Another Daylength patch

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FooBar
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Re: Another Daylength patch

Post by FooBar »

Since the latest version of this patch is for r24110 and we're now at r24322, it's probably not too much work to update. On the other hand, probably not too much things have changed since r24110, so you might as well go for that.
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Re: Another Daylength patch

Post by Anderwin »

Do this work at the last openttd?
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Re: Another Daylength patch

Post by Supercheese »

Anderwin wrote:Do this work at the last openttd?
No, but it is in Chill's patchpack (among many other features): http://bundles.openttdcoop.org/chillpp/ ... h122e7a62/

(Download the version for your OS and extract to the ottd program folder.)
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Re: Another Daylength patch

Post by Anderwin »

I try this now but I can't open the game now :(. It's stay readme 4.1
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Re: Another Daylength patch

Post by Supercheese »

Yes, attempting to use Chill's patchpack with savegames made with other OTTD versions will not work. In order to take advantage of the daylength patch, you'll have to start a new game.
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Re: Another Daylength patch

Post by pavel1269 »

As far as I know, this patch is not included in Chill's patchpack. There is a different day length patch and even with different concept than this one.
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Re: Another Daylength patch

Post by Supercheese »

pavel1269 wrote:As far as I know, this patch is not included in Chill's patchpack. There is a different day length patch and even with different concept than this one.
Ok, "a" daylength patch, then. :wink:
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Re: Another Daylength patch

Post by pavel1269 »

Updated to trunk.
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true_day_length_r24599.patch
(7.21 KiB) Downloaded 208 times
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Re: Another Daylength patch

Post by Gremnon »

Crash when trying to open Advanced Settings, compiled with this patch only against r24623
Assertion failed at line 1090 of daylength/src/settings_gui.cpp:
this->d.entry.setting != NULL
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Re: Another Daylength patch

Post by pavel1269 »

Tried to apply to clean trunk and after compile, it works for me.
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Re: Another Daylength patch

Post by Gremnon »

Got it. Should have paid more attention when applying the patch, turns out the savegame version had been increased by one and it wasn't applying cleanly.
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Re: Another Daylength patch

Post by kyosuke1989 »

How mature this patch is regarding current trunk inclusion? :) This is one of my all-time "wanted" patches. The time just goes too fast in mp games.
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Re: Another Daylength patch

Post by pavel1269 »

There are more approaches to this problem. The good thing is, that this one as far as I know is the only NewGRF compatible, while other day-length patches break for example ECS vectors. I wonder what about other NewGRF industries, but they might work more freely than ECS. The other thing is, that this patch has it flaws. Animations are simply broken and the implementation is also more or less hacky.
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Re: Another Daylength patch

Post by Yexo »

kyosuke1989 wrote:How mature this patch is regarding current trunk inclusion? :)
pavel1269 wrote:The other thing is, that this patch has it flaws. Animations are simply broken and the implementation is also more or less hacky.
I guess that should answer your question.
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Re: Another Daylength patch

Post by pavel1269 »

Also I forgot to mention the biggest problem. As far as I know, no dev is interested in any day length patch and that means a dead end.
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Re: Another Daylength patch

Post by Yexo »

That's not true. I'm not interested enough to spend a lot of time working on a good solution. I also think it's very hard to come up with a proper solution that doesn't break compatibility with existing NewGRFs. Neither of these two facts imply that I'm not interested in the general feature. To get this into trunk will require somebody with a lot of knowledge about the NewGRF system to be able to design and explain why his implementation doesn't break NewGRFs. Unfortunately there are not many people that have deep knowledge of both the NewGRF specs and the OpenTTD code. It's quite possible none of them is interested enough to implement this. That doesn't mean a lack of interest, it just means that for those people other projects have priority.
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Re: Another Daylength patch

Post by planetmaker »

Indeed, there's a big difference between "I'm not interested in doing it myself" vs "I'm not interested in the feature". There's only so many things one person can do.

Also for my part, a day length feature will be nice and welcome within the constraints Yexo outlined. But on the other hand my personal priorities for my (currently rather scarce) development time are on other areas of OpenTTD.
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Re: Another Daylength patch

Post by george11 »

Was there much change between 1.2 and 1.3 feature wise? Because I am still using the latest compiled version of this patch. I don't think I am missing much even the new GRF files are still working fine with this old version...

Edit: lol, the last time I singed in onto OTTD forum was on April 13 th 2012, almost exactly a year ago...
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Re: Another Daylength patch

Post by tamat »

hey, does this patch works with the latest version (1.3.0)? have anybody tryed to compile it?
Last time I tried with an older version I was getting desyncs in multiplayer :/
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Re: Another Daylength patch

Post by Arie- »

Wow, you do know how to apply a patch and compile, but seriously have no idea what you are doing. Of course the executable with the patch applied is going to desync from 1.3.0. You could try to read this Wiki page.
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