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Re: Traffic lights (v2; r12812)

Posted: 21 Apr 2008 15:43
by FooBar
Nice work, Roujin!

About that bug with four one-way roads facing away from the junction: I wouldn't bother too much to fix that, because vehicles wouldn't ever use that junction; they simply can't reach it! As soon as one makes the junction 'usable', the traffic lights will appear.

Re: Traffic lights (v1; r12733)

Posted: 25 Apr 2008 03:49
by SirXavius
Ar4i wrote:
SirXavius wrote:...
BTW, as far as "compiling" the new .diff file, i'll wait til its in an official release. I do not want to get into dismantling and "remantling" the gamecode...
OR can try to read a bit more, especially the first post in that page where you can download already compiled executable including the patch.
Okay, okay, i get it: i'm NOT the genius i think i am! :roll: Where is the non-.diff? I read the thread on applying .diffs and i really would like to avoid SVN and recompiling and all that! But i REEEALLLY want traffic lights! :P

Re: Traffic lights (v2; r12812)

Posted: 25 Apr 2008 04:37
by Trond

Re: Traffic lights (v1; r12733)

Posted: 25 Apr 2008 04:47
by Yexo
SirXavius wrote:
Ar4i wrote:
SirXavius wrote:...
BTW, as far as "compiling" the new .diff file, i'll wait til its in an official release. I do not want to get into dismantling and "remantling" the gamecode...
OR can try to read a bit more, especially the first post in that page where you can download already compiled executable including the patch.
Okay, okay, i get it: i'm NOT the genius i think i am! :roll: Where is the non-.diff? I read the thread on applying .diffs and i really would like to avoid SVN and recompiling and all that! But i REEEALLLY want traffic lights! :P
Reading a thread is difficult, isn't it? Page 4, first post.

Re: Traffic lights (v1; r12733)

Posted: 25 Apr 2008 05:21
by SirXavius
Yexo wrote:
SirXavius wrote:
Ar4i wrote: OR can try to read a bit more, especially the first post in that page where you can download already compiled executable including the patch.
Okay, okay, i get it: i'm NOT the genius i think i am! :roll: Where is the non-.diff? I read the thread on applying .diffs and i really would like to avoid SVN and recompiling and all that! But i REEEALLLY want traffic lights! :P
Reading a thread is difficult, isn't it? Page 4, first post.

I read thru all the pages and somehow i missed it. But let's be fair, he made it sound like it was the first page of that THREAD. :roll: i'm not dum, you know...

And to Trond:

:bow:

I bow to your wizardry and all-seeing eye....I would consider myself blessed but to suckle at the shadow created from the light of your Omniscience!



IOW, thanx, dude. :))

Re: Traffic lights (v2; r12812)

Posted: 25 Apr 2008 18:02
by Gedemon
Roujin, it seems that the patch use a lot of CPU when there are road vehicles and 3-4 traffic lights in a city.

Do you notice it ?

Re: Traffic lights (v2; r12812)

Posted: 26 Apr 2008 01:08
by SirXavius
Alas, i could not use it. I'm using OTTD under Win98SE, and it doesn't get listed in the .grf list in-game. I also tried using the compiled version but it's not for Win98...

...and my daydreaming continues :( ...

Re: Traffic lights (v2; r12812)

Posted: 26 Apr 2008 01:11
by SirXavius
Alas, i could not use it. I'm using OTTD under Win98SE, and it doesn't get listed in the .grf list in-game. I also tried using the compiled version but it's not for Win98...

...and my daydreaming continues :( ...

Re: Traffic lights (v2; r12812)

Posted: 26 Apr 2008 03:27
by Gedemon
SirXavius wrote:Alas, i could not use it. I'm using OTTD under Win98SE, and it doesn't get listed in the .grf list in-game. I also tried using the compiled version but it's not for Win98...

...and my daydreaming continues :( ...
this grf is not to be activated in the list.

and BuildOTTD is the easiest solution for win98.

Re: Traffic lights (v2; r12812)

Posted: 26 Apr 2008 17:20
by Roujin
Gedemon wrote:Roujin, it seems that the patch use a lot of CPU when there are road vehicles and 3-4 traffic lights in a city.

