Re: Joker's Patch Pack
Posted: 08 Apr 2018 10:04
A little suggestion: Make it possible to see which signals a logic signal uses as input, e.g. as a zoning option.
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Is it configurable? Does it also apply if newgrf uses it's own station rating calculation? I don't want to completely throw out such important feature of original game.Station ratings now ignore time between vehicle arrival, so people playing with fewer longer trains are not punished more than people playing with more, shorter trains.
Unfortunately, only English text shows that graph is based on vehicle speed and not time in transit, making players using other languages think that something is broken in the game.Make 'cargo payment rates' graph more useful by basing it on vehicle speed
That has nothing to do with my version that's a setting you can deactivate "close windows with right click".sevenfm wrote:Testing actual 1.22 x64 version, comparing with JGR 0.23 x64 that I use as a main playing platform.
Interface:
1. Map view closes with right click in map area, preventing map moving. Very inconvenient if your map is not centered, as the only way to move it is using interface button. In JGR right click on map view will not close map, only on the interface part of window.
Also, right click on vehicle in depot closes the window, when it should show vehicle information.
From what I know I copied that over from JGR.2. Tooltip on any town building is annoying as it has no meaning and I sometimes use tooltip for quick scanning town for town
industries like shops. In JGR tooltip only appears when it makes sense - on industries etc.
I never said my version plays identical to JGRs, nor is it supposed to. My payments are reduce based on the set daylength, since my daylength balancing works probably very different from JGR. If it's different in daylength 1 then I don't know what the cause it, but that's just the way it is. I can't now adjust all that just to match JGR and then completely break my own players' savegames.3. No build and refit button, very inconvenient.
Game:
4. It seems cargo payment is different in this version. Tested passenger delivery in 1920 in town with population of 2000, manhattan distance between stations is 9. In your patchpack cargo income for one trip is 24, in JGR income is 96, with the same settings, same vehicle (first bus from PolRoad, 16 passengers, 36 km/h). Completely ruins my newgrf vehicle balance. Why the difference happens, is it configurable in some way?
It doesn't solve the problem. The problem is that in your patchpack, right click always closes window even when it's in a zone where right click has meaning and defined for window. Tested with official 1.8, it doesn't close window when clicked on vehicle in depot or on map area in map view.KeldorKatarn wrote:That has nothing to do with my version that's a setting you can deactivate "close windows with right click".
Unfortunately, it works different from JGR. That's why I'm asking if tooltip on every building can be disabled.KeldorKatarn wrote:From what I know I copied that over from JGR.
Sorry I should have mentioned it first, I checked income with day length 1 in both cases, with identical game settings and newgrfs.KeldorKatarn wrote: My payments are reduce based on the set daylength, since my daylength balancing works probably very different from JGR. If it's different in daylength 1 then I don't know what the cause it, but that's just the way it is.
Also, what about newgrf defined cargo income? Is it affected by your new code?* Adjust the cargo income curves. They are more stable now and make a lot more sense.
Please consider adding build and refit option in some way, I'm sure it will make many players happy.KeldorKatarn wrote:Regarding build and refit... well yes I haven't gotten around to adding that, and I first have to look into it, how it works, whether it'll match my version etc.
What I was suggesting actually is that if you change some text in English, replace corresponding texts in other languages to the same English string, it will help people see that something was changed but not translated (yet), and it will help translators to find and translate new things.KeldorKatarn wrote:As for translations: I'm a coder. I don't speak 20 languages. JGR doesn't translate his features either, people help him with that.
Great! That's all I needed to know.KeldorKatarn wrote:Station rating is not configurable but NewGRF defined station ratings are not overriden. That's vanilla behavior.
Sorry I didn't know it was only for a closed group of dedicated players, I was under impression you offered your work for all OTTD folks to play and bring some feedback.KeldorKatarn wrote: This version was developed for me and me alone initially. I never intended it to be public at all. I just did that because my Youtube subscribers asked me to do so.
Hard pack abandoned long ago as far as I know.KeldorKatarn wrote:There are three big versions of this game out now, four or five if you include Hard Pack and Spring Pack.
I forgot to upload the updated versions yesterday (I was tired), a subscriber already reported this. Try again, it should be online now.vrn wrote:I found a bug:
joker-presignals-speedbug.png
Trains slow down to 25 km/h when passing a presignal that leads to red blocksignal.
