New map features
Moderator: OpenTTD Developers
Re: New map features
on my way. compiler runs.
thanks for the fix its working now. i recompiled it.
something very strange happened.
I complied it with the patch applied and it worked, but I was
not so sure if I hadn't used the wrong executable from another directory.
then i reversed the patch without recompiling... strange but true
the games crashed after i took back the patch.
not sure what happened here :/
Cheers
thanks for the fix its working now. i recompiled it.
something very strange happened.
I complied it with the patch applied and it worked, but I was
not so sure if I hadn't used the wrong executable from another directory.
then i reversed the patch without recompiling... strange but true
the games crashed after i took back the patch.
not sure what happened here :/
Cheers
- Attachments
-
- openttd-custom-gd7770b1dM-tracerestrict-cirdan-UNIX.tar.xz
- Ubuntu 14.04 64bit
Version: custom-gd7770b1dM-tracerestrict - (4.67 MiB) Downloaded 57 times
Re: New map features
Thanks for reporting the bug and testing the fix. I have just updated the repository.
Re: New map features
Thanks for the fix again
Here is the Ubuntu 14.04 64bit version.
Cheers
Here is the Ubuntu 14.04 64bit version.
Cheers
- Attachments
-
- openttd-custom-gda2f1d4c-UNIX.tar.xz
- Ubuntu 14.04 64bit
Version: gda2f1d4c - (4.64 MiB) Downloaded 56 times
Re: New map features
cirdan wrote:I have just updated the repository.
Here is the Win32 binary: JGR's tracerestrict version is here: Enjoy
Last edited by wallyweb on 24 May 2017 01:43, edited 1 time in total.
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Re: New map features
This is merged now.wallyweb wrote:JGR's tracerestrict version will be posted here when available.
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
Re: New map features
JGR wrote:This is merged now.wallyweb wrote:JGR's tracerestrict version
JGR's tracerestrict version is now available here.
Enjoy
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: New map features
*Poke* Hey Cirdan, still alive ?
Just wanted to see if you are around, quiet some time
we haven't heard from you. Hope everything is all right
and you are only drowned in work
Game is still running without crashes.
I tried JGR's patchpack as well and some features are really nice.
But I miss the bridge over station for example, so I'll stick
with your version.
Hope to read ya soon.
Cheers
Just wanted to see if you are around, quiet some time
we haven't heard from you. Hope everything is all right
and you are only drowned in work
Game is still running without crashes.
I tried JGR's patchpack as well and some features are really nice.
But I miss the bridge over station for example, so I'll stick
with your version.
Hope to read ya soon.
Cheers
Re: New map features
Still alive, yes, and slowly albeit steadily working on my branch.TrueSatan wrote:*Poke* Hey Cirdan, still alive ?
Drowned in real life would be a better description. But, truth to be told, it is also that most of the work that I have done over the last months does (should) not change anything for the user, and I prefer to keep those changes to myself in case they turn out badly. The best way to get an update is still to find a bug.TrueSatan wrote:Just wanted to see if you are around, quiet some time we haven't heard from you. Hope everything is all right and you are only drowned in work
Since you are interested, and given that despite my previous paragraph I am beginning to have a considerable backlog of unpublished work, could you (or anybody) please help me test a new set of changes?TrueSatan wrote:Game is still running without crashes. I tried JGR's patchpack as well and some features are really nice. But I miss the bridge over station for example, so I'll stick with your version.
I have created a new branch in my public repo with the changes that I intend to commit soon, if all goes well, so that anybody can help me test them. Note that this branch may be rewound, rebased, reset or removed at any time without prior notice. My expectation is that most of the time it will be merged into master as it is, but if I have to amend it then it is entirely possible that I rewrite its history. So, do not do any development on top of it.
As of now, this new branch contains changes to pathfinding, blitting, newgrf sprite resolving and airport controller code, among other things. I am particularly interested in the airport controller changes; the code is simpler now, but nothing should have changed for the player. If you see aircraft misbehaving in airports, then that is certainly worth reporting.
Re: New map features
Hehe you won't believe it but I saw the testing branch before you posted here and
thought Cirdan has something new for us
So if you committed the changes I will compile it and test it for sure.
