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Posted: 21 Apr 2005 13:25
by Csaboka
Thanks for the report, I've just fixed this. I hope I didn't break anything else while doing that...
Posted: 24 Apr 2005 06:07
by Aegir
With a barrel load of help from Patchman, I am in the middle of writing a patch to completly disable the AI from doing anything. Used alongside a few things like subsidiaries management, and some other experimental features, you will be able to manage subsidiary companies without the stupid AI trashing your layout. Hell, JTanczos (On IRC) has been using his subsidiary company to run trains alongside his normal company. On the same tracks.
Good god I hope it compiles...
/me crosses his fingers
Posted: 24 Apr 2005 12:15
by krtaylor
That's a cool idea, and a great start to joining the Patchteam!
Posted: 24 Apr 2005 12:46
by Aegir
krtaylor wrote:That's a cool idea, and a great start to joining the Patchteam!
Hah, dont get excited yet. Im still miles and miles away from even getting a simple hack (Said disablement of the AI) to work. What seemed to be simple at first exploded into somthing that was way out of my depth. But I'll keep plugging away, Im already part way towards my goal, silly to give up now. I already know the basic set of assembly instructions, and thanks to Josef and Oskar, I have a crude understanding of how the Patch works. I just have to do a load more research and practicing to get somthing working of it all.
Thanks for the support though

.
Posted: 24 Apr 2005 14:32
by Patchman
Aegir wrote:What seemed to be simple at first exploded into somthing that was way out of my depth.
Welcome to the club. That's how it always goes...
Posted: 24 Apr 2005 14:56
by Aegir
Patchman wrote:Aegir wrote:What seemed to be simple at first exploded into somthing that was way out of my depth.
Welcome to the club. That's how it always goes...
I can imagine.
Posted: 24 Apr 2005 18:58
by krtaylor
See, now I have a conundrum. You've done a great job working on the Generic Stations, and I want to see them all comprehensively coded, as has always been the goal. But the opportunity to add a member to the Patchteam doesn't come along every day. So I have to think, which would I rather Aegir do and be? Both of course, but you've only got so much time I suppose...

Posted: 24 Apr 2005 21:11
by wallyweb
Aegir wrote: I already know the basic set of assembly instructions, and thanks to Josef and Oskar, I have a crude understanding of how the Patch works. I just have to do a load more research and practicing to get somthing working of it all.
When all is done and you graduate, just make sure they give you a diploma or at least certify you A+

Posted: 25 Apr 2005 01:46
by Aegir
krtaylor wrote:See, now I have a conundrum. You've done a great job working on the Generic Stations, and I want to see them all comprehensively coded, as has always been the goal. But the opportunity to add a member to the Patchteam doesn't come along every day. So I have to think, which would I rather Aegir do and be? Both of course, but you've only got so much time I suppose...

I reckon I could pull both off.
Posted: 25 Apr 2005 15:51
by The Irish
Hi Aegir,
Your idea sounds great. I always wanted to be able to have other trains run on my track.
Would it be possible to combine the stations, or connect the tracks to each other?
Posted: 25 Apr 2005 16:32
by eis_os
Simple use experimentalfeature coop and see, (I am responsible for bugs )
Posted: 25 Apr 2005 16:37
by SuperTycoon
eis_os wrote:Simple use experimentalfeature coop and see, (I am responsible for bugs )
In Alpha 48?
whats the exact switch?
Posted: 25 Apr 2005 17:52
by SHADOW-XIII
http://wiki.ttdpatch.net ... there are 2 pages in experimentafeatures description, read both
edit: oh sorry .. it seems to be missing :/
Posted: 25 Apr 2005 19:27
by DaleStan
SHADOW-XIII wrote:http://wiki.ttdpatch.net ... there are 2 pages in experimentafeatures description, read both
edit: oh sorry .. it seems to be missing :/
It's missing?
Posted: 25 Apr 2005 20:24
by SHADOW-XIII
it was updated 56 minutes ago

Posted: 25 Apr 2005 23:32
by krtaylor
That actually sounds like a very cool feature, if you get it working solidly. I imagine it would really need its own whole page in the Wiki, as there would be significant caveats I expect.
Posted: 26 Apr 2005 09:05
by Aegir
Well, all Im hopefully going to do is write a routine to disable the AI's initial calls, thus, in a way, neutering it, internally it still trys to perform AI actions, Ill just make it skip the actions altogether. Depends though, the initial way I was going to do it did not work due to a conflict with another AI related patch, but I have another idea in mind if I can find where the peice of code is (I kinda 'lost' the chunk of code I was working in, still trying to find it

, ahhwell, atleast I'll become familiar with TTD's internals as I look for it.) . Everything else for the feature is already coded, part of the whole Co-op thing. But lemme tell you, if Multiplayer can be stabalized, OTTD might have a bit of competition in the MP department.
Anyway, enough yacking from me

.
Posted: 26 Apr 2005 09:06
by eis_os
As I said on IRC yesterday, I will only work on it when someone fixes multiplayer. (So I can play with it).
The feature was made after Csaba fixed A LOT stuff for MP but never went into an diff until I made the busstop features.
Roadvehicle stuff isn't working right..., PBS junction may not work correctly when you connect railsystems of different owners.
Aegir: I know where you have to edit it, simple ask me at irc

Posted: 26 Apr 2005 10:34
by Aegir
Okay, with assistance from Oskar, I am back on track to writing the patch, but I wont be able to compile and get it working for a few days. Hell, it will probably be in a49 or 50 if all goes well

.
And after that... Well, I want to experiment with some other stuff, and practice what I've learnt.
Posted: 27 Apr 2005 15:49
by The Irish
that sounds so cool. can't wait.