By the way, I downloaded the 32-bit version from the link in your first post, but it's still version 1.21.0, not 1.22.0.
Sorry but I cannot confirm this. There is a setting for this and I have it deactivated because I don't like that either. it doesn't do that when it's off. I play with this version myself regularly, that doesn't happen. You need to turn that off in the interface settings.sevenfm wrote: It doesn't solve the problem. The problem is that in your patchpack, right click always closes window even when it's in a zone where right click has meaning and defined for window. Tested with official 1.8, it doesn't close window when clicked on vehicle in depot or on map area in map view.
Then JGR didn't import that patch in its full form. There was a patch adding a lot more tooltips to the map. I like it since it always shows me the town and population when I'm playing with the town names off (which I often do). I MIGHT look into making interface settings for all types of tooltips, but it's not a priority. But I'll keep it in mind. There's one thing I might soon create a setting for anyway, so I'll add it if I have the time.KeldorKatarn wrote:In your patchpack, tooltip shows on industries and every house which is inconvenient.
As I said I adjusted cargo income. I can't tell you exactly what I changed since it was over a year ago I think, but it doesn't work as in vanilla, but it works for me. It's different on purpose. THere was a bug in the cargo calculation in vanilla that made very long distances lose money while paying too much for short distances. The cargo income is totally different now but it works fine. If you feel you get way too little money I'd suggest adding a base cost adjustment newgrf that lowers your costs to compensate. But this is not something I'll change or even offer a setting for since the original code was simply a bug.Sorry I should have mentioned it first, I checked income with day length 1 in both cases, with identical game settings and newgrfs.
I also checked the same route in official 1.8, it gives 88 per trip. That means income is calculated differently (for times less in this case) in you patchpack than in official version or JGR. Unfortunately, I could not find any information on changed cargo income and how new formulas work on the first page of this thread.
I'll consider it next time I'm working on the code. For now I won't do that for a while again since I need to work on other stuff for my youtube channel again which I neglected to work on these last few versions.Please consider adding build and refit option in some way, I'm sure it will make many players happy.
The game displays text in English if it can't find a translation for it. Every string I add that doesn't exist in vanilla yet obviously won't find a translation so it displays the English standard by default. The game WOULD pick a translation if one existed. That works the same for all text in the game. There's a ton of translators working on every version of Vanilla to offer translations for new stuff. I don't have those people so most of my features are English only. I don't consider this a major problem since I personally consider English to be a language you should be able to speak nowadays or you miss 90% of what's going on in the world. If someone wants to offer me a translated language file I'll be more than happy to include it.What I was suggesting actually is that if you change some text in English, replace corresponding texts in other languages to the same English string, it will help people see that something was changed but not translated (yet), and it will help translators to find and translate new things.
It's not for a closed group. I just need people to understand that this was never meant for ANYBODY but myself. This was not planned or ever maintained as a public patch pack. This is for me and me alone primarily. People asked me to share it so I do, but that doesn't mean I accept demands or feature requests. I accept suggestions and I will implement them if I personally consider them worth it and if they will improve MY fun with the game.Sorry I didn't know it was only for a closed group of dedicated players, I was under impression you offered your work for all OTTD folks to play and bring some feedback.
Ah ok, I should have checked the settings first. My bad!KeldorKatarn wrote: Regarding the speed, that's not a bug. The trains slows down because there's a stopped train in front of it, not because of the presignal. That's the train speed adjustment in the works. A train will slow down when approaching a red signal or if it has a slower train in front of it. That's working as designed.
Yeah you can deactivate that in the settings I thinkvrn wrote:Ah ok, I should have checked the settings first. My bad!KeldorKatarn wrote: Regarding the speed, that's not a bug. The trains slows down because there's a stopped train in front of it, not because of the presignal. That's the train speed adjustment in the works. A train will slow down when approaching a red signal or if it has a slower train in front of it. That's working as designed.
Can you provide me with a crashlog and save?Mushu wrote:Hello,
First thank you for this amazing pack !
I was testing the screenshots features and the "Flat owner map screenshot crashed the game.
The error message is "Assertion failed at line 175 of tile_map.h: !IsTileType(tile,MP_INDUSTRY)"