Only need to figure how good the tracerestriction patch will apply
to your changes. Guess since you changed some things to
the pathfinder it will not that easy.
Nonetheless it will be fun to play without tracerestriction and fiddle around
with the changes.
So looking forward to the changes and if I find maybe one or two bugs.
Its always good to have someone else testing that stuff.
Cheers
thought Cirdan has something new for us
So if you committed the changes I will compile it and test it for sure.
Only need to figure how good the tracerestriction patch will apply
to your changes. Guess since you changed some things to
the pathfinder it will not that easy.
Nonetheless it will be fun to play without tracerestriction and fiddle around
with the changes.
So looking forward to the changes and if I find maybe one or two bugs.
Its always good to have someone else testing that stuff.
Cheers
Re: New map features
Well seeing that you made the branch and realising that I can compile it right a way
are two different things lol
So I finally compiled it and it plays some rather old save game flawless
Only thing on my really old save game I see currently is, that the transparent buildings
are flickering more then usual. But I can't tell if its the newgrf I use or
if you have tweaked the graphic engine.
It was the really old savegame, another savegame works fine
So far so good, I guess I will start a new game to test a bit more.
Thanks for sharing the testing branch.
Cheers
are two different things lol
So I finally compiled it and it plays some rather old save game flawless
Only thing on my really old save game I see currently is, that the transparent buildings
are flickering more then usual. But I can't tell if its the newgrf I use or
if you have tweaked the graphic engine.
It was the really old savegame, another savegame works fine
So far so good, I guess I will start a new game to test a bit more.
Thanks for sharing the testing branch.
Cheers
Re: New map features
Thank you for testing.TrueSatan wrote:Well seeing that you made the branch and realising that I can compile it right a way are two different things lol
So I finally compiled it and it plays some rather old save game flawless
There are four months' worth of changes in the testing branch with respect to the master branch, but I do not remember changing anything that could cause this. A savegame would be useful for debugging. Otherwise, if no other problems show up, I plan to update the master branch soon.TrueSatan wrote:Only thing on my really old save game I see currently is, that the transparent buildings are flickering more then usual. But I can't tell if its the newgrf I use or if you have tweaked the graphic engine.
It was the really old savegame, another savegame works fine So far so good, I guess I will start a new game to test a bit more.
Re: New map features
K I guess I found something.
I found a station where the flickering of the buildings is heavy.
I saved it there and tried the very same savegame
in the latest tracerestiction and nmf (not testing branch).
Both have no flickering of buildings at all if a train passes them.
Since I use some newgrfs I guess I need to make a package
for you with the save and the newgrfs I used in the very save game.
I will send you a pm where you can get the package.
Else the game is running fine so far.
Played my rather old savegame for more then 10 years (1000 trains, some busses,
planes and boats no crashed no quirks)
I'll be back hehe
I found a station where the flickering of the buildings is heavy.
I saved it there and tried the very same savegame
in the latest tracerestiction and nmf (not testing branch).
Both have no flickering of buildings at all if a train passes them.
Since I use some newgrfs I guess I need to make a package
for you with the save and the newgrfs I used in the very save game.
I will send you a pm where you can get the package.
Else the game is running fine so far.
Played my rather old savegame for more then 10 years (1000 trains, some busses,
planes and boats no crashed no quirks)
I'll be back hehe
Re: New map features
Thanks for reporting this. Can you try the attached patch?
- Attachments
-
- fix-flickering.diff
- (467 Bytes) Downloaded 76 times
Re: New map features
Thank you looks great now.
Seeing the patchfile someone could think it must be an easy fix.
But I guess it took some time to find out.
No clue if someone else was testing the testing branch, but I had no
other bug so far.
Using my rather old game and started a new one with a new
set of newgrfs. Also tried to use some vehicles.
So I would say you can merge the branch to the main.
Thanks again for this lovely patch
Cheers
Seeing the patchfile someone could think it must be an easy fix.
But I guess it took some time to find out.
No clue if someone else was testing the testing branch, but I had no
other bug so far.
Using my rather old game and started a new one with a new
set of newgrfs. Also tried to use some vehicles.
