Author Topic: Pak.Britain.Exp - how to compile.  (Read 16826 times)

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Offline jamespetts

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Re: Pak.Britain.Exp - how to compile.
« Reply #35 on: August 11, 2012, 10:59:09 AM »
Hmm - I don't maintain the makefile and am not quite sure how it works, and The Hood, who does, seems to be away; are there any makefile geeks out there who might be able to assist...?
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Offline wlindley

Re: Pak.Britain.Exp - how to compile.
« Reply #36 on: August 11, 2012, 11:34:46 AM »
Just remove that second DIRS192 := ..... which assigns an empty value, demolishing the boats/boats192 which was appended on the previous line.

Offline MCollett

Re: Pak.Britain.Exp - how to compile.
« Reply #37 on: August 11, 2012, 11:46:51 PM »
Just remove that second DIRS192 := ..... which assigns an empty value, demolishing the boats/boats192 which was appended on the previous line.
... which is exactly why I described it as counterproductive.

Matthew

Offline jamespetts

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Re: Pak.Britain.Exp - how to compile.
« Reply #38 on: August 12, 2012, 12:26:27 AM »
Ahh, I see now. Will be fixed for the next release. Thank you for the report!
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Offline Milko

Re: Pak.Britain.Exp - how to compile.
« Reply #39 on: August 13, 2012, 07:19:58 AM »
Hello

I apologize, I have inserted those changes, I have the "copy" because I do not know makeobj and I can not do tests on my PC.

I think the problem is common to pkaBritain standards.

Giuseppe


Offline greenling

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Re: Pak.Britain.Exp - how to compile.
« Reply #40 on: August 13, 2012, 04:24:34 PM »
James
did you update the Data on sourceforge.net too?
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Offline jamespetts

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Re: Pak.Britain.Exp - how to compile.
« Reply #41 on: August 13, 2012, 09:02:24 PM »
I don't have access to Sourceforge, I'm afraid: I only maintain the Experimental branch of Pak128.Britain.
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Offline greenling

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Re: Pak.Britain.Exp - how to compile.
« Reply #42 on: August 13, 2012, 09:14:04 PM »
Ok.
Thank you for this info.
Than must i try to reconfig the data out the github.
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Offline Milko

Re: Pak.Britain.Exp - how to compile.
« Reply #43 on: February 01, 2013, 04:54:07 PM »
Hello

Update: now the script pak also the .\boats\holds folder.

Giuseppe

Offline Milko

Re: Pak.Britain.Exp - how to compile.
« Reply #44 on: December 19, 2015, 11:10:29 AM »
Update.

Add: now compile new signalboxes.

Edit: some fix.

Giuseppe
« Last Edit: December 19, 2015, 04:45:07 PM by Milko »

Offline Moe Ron

Re: Pak.Britain.Exp - how to compile.
« Reply #45 on: July 22, 2016, 07:54:22 AM »
With the most recent file leading to a 404, I don't suppose we can get another compile from you, Milko?

Offline Milko

Re: Pak.Britain.Exp - how to compile.
« Reply #46 on: July 22, 2016, 03:49:23 PM »
Hello Moe Ron

Sorry for my english.

Are you asking for the file to build from sources or are you asking for a built pakbritain file?

Now I don't have a pak built, I may build for you but not now.

I attach the file to build. You may use to build the pak.britain.experimental from sources.

Giuseppe

Offline Moe Ron

Re: Pak.Britain.Exp - how to compile.
« Reply #47 on: July 23, 2016, 04:10:55 AM »
Are you asking for the file to build from sources or are you asking for a built pakbritain file?

My intention is to find new versions of the PAK files, as github's files have dates from 3+ years ago.

Offline Ves

Re: Pak.Britain.Exp - how to compile.
« Reply #48 on: July 23, 2016, 09:33:42 AM »
Is this what you are looking for?

https://github.com/jamespetts/simutrans-pak128.britain/tree/half-heights

Otherwise, I did upload a complete package to a dropbox folder a while ago with game and pakset. The pakset is a month old now, but using the makeobj you can make yourself the newest version.
Dont forget to read the README for instructions :)

https://www.dropbox.com/sh/sdzp4v1ds8jz862/AADDhXTaVtJ4EaG-LpLlQc9na?dl=0

Offline jamespetts

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Re: Pak.Britain.Exp - how to compile.
« Reply #49 on: July 23, 2016, 09:52:06 PM »
My intention is to find new versions of the PAK files, as github's files have dates from 3+ years ago.


If you build from the half-heights branch, you should be able to get the up to date dataset there; the master branch is now out of date (but retained as such as it is the one that is compatible with 11.35; the half-heights branch requires the build from devel-new).
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Offline Moe Ron

Re: Pak.Britain.Exp - how to compile.
« Reply #50 on: July 23, 2016, 11:17:22 PM »
Thanks, I now have a functioning version of SimEx 120.1.2. I've absolutely no clue of what to do with the various new forms of signalling, but a bit of Wikipedia and some trial and error should lead me the right way.

