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Author Topic: Half Height and Climates  (Read 6858 times)

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Offline Andyh

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Half Height and Climates
« on: October 20, 2013, 05:10:07 PM »
I just returned to Simutrans after an interval of about a year.  I downloaded the latest nightly (r6825) and was delighted to discover from the history file that it now incorporated Kierongreen's excellent half height and climates functionality.  However, when I ran the game with pak 128 I couldn't see the half height slope tiles or the climate tiles.  Are there some additional pak objects that I need to load in order to use these?
Thanks
Andrew

Offline kierongreen

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Re: Half Height and Climates
« Reply #1 on: October 20, 2013, 05:32:08 PM »
Yes - you'll need the half height version of pak128 at http://sourceforge.net/p/simutrans/code/HEAD/tree/pak128.newlandscape/

I'm don't think there are any pre-compiled versions of this yet though so you'll have to do that yourself.

Offline Andyh

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Re: Half Height and Climates
« Reply #2 on: October 20, 2013, 05:48:09 PM »
Got it.  Thanks a lot.

Offline Sarlock

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Re: Half Height and Climates
« Reply #3 on: October 20, 2013, 06:12:48 PM »
It's still a test version.  Not everything is fully converted yet but it's fairly functional now... let us know if you discover any graphical issues.  :)

Offline kierongreen

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Re: Half Height and Climates
« Reply #4 on: October 20, 2013, 06:38:03 PM »
It should be noted that nightly simutrans is very much a test version at the moment! With all the features added over the last few months there may be various problems ;)

Offline Andyh

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Re: Half Height and Climates
« Reply #5 on: October 21, 2013, 10:16:26 PM »
So is there a way of compiling all the paks in the pakset programatically, or do I have to create each .pak file separately using makeobject?

Offline An_dz

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Re: Half Height and Climates
« Reply #6 on: October 21, 2013, 10:57:22 PM »
There's a bat and python file in root folder for such.

Offline Sarlock

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Re: Half Height and Climates
« Reply #7 on: October 21, 2013, 11:57:23 PM »
Indeed, running pak128.bat should take care of everything for you.

Offline Andyh

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Re: Half Height and Climates
« Reply #8 on: October 22, 2013, 05:33:39 PM »
Thanks.  I'll give it a try tonight.

Offline Andyh

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Re: Half Height and Climates
« Reply #9 on: October 25, 2013, 02:48:27 AM »
OK.  Similar sort of dumb question: presumably there's a way of downloading all the files in the 'pak128.newlandscape' folder simultaneously?  I don't have to download each file separately do I?

Offline Sarlock

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Re: Half Height and Climates
« Reply #10 on: October 25, 2013, 03:09:17 AM »
I use Slik SVN to download and update.

It's a command line program, which depending on your level of computing knowledge may be a bit more challenging to operate.

Use the command:

svn checkout svn://svn.code.sf.net/p/simutrans/code/pak128.newlandscape

To download the files.  You can also use this to update and changes/additions.

I'm sure others with more experience with SVN have much better recommendations but this at least worked for me and it was fairly simple.  I could be way off base :)

You could also use the Download Snapshot at Sourceforge but you will get all of the paksets this way.

Offline Andyh

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Re: Half Height and Climates
« Reply #11 on: October 25, 2013, 03:22:51 AM »
Thanks Sarlock, I'll give it a try.  BTW: I suppose that "checkout" in this context is not going to prevent the 'real' developers from accessing the files is it?  I'd hate to inadvertently lock up the folder.

Offline kierongreen

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Re: Half Height and Climates
« Reply #12 on: October 25, 2013, 06:58:03 AM »
No it will not lock the folder.

Offline Fabio

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Re: Half Height and Climates
« Reply #13 on: October 25, 2013, 07:23:41 AM »
TortoiseSVN is a valid alternative with GUI and shell integration.

Offline Andyh

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Re: Half Height and Climates
« Reply #14 on: November 11, 2013, 12:34:41 AM »
OK.  I finally got Tortoise SVN, downloaded the newlandscape pak128 and compiled the pak.  It compiled, but Simutrans would not run due to various missing files: 'ClimateTextures', 'sidewalks', 'slopetrans', shoretrans'.  Probably others, but I stopped at this point. 

It looks to me as though the 'grounds' subfolder of 'landscapes' did not compile.  Any ideas why not?  I'm using makeobject 5.2.

Thanks

Offline Fabio

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Re: Half Height and Climates
« Reply #15 on: November 11, 2013, 07:59:28 AM »
You must compile using a new makeobj version such as you can download here: link
« Last Edit: November 11, 2013, 08:07:11 AM by Fabio »

Offline greenling

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Re: Half Height and Climates
« Reply #16 on: November 11, 2013, 05:04:39 PM »
Hello Andyh
This pak128 must you than rename in pak128 halfhigh.

Offline Fabio

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Re: Half Height and Climates
« Reply #17 on: November 16, 2013, 05:08:39 PM »
I renamed the pak "pak 128 halfhigh" as per Greenling's instructions.
There should be no need of that.

however, the slope controls do not work and there are some graphical issues with sloped terrain (i.e. with the slopes as created with the initial map), and with roads on sloped terrain.
Could you be more specific and/or post some screenshot?

Offline Andyh

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Re: Half Height and Climates
« Reply #18 on: November 16, 2013, 06:35:04 PM »
Hi Fabio:  sorry, my bad, I had some old files left in my pak from earlier experimentation. When I removed those files things seem to work OK with the slopes (although I'll continue to test).  I've removed my post to avoid sowing even more confusion.

Offline greenling

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Re: Half Height and Climates
« Reply #19 on: November 24, 2013, 10:08:42 AM »
Hello Andyh
I have Remark that paksets they have a half high system can not more load gamesave they was make in the age with
makeobj 55-2 and older.