[patch] Realistic Train Shunting
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- TrainLover
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Re: [patch] Realistic Train Shunting
How probable would it be to get the realistic train shunting patch into a major patch pack, like JGR's?
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Re: [patch] Realistic Train Shunting
Here's the answer from JGR himsef:TrainLover wrote:How probable would it be to get the realistic train shunting patch into a major patch pack, like JGR's?
[b][url=https://www.tt-forums.net/viewtopic.php?p=1210152#p1210152]On July 23, 2018 JGR[/url][/b] wrote:I am keeping an eye on this patch, however it is not finished and not in a state where I would be inclined to consider looking into the feasibility of merging it.TrainLover wrote:What would be broken if you added the realistic shunting patch into this PatchPack?
If I were to merge it, I would not do so in a way that broke existing functionality.
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- Jim Starluck
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Re: [patch] Realistic Train Shunting
Very good to hear.kamnet wrote:Here's the answer from JGR himsef:TrainLover wrote:How probable would it be to get the realistic train shunting patch into a major patch pack, like JGR's?
[b][url=https://www.tt-forums.net/viewtopic.php?p=1210152#p1210152]On July 23, 2018 JGR[/url][/b] wrote:I am keeping an eye on this patch, however it is not finished and not in a state where I would be inclined to consider looking into the feasibility of merging it.TrainLover wrote:What would be broken if you added the realistic shunting patch into this PatchPack?
If I were to merge it, I would not do so in a way that broke existing functionality.
If at first you don't succeed, get a bigger locomotive and try again.
Re: [patch] Realistic Train Shunting
you realize that post basically says "no"?
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Re: [patch] Realistic Train Shunting
Really?Eddi wrote:you realize that post basically says "no"?
I read it as "when it's ready".
Re: [patch] Realistic Train Shunting
And he might, but right now that day is a long way out, and Karn has acknowledged that this patch has a lot of things left to fix.Diesel Power wrote:Really?Eddi wrote:you realize that post basically says "no"?
I read it as "when it's ready".
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Re: [patch] Realistic Train Shunting
The shunting works at an acceptable level. It's the known issues that are the challenge.kamnet wrote:And he might, but right now that day is a long way out, and Karn has acknowledged that this patch has a lot of things left to fix.Diesel Power wrote:Really?Eddi wrote:you realize that post basically says "no"?
I read it as "when it's ready".
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- kyosuke1989
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Re: [patch] Realistic Train Shunting
Nice to see where this patch has evolved Thumbs up! Keep up the good work. It spices up the game nicely.
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Re: [patch] Realistic Train Shunting
hi! this patch is so mesmerizing ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!
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Re: [patch] Realistic Train Shunting
What version of OpenTTD did you apply this patch to?danielkrs wrote:hi! this patch is so mesmerizing ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!
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- stefino_cz
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Re: [patch] Realistic Train Shunting
You have to download version 1.9.0 or higher. You have old version which doesn't support more railtypes than 15 (or how many railtypes were in the previous version)danielkrs wrote:hi! this patch is so mesmerizing ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!
FYI bug
Something I saw happening while testing shunting between two stations, the consist doesn't reverse at the end of a line and instead goes backwards from then on. If left alone it'll even become stuck at a station after 3 or so visits, on the order to visit the next.
It might have to do with the Dutch train set that I use by default but that set is too important for playing the game to do without.
I still have to finish details on my own real time patch though, otherwise I'd take a shot at tinkering with this patch and testing more thoroughly.
It might have to do with the Dutch train set that I use by default but that set is too important for playing the game to do without.
I still have to finish details on my own real time patch though, otherwise I'd take a shot at tinkering with this patch and testing more thoroughly.
Tinkering in the code in between writing mostly naughty stuff.
See http://scifurz.wordpress.com/
See http://scifurz.wordpress.com/
Re: [patch] Realistic Train Shunting
At first I was download ottd 1.9.1. to my new OS and after that I looked for decouple patch, but I found only openttd_decouple_0.10.4_win32.zip file on this thread with another openttd.exe. I was download all of cztr grfs again and than I took the screenshot with failure info....kamnet wrote:What version of OpenTTD did you apply this patch to?danielkrs wrote:hi! this patch is so mesmerizing ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!
In the cztr facebook page somebody wrote that this patch is downloadable with older version of ottd. last changes was made in 2018...
maybe anybody can help how I can "extract" the patch to my openttd 1.9.1. or something?
Thank you
Re: [patch] Realistic Train Shunting
A patch is C++ code which must be added to the OpenTTD source code and compiled. It may or may not require changes in order to successfully compile with the current master source code (which will be newer than OpenTTD 1.9.1).danielkrs wrote:At first I was download ottd 1.9.1. to my new OS and after that I looked for decouple patch, but I found only openttd_decouple_0.10.4_win32.zip file on this thread with another openttd.exe. I was download all of cztr grfs again and than I took the screenshot with failure info....kamnet wrote:What version of OpenTTD did you apply this patch to?danielkrs wrote:hi! this patch is so mesmerizing ! But I have a problem with "critical failur" about the newgrf: 'CZTR RAILS 2.1.0'. Something about invalid ID (sprite 2032). I am uploading two screenshots for better understanding. Can you fix it? or may I go to CZTR forum first? thank you so much!