Going through the config files, I still can't seem to find a way to enable liveries while having use_timeline set to 0. Is it possible have liveries, but the entire timeline's selection of infrastructure?

Offline jamespetts

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Re: Pak.Britain.Exp - how to compile.
« Reply #51 on: July 23, 2016, 11:21:38 PM »
Liveries do not currently work with the timeline disabled, as the livery system depends on the timeline to pick the correct livery. As to signalling, once the design is finalised (there may still be some changes to implement), I plan to complete the series of Youtube video tutorials on the topic (there are currently two tutorials: one on drive by sight and one on signals and signalboxes). It is encouraging that you were able to work out how it works even without this! Thank you for your feedback.
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Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #52 on: July 24, 2016, 03:14:06 PM »
This is a brilliant pack! I can play this all day long James! :)

The new version of Experimental is 5 stars, infact 10 stars! Thanks for giving us a very early insight to Sim Ex 120! #Itsworthit!
« Last Edit: July 25, 2016, 09:24:28 PM by Isaac.Eiland-Hall »

Offline Isaac.Eiland-Hall

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Re: Pak.Britain.Exp - how to compile.
« Reply #53 on: July 25, 2016, 09:25:28 PM »
Please do not doublepost. I have again combined your posts.

I'm glad for your enthusiasm, however. Thank you for being a member of the community. :)

Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #54 on: August 04, 2016, 06:46:13 PM »
James, is it possible to do a GNER livery and the new Eurostar livery for me please? :)

Offline jamespetts

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Re: Pak.Britain.Exp - how to compile.
« Reply #55 on: August 04, 2016, 11:39:09 PM »
It is theoretically possible, but there is a gargantuan queue of higher priorities.
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Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #56 on: August 27, 2016, 05:38:49 PM »
The dropbox site is expired.

Offline Vladki

Re: Pak.Britain.Exp - how to compile.
« Reply #57 on: August 27, 2016, 05:51:03 PM »
You can get the latest compiled pak here: http://server.exp.simutrans.com/

Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #58 on: August 28, 2016, 11:01:19 AM »
There's broken down trains, which causes delays.... :(

Offline Vladki

Re: Pak.Britain.Exp - how to compile.
« Reply #59 on: August 28, 2016, 11:21:58 AM »
There's broken down trains, which causes delays.... :(
The server game is for testing new features. And at the moment the signaling is broken... If you want, find and empty corner of map and do your own testing.

Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #60 on: August 29, 2016, 07:14:24 PM »
I would like to ask? Is it possible to do the South Central livery for the DC only class 375 and the class 313 please? :)

Offline Vladki

Re: Pak.Britain.Exp - how to compile.
« Reply #61 on: August 29, 2016, 07:45:34 PM »
I would like to ask? Is it possible to do the South Central livery for the DC only class 375 and the class 313 please? :)

This question should be probably in some other topic... But in general the answer is, yes, it is perfectly possible, and you can do it yourself. The sources are here: https://github.com/jamespetts/simutrans-pak128.britain
Find the planes you are interested in, download the relevant .dat and .png files, use some bitmap editor to add new livery to .png, and text editor to add it to .dat. Compile with makeobj (http://server.exp.simutrans.com/Devel-new-builds/), and use in your game. For even better results, you can try blender (3D render) And please share with us the result.

Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #62 on: August 30, 2016, 01:40:51 PM »
When I download the stuff, it does not work.

Offline Ves

Pak.Britain.Exp - how to compile.
« Reply #63 on: August 30, 2016, 02:23:32 PM »
When I download the stuff, it does not work.
What doesn't work? You can't download the sources? You can't install blender? You can't open the files in blender?

Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #64 on: September 21, 2016, 04:41:29 PM »
Can someone make compile the normal (Non-LU) platforms so that they can be uses Underground please? :)

Offline Rollmaterial

Re: Pak.Britain.Exp - how to compile.
« Reply #65 on: September 21, 2016, 05:31:15 PM »
Can someone make compile the normal (Non-LU) platforms so that they can be uses Underground please? :)
Luckily I happen to play with your requested modification ;)
Here's my .pak file: https://drive.google.com/file/d/0ByLSSg3gXTz-QmtOazZpSGh4eXc/view?usp=sharing
Simply replace it in the pak folder. It has the stone and concrete platforms, bare and with building, as well as the bare goods siding available underground.

Compiling the pakset is pretty simple actually, just follow the second part of this tutorial: http://forum.simutrans.com/index.php?topic=14254.0. To get something available overground, underground or both, you simply alter allow_underground in the .dat file (0=overground, 1=underground, 2=both).

Offline fam621

Re: Pak.Britain.Exp - how to compile.
« Reply #66 on: December 10, 2016, 06:39:47 PM »
Can you compile this .dat file for me please? :)