Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)

Forum for technical discussions regarding development. If you have a general suggestion, problem or comment, please use one of the other forums.

Moderator: OpenTTD Developers

User avatar
Bilbo
Tycoon
Tycoon
Posts: 1710
Joined: 06 Jun 2007 21:07
Location: Czech Republic

Re: Bilbo's multiplayer patch pack v2 (for OpenTTD 0.7.0)

Post by Bilbo »

Well, the large map patch, while not affecting the game in any way when smaller size is used (and thus having network+savegame compatibility in that case), it technically is not compatible with unpatched version, since if you use larger map sizes (on server or in savegames), the game then won't work with unpatched version.

Therefore it won't be added to this patch pack, though you are free to add it and compile it for yourself. Client compiled with large map patch will be able to connect to servers without it.

Considering the slowness, it is not there on purpose, but tile loop eats cpu proportinately to number of tiles on map. For 2048x2048 map the CPU usage from tileloop is about 5-10% on modern CPU's, but 8192x8192 map have 16 times more tiles, so the tile loop alone can easily clog even the fastest CPUs ....
It can't be easily solved, otherwise I would've done it already :)

Also, any further discussions about large map patch should go to its thread. The link is here:

http://www.tt-forums.net/viewtopic.php?f=33&t=33137
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
User avatar
Bilbo
Tycoon
Tycoon
Posts: 1710
Joined: 06 Jun 2007 21:07
Location: Czech Republic

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Bilbo »

I have updated the patchpack to 0.7.1

Get the patch and/or windows binaries in the first post.

Edit: forgot to mention the server list filter was updated to newer version.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
User avatar
Ammler
President
President
Posts: 953
Joined: 18 Jun 2006 18:18
Location: Switzerland
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Ammler »

Bilbo wrote: Password on commandline - Patch by Progman. Allow giving password on commandline
Since it is in trunk and therefor removed from the patch queue, you might change that link to something else: http://bugs.openttd.org/task/570

Greets
Ammler
User avatar
LittleHelper
Engineer
Engineer
Posts: 75
Joined: 01 Apr 2006 01:52

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by LittleHelper »

Thanks for your great work, Bilbo, appreciated! :D
Is there any chance to include the "daylength" patch ? :?:
Greetz
User avatar
Ammler
President
President
Posts: 953
Joined: 18 Jun 2006 18:18
Location: Switzerland
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Ammler »

LittleHelper wrote:Is there any chance to include the "daylength" patch ? :?:
Bilbo wrote:I decided to put up a multiplayer patch pack. I collected useful patches that maintain network and multiplayer compatibility
That should answer your question. :-)

Greets
Ammler
petert
Tycoon
Tycoon
Posts: 3008
Joined: 02 Apr 2009 22:43
Location: Massachusetts, USA

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by petert »

Hi,
Unfortunately, all my favorite servers are still on 0.7.0, and I'm having trouble patching 0.7.0 my self, whenever I try to use "Branch/Tag" on the 0.7 source (in TortoiseSVN) and find 0.7.0, and click ok it tells me

Code: Select all

Path: tags/0.7.0 already exists
even though it doesn't........anyway, thats besides the point, does anyone have (or can get) a precompiled binary of the patchpack v2, for 0.7.0?
Peter
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by DaleStan »

"Branch/tag" *creates* a branch.
"Switch" ... um ... switches to an already-created branch.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
petert
Tycoon
Tycoon
Posts: 3008
Joined: 02 Apr 2009 22:43
Location: Massachusetts, USA

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by petert »

DaleStan wrote:"Branch/tag" *creates* a branch.
"Switch" ... um ... switches to an already-created branch.
Thank you! I will try another test compile in a few moments! :bow:


EDIT: here is the 0.7.0 patchpack if anyone still goes on 0.7.0 servers ;-)
Attachments
Bilbo's Patchpack v2-0.7.0.rar
Bilbo's Patchpack v2 0.7.0
(3.63 MiB) Downloaded 125 times
2007Alain2007
Chief Executive
Chief Executive
Posts: 658
Joined: 11 Nov 2007 12:06
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by 2007Alain2007 »

will there be More conditonal orders i have asked to patch packs to added this and see who come back to me with it added
For Community Integrated Version http://code.google.com/p/civopenttd/
petert
Tycoon
Tycoon
Posts: 3008
Joined: 02 Apr 2009 22:43
Location: Massachusetts, USA