In the cztr facebook page somebody wrote that this patch is downloadable with older version of ottd. last changes was made in 2018...
maybe anybody can help how I can "extract" the patch to my openttd 1.9.1. or something?
Thank you
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
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Some thoughts
Had some thoughts recently about this patch looking at it from the point of automating a sorting yard.
What would be needed is each wagon having a tag for the next hop destination and the ability for the locomotive to read that tag. That way the locomotive can couple a wagon, and depending on the next hop move to a specific waypoint and couple it to wagons with the same tag. Alternatively it's a next hop tag for the cargo. I haven't dug into that side of the code to see what's already available.
The conditional order then needs a list of train stations to choose from and a conditional order could be made that directs the main line coupling locomotive to head for the station tagged on the wagon/cargo.
Then there's also the possibility to sort by empty wagons or possible cargo type of a wagon to pick those up and deliver them to loading stations.
To avoid a train running in reverse because the coupling wasn't done from the side of the next destination (the first problem I ran into when testing the functionality), a way to check for that and reverse the whole train if necessary before the LEAVESTATION order.
To avoid a no power status, a check at decoupling to disable it.
What would be needed is each wagon having a tag for the next hop destination and the ability for the locomotive to read that tag. That way the locomotive can couple a wagon, and depending on the next hop move to a specific waypoint and couple it to wagons with the same tag. Alternatively it's a next hop tag for the cargo. I haven't dug into that side of the code to see what's already available.
The conditional order then needs a list of train stations to choose from and a conditional order could be made that directs the main line coupling locomotive to head for the station tagged on the wagon/cargo.
Then there's also the possibility to sort by empty wagons or possible cargo type of a wagon to pick those up and deliver them to loading stations.
To avoid a train running in reverse because the coupling wasn't done from the side of the next destination (the first problem I ran into when testing the functionality), a way to check for that and reverse the whole train if necessary before the LEAVESTATION order.
To avoid a no power status, a check at decoupling to disable it.
Tinkering in the code in between writing mostly naughty stuff.
See http://scifurz.wordpress.com/
See http://scifurz.wordpress.com/
Re: [patch] Realistic Train Shunting
I really like the idea of coupling and took a look at this mod. It seems that I found a problem, if a train decouples and changes direction like on the screenshot.
A workaround would be to work with an additional waypoint in this situation to decouple and move in the same direction, but an unexperienced player would be stuck because there's no way to take the train off the rails.
Some ideas of the mod are promissing, but I stopped playing it, because after starting a new scenario (without any other mods) I suddenly got a lot of crashes due to simple decoupling (openttd_decouple_0.10.4)
A workaround would be to work with an additional waypoint in this situation to decouple and move in the same direction, but an unexperienced player would be stuck because there's no way to take the train off the rails.
Some ideas of the mod are promissing, but I stopped playing it, because after starting a new scenario (without any other mods) I suddenly got a lot of crashes due to simple decoupling (openttd_decouple_0.10.4)
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Re: [patch] Realistic Train Shunting
Hey guys, how do I install the patch? I'm new to OpenTTD and don't know anything about installing patches. I've tried extracting the zip and running the app, merging the original OpenTTD with the decouple patch and many other things. How do I install it correctly?
Re: [patch] Realistic Train Shunting
The first post binaries is what you are looking for. All patched, compiled and ready to go.Karn wrote: ↑03 Sep 2018 11:23The source code is same on github and first post binaries, I always update them at the same time. I'm not sure about version string, there could be something special depending on how you download source code.McZapkie wrote:Are there compatible windows binary and corresponding source code? I would like to test this patch in multiplayer mode, but have no windows compiler.
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Re: [patch] Realistic Train Shunting
Yes, but where do I put it? How do I Install it, not how I download it.wallyweb wrote: ↑13 Oct 2020 14:00The first post binaries is what you are looking for. All patched, compiled and ready to go.Karn wrote: ↑03 Sep 2018 11:23The source code is same on github and first post binaries, I always update them at the same time. I'm not sure about version string, there could be something special depending on how you download source code.McZapkie wrote:Are there compatible windows binary and corresponding source code? I would like to test this patch in multiplayer mode, but have no windows compiler.
Re: [patch] Realistic Train Shunting
If you are on Windows10, look in your Program Files folder.
You will see a folder for OpenTTD. That is your current installation Do not touch it.
Highlight your Program Files folder and create a new folder.
Name that new folder OpenTTD-Shunting or something similar.
Place your download in that new folder and extract it there.
In that new folder, look for openttd.exe and click on it to start the game.
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