019)

Post by Ammler »

I needed the newgrf_gui and your pack is the only one working with it currently. ;-)

I had the fallowing warnings on compiling:
/home/marcel/bin/ottd/roest/src/group_gui.cpp: In function ‘void GroupWndProc(Window*, WindowEvent*)’:
/home/marcel/bin/ottd/roest/src/group_gui.cpp:500: warning: enumeral and non-enumeral type in conditional expression
/home/marcel/bin/ottd/roest/src/group_gui.cpp:504: warning: enumeral and non-enumeral type in conditional expression
/home/marcel/bin/ottd/roest/src/rule.cpp: In member function ‘Criteria* Rule::GetCriteriaAtPos(byte) const’:
/home/marcel/bin/ottd/roest/src/rule.cpp:127: warning: comparison is always false due to limited range of data type
/home/marcel/bin/ottd/roest/src/station_cmd.cpp: In function ‘CommandCost CmdBuildAirport(TileIndex, uint32, uint32, uint32)’:
/home/marcel/bin/ottd/roest/src/station_cmd.cpp:1668: warning: unused variable ‘distant_join’

Greets
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OTTD-roest_v9_r13019.tar.bz2
Linux i686 build.
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Toni Babelony
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Re: yet another...err...my patch pack (r13019)

Post by Toni Babelony »

Pretty please an update! PBS has been updated as well as the route restriction patch. The route restriction patch gave some serious problems in the last release, so an update to a newer version is much needed! :)

Thanks again for your hard work! I'm in need of a new game as the patches in your patchpack are making it too awesome. The maps I'm regularly playing on (512x512 or so) are getting to small for the compatibility of this patchpack. It's just too friggin good to play with on small maps. That said, I'm an ass conservative who likes to fill maps with tracks, .grfs, timetables and route restrictions. A lot...
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Re: yet another...err...my patch pack (r13019)

Post by Roest »

I was going to do an update this weekend. I was delaying it because a look here shows A LOT of code changes, but i guess it's not getting better the longer i wait.
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Re: yet another...err...my patch pack (r13019)

Post by xmart2k »

hello, can someone help me with something? when i start a game i have something like 28 coal mines and almost 0 of the other industry. I've tried with very small number of towns and high number of industries and with "allow multiple industries per town", "Industry of the same type..." disabled. it's so f*** up!
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Re: yet another...err...my patch pack (r13019)

Post by zypa »

Hmm, I use this patchpack, too. I've never seen such problems.

Is it reproducable?
Do you use any newgrfs? (ECS Verctors, newindustry vectors?
How do you setup the map generation?
Can you post a savegame?
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Re: yet another...err...my patch pack (r13019)

Post by xmart2k »

found it, the problem was the distance between industries option.. :)
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