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by petert »

2007Alain2007, don't copy and paste the same question to 3 different patchpack topics, then wait for which one caters to you.
2007Alain2007
Chief Executive
Chief Executive
Posts: 658
Joined: 11 Nov 2007 12:06
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by 2007Alain2007 »

both of theres have good and bad ponits one has one pact h i want and one has the other patchs i want
For Community Integrated Version http://code.google.com/p/civopenttd/
petert
Tycoon
Tycoon
Posts: 3008
Joined: 02 Apr 2009 22:43
Location: Massachusetts, USA

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by petert »

Use this patch.
User avatar
Bilbo
Tycoon
Tycoon
Posts: 1710
Joined: 06 Jun 2007 21:07
Location: Czech Republic

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Bilbo »

2007Alain2007 wrote:will there be More conditonal orders i have asked to patch packs to added this and see who come back to me with it added
I am afraid that no - more conditional orders change the network protocol by adding few additional types of order, therefore breaking network compatibility. Therefore I can't add it to this patch pack. Sorry.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Razmir
Engineer
Engineer
Posts: 25
Joined: 25 Jun 2006 17:18
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Razmir »

Can we expect this patch for OpenTTD 0.7.2? (pretty please :) )
Yexo
Tycoon
Tycoon
Posts: 3663
Joined: 20 Dec 2007 12:49

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Yexo »

Razmir wrote:Can we expect this patch for OpenTTD 0.7.2? (pretty please :) )
Have you already tried to apply the 0.7.1 patch to 0.7.2?
Razmir
Engineer
Engineer
Posts: 25
Joined: 25 Jun 2006 17:18
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Razmir »

Yexo wrote: Have you already tried to apply the 0.7.1 patch to 0.7.2?
No, I am busted. Lazybones. Although I tried to compile OpenTTD once under Cygwin to make Windows binaries, it is long enough to remember how exactly it worked, so I tend to wait till I see Windows binaries done by someone more experienced...
So another question. Would it be much of me to ask you to compile 0.7.2 version with this patch (again pretty please :) )
Yexo
Tycoon
Tycoon
Posts: 3663
Joined: 20 Dec 2007 12:49

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Yexo »

Razmir wrote:So another question. Would it be much of me to ask you to compile 0.7.2 version with this patch (again pretty please :) )
Yes :). I don't have a C++ compiler here, and when I'm home I'm not going to spend my time compiling patch packs.
Razmir
Engineer
Engineer
Posts: 25
Joined: 25 Jun 2006 17:18
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Razmir »

Yexo wrote:I'm not going to spend my time compiling patch packs.
I understand that...

Now after half a day I tried everything what I was able with http://wiki.openttd.org/Compiling_on_MinGW and TortoiseSVN. I am able to succesfully compile 0.7.2 version. But after applying Bilbo's patch compiling ends with error. I can do no more with my powers.

So, if there is good soul who can do it better than me, please do, if you can spend some time compiling patch packs.
petert
Tycoon
Tycoon
Posts: 3008
Joined: 02 Apr 2009 22:43
Location: Massachusetts, USA

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by petert »

You sound exactly like me when I was learning how to compile.

Meanwhile, I will try to compile and patch and see if anything happens.

Razmir, could you maybe post a link which shows your error messages? Or maybe a binary?
Razmir
Engineer
Engineer
Posts: 25
Joined: 25 Jun 2006 17:18
Contact:

Re: Bilbo's multiplayer patch pack v3 (for OpenTTD 0.7.1)

Post by Razmir »

petert wrote:Razmir, could you maybe post a link which shows your error messages?
patch -p0 < bilbo-mp-patchpack-v3-0.7.1.diff &> patch.txt
make &> make.txt
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: Majestic-12 [Bot] and 5 guests