So I would say you can merge the branch to the main.
Thanks again for this lovely patch
Cheers
Re: New map features
Actually, not too much, once I had a savegame to reproduce the bug—a few rounds of git bisect to find the commit that introduced it and then staring at that commit for a while to see what was wrong, which is why I make my commits as small and piecewise as possible.TrueSatan wrote:Thank you looks great now. Seeing the patchfile someone could think it must be an easy fix. But I guess it took some time to find out.
Great. I have merged the new set of changes into the master branch and removed the testing branch for now. Note that I have squashed the fix into the relevant commit, so the new master branch tip does not match the testing branch (before removal).TrueSatan wrote:No clue if someone else was testing the testing branch, but I had no other bug so far.
User-visible changes in this update:
- Station tile callback variable 42 (terrain and track type) is now available when there is no station yet (such as in the user interface or during the slope check) and returns the track type selected by the user (but no terrain information), as suggested by michael blunck.
- Improved drag and drop handling for custom stations. When laying out a station that only allows a fixed number of tracks or platform length with drag and drop, the particular dimension that is fixed is now preset in the highlight area and dragging is enabled only in the other direction. If both the number of tracks and platform length are fixed, then the highlight area is set to the only possible size and the station is built on click without any dragging at all.
- Removing non-rectangular airports will no longer clear all the tiles in the enclosing rectangle of the airport, whether they belong to the airport or not, or cause desyncs or crash the game, if one such tile is a hangar of another airport. (Note that all default airports are rectangular and I am not aware of any NewGRF in the wild that defines a non-rectangular airport, but I managed to trigger this with a custom NewGRF.)
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Re: New map features
Thanks for that. I´m going to test it ASAP.cirdan wrote: User-visible changes in this update:
- Station tile callback variable 42 (terrain and track type) is now available when there is no station yet (such as in the user interface or during the slope check) and returns the track type selected by the user (but no terrain information), as suggested by michael blunck.
- Improved drag and drop handling for custom stations. [...]
regards
Michael
Re: New map features
Oh cool haven't read all the testing comments so I missed the
drag and drop for fixed stations. nice feature will test it asap.
Main is compiling now and I will remove my testing stuff as well, because
the next testing branch will be different anyway.
Thanks again for all the effort on your branch.
waiting for jgr to update his tracerestriction patch branch as well.
I had no time to try to apply the tracerestriction myself.
So Ubuntu 14.04 lts 64bit version will be applied soon at this post.
to Cirdan
Cheers
drag and drop for fixed stations. nice feature will test it asap.
Main is compiling now and I will remove my testing stuff as well, because
the next testing branch will be different anyway.
Thanks again for all the effort on your branch.
waiting for jgr to update his tracerestriction patch branch as well.
I had no time to try to apply the tracerestriction myself.
So Ubuntu 14.04 lts 64bit version will be applied soon at this post.
to Cirdan
Cheers
- Attachments
-
- openttd-custom-g30353e06-UNIX.tar.xz
- Ubuntu 14.04 LTS 64bit
Version: g30353e06 - (4.63 MiB) Downloaded 63 times
Re: New map features
Do I have to enable the drag and drop feature?
Because with my rather "old" save game, its not working
with thebew station from Michael Blunk.
I can drag and drop but over the dimensions and get an error
cannot build station here.
He fixed the layout mostly to the length of7 and usually to two platforms.
Btw the station set is used in my rather old save game
Thanks and cheers
Because with my rather "old" save game, its not working
with thebew station from Michael Blunk.
I can drag and drop but over the dimensions and get an error
cannot build station here.
He fixed the layout mostly to the length of7 and usually to two platforms.
Btw the station set is used in my rather old save game
Thanks and cheers
Re: New map features
cirdan wrote:I have merged the new set of changes into the master branch
Here is the Windows 32bit binary:
Enjoy.
Last edited by wallyweb on 07 Nov 2017 13:23, edited 1 time in total.
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: New map features
I've done the merge, but haven't done any non-trivial testing.wallyweb wrote:[Reserved for JGR's tracerestrict push]
Ex TTDPatch Coder
Patch Pack, Github
Patch Pack, Github
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