Do you notice it ?
Thanks for your bug report, I think I have found and removed the cause (at least the slowdown I noticed with the old version in a quick test game was gone).

Also, trunk has undergone a savegame bump since the last version of trafficlights, so now is the first chance to see if my savegame version concept works. Basically, it should be able to load both older versions of this patch (e.g. v2) AND current trunk (r12905). Normally, a trunk savegame bump kills savegame compatibility for patches. I also tested this and it worked for me, but it was only a quick test, so if you stumble over savegame incompatibility, please report it.

Re: Traffic lights (v2; r12812)

Posted: 26 Apr 2008 18:23
by Gedemon
Roujin wrote:
Gedemon wrote:Roujin, it seems that the patch use a lot of CPU when there are road vehicles and 3-4 traffic lights in a city.

Do you notice it ?
Thanks for your bug report, I think I have found and removed the cause (at least the slowdown I noticed with the old version in a quick test game was gone).
Yep, CPU usage back to normal, thank you. :)

Re: Traffic lights (v2.1; r12905)

Posted: 27 Apr 2008 04:10
by lead@inbox
Let's continue an idea by traffic signs (max speed, city ahead, railway crossing and etc.)
signs-test.png
signs-test.png (3.04 KiB) Viewed 12942 times

Re: Traffic lights (v3; r12951)

Posted: 05 May 2008 09:19
by Roujin
New version v3! Grab it while it's hot :P

For changelog see first post.

Re: Traffic lights (v3; r12951)

Posted: 21 May 2008 15:34
by Roujin
trafficlights_r13197_10

[Sync] r13197
[Documentation] Added some comments
[Codechange] Some new/changed functions; removed some dependencies

I've introduced a new versioning method for my patches, so don't wonder about that ;)

Re: Traffic lights (v3; r12951)

Posted: 26 May 2008 15:42
by Roujin
trafficlights_r13265_33.diff

[Sync] r13265
[Remove] Savegame versioning system was too much of a hassle.

I hope it doesn't upset anyone that I've removed the savegame versioning system. In fact, there have been some drastic changes to the settings (previously patch options) in recent trunk, and maybe there are more ahead. I might reintroduce it as soon as I'm convinced the settings system will stay as it is again.

Until then, I can't guarantee for savegame compatibility. To be specific, as soon as savegame version is bumped in trunk, savegame compatibility here will break. That said, this version will not load from any older versions of trafficlights. It will load from any clean trunk though.

Re: Traffic lights (r13265)

Posted: 08 Jun 2008 12:34
by Roujin
Updated to r13411.
No changes done.

Re: Traffic lights (r13411)

Posted: 14 Nov 2008 17:06
by AxelX
Please uptade this patch. :bow:

Re: Traffic lights (r13411)

Posted: 13 Feb 2009 12:31
by 2007Alain2007
Hi there I Am Going to start makeing a new patch pack At revision: 15465 and i would like to us your patch but i see its at r13411 will you be able to update it so i can inclued it in my patch pack

The errors i am geting are on:

debug.cpp line 34 to 35 and 61 to 62
debug.h line 51
road_cmd.cpp line 175
road_cmd.h line 12 and 13
road_gui.cpp line 653 to 655 and 657 to 668
road_map.h line 196 to 216
saveload.cpp is "not under version control" so "patching is not possible"
saveload.h is "not under version control" so "patching is not possible"
settings.cpp lines 58 to 60, 1077 to 1135 and 1397 to 1402
settings_type.h lines 171 to 176

Re: Traffic lights (r13411)

Posted: 16 Jul 2009 10:10
by hwndmaster
Could you make a new GRF file with all recent changes please?

UPD: Or say how I can merge all .diff files to make the GRF?

Re: Traffic lights (r13411)

Posted: 16 Jul 2009 10:35
by Yexo
hwndmaster wrote:Could you make a new GRF file with all recent changes please?
This is a patch, which is very different from a NewGRF file.
UPD: Or say how I can merge all .diff files to make the GRF?
You can't.

To use a patch you have to compile the game yourself, or download some binaries compiled by someone else. More information on patching / compiling can be found in the sticky topic in this forum and on the OpenTTD wiki.