Started by ACarlotti, May 06, 2018, 12:08:01 PM
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Quote from: Phystam on February 05, 2020, 08:44:03 AMNow I am trying to incorporate the following patch:https://forum.simutrans.com/index.php/topic,16536.0.htmlThis patch moves the system colors to 16bit.Almost all parts including the changes in Extended are replaced, but in some reason, simutrans cannot load the system colors from simuconf.tab, such as cursor color, window title bar color, etc.I temporary pushed the current progress of the work to https://github.com/phystam/simutrans-extended/tree/merge-from-standard120-2-2
Quote from: Ranran on August 26, 2020, 02:59:22 PMEDIT:I'm currently working on resolving r8134 conflicts. I think it's easier to convert only when displaying than to attach color_idx_to_rgb to all.This is likely to be time consuming as it requires testing with a huge amount of changes.
Quote from: freddyhayward on August 27, 2020, 02:19:07 PMThough I cannot say for sure, I support these changes in principle and don't think they should make synchronisation errors harder to find.
Quote from: Ranran on August 27, 2020, 02:44:36 PMIs the sync error currently occurring only on the bridgewater server?If so, another server will be able to see the desync if this change is the cause.
Quote from: jamespetts on August 27, 2020, 02:46:39 PMI believe that there has been a report on the Discord channel of the loss of synchronisation happening also on the Stepehenson-Seimens server.
Quote from: Freahk on August 27, 2020, 03:43:31 PMStephenson-siemens server seems to run very stable with barely any desyncs.
Quote from: jamespetts on June 10, 2020, 04:46:13 PMIn Visual Studio, I get the following errors:
Quote from: jamespetts on August 29, 2020, 11:17:54 AMPhystam is correct - because of the very large amount of work to incorporate the scripting API into Extended and because this is not a core feature of the intended open-ended Extended gameplay, this has not been fully integrated and currently does not work. I have not removed it entirely in case somebody might want to make it work in Extended, but that would be a large job and I am not sure how worthwhile that that would be in terms of the resulting gameplay quality. I wonder whether there should be some code comments in Extended to this effect?
Quote from: freddyhayward on August 29, 2020, 01:31:02 PMI don't see the purpose in retaining the code in extended. It makes development more complex for no benefit at all, and if somebody wanted to integrate it in the future, they could simply copy the code from standard. That would likely be far easier than attempting to resurrect the current mess.
Quote from: Phystam on August 29, 2020, 02:27:00 PM1. almost everyone wants to compete with real players instead of AI players.2. no one can/wants to make scenario files currently.So I agree that we remove Sqapi scripting features from Extended.
simsound.cc:196:68: error: cannot pass object of non-trivial type 'std::string' (aka 'basic_string<char>') through variadic method; call will abort at runtime [-Wnon-pod-varargs] dbg->warning("midi_init()","can't open file '%s' for reading.", full_path); ^
===> LD ../build/default/makeobj-extended/makeobj-extended/usr/lib/gcc/x86_64-w64-mingw32/9.2.1/../../../../x86_64-w64-mingw32/bin/ld: ../build/default/utils/log-makeobj-extended.o:log.cc:(.text+0x75b): undefined reference to `dr_fopen(char const*, char const*)'
QuoteThere will be three changes in the GUI coding in the near future.(1) r8134(120.2.2) - The color definition is extended from 8bit to 16bit.Therefore, it is necessary to deal with the change of variables and functions. This is what I am working on now and is almost complete.(2) r8434(120.3) - Support for truetype fonts and large fonts.Players will be able to select their favorite font in settings. You can easily change the font from the setting dialog.This will require revising the layout and variables. Now that the basic import is complete, I'll pick up the related commits.(3) r8653 - GUI overhaulThis requires a rewrite of the all GUI code. Create a GUI to place components in tables and cells. This requires a lot of work and an extended-specific GUI can require a lot of work. This is why some people advised to wait until this stage for making a new GUI.
Release of 120.1.2: (r7720 on 7-Jan-2016): ADD: configurable compass for minimap, rotation tool, and main screenRelease of 120.2: (r8077 on 12-Feb-2016):Release of 120.2.2: (r8163 on 31-3-2017): FIX: Combo boxes now work much more reliable ADD: All configurable colors now rgb internally
Quote(2) r8434(120.3) - Support for truetype fonts and large fonts.Players will be able to select their favorite font in settings. You can easily change the font from the setting dialog.This will require revising the layout and variables.Now that the basic import is complete, I'll pick up the related commits.
Release of 120.3 (r8503 on 15-June-2018): ADD: new blue-white theme ADD: Support Truetype fonts on windows up to 19 pts. For MAC and Linux support there is a way needed to find the font path. ADD: Server can be now started at the UI when loading a game. ADD: switch -easyserver on commandline to host a game with dynamic IP behind a router FIX: added Unicode file path support for Windows buildsRelease of 120.4 (r8588 on 17-Sep-2018): FIX: properly handle dualstack servers by using both IPv4 and IP6 addresses (if no symbolic name is available)
CHG: pedestrian movement, new dat parameter: offset (of pedestrian image relative to right tile boundary, 0..255, default 20, 0 = on the right edge of tile, 128 = on center line of tile
ADD: (HyperSim) sorting vehicles in depot ADD: sorting in depot (HyperSim)
ADD: (THLeaderH) option to hide the revenue income messaging at stops
ADD: More factory locations (shore, river, forest) to the existing city, water, land
OPT: significantly improved the performance of changing underground mode/slice when playing on very large maps
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Quote from: Ranran on September 13, 2020, 07:35:57 AMThe underground display on the bridge water server took a long time, but will that be improved?
Quotecursor are all discolored.
Quotestop labels, UI text (until theme is changed). Windows are too large and UI elements have too much spacing.
Quote from: jamespetts on September 13, 2020, 02:22:58 PMIn particular, I seem to be missing two header files, miniupnpc.h and upnpcommands.h.
Quote from: Roboron on September 13, 2020, 02:56:06 PMYou need libminiupnpc. If compiling with MINGW, you will need to compile libminiupnpc yourself (it seems to be broken). Otherwise install libminiupnpc-dev/miniupnpc/miniupnpc-devel if you are on Debian/Arch/Fedora&OpenSUSE.
Quote from: jamespetts on September 13, 2020, 02:22:58 PMI seem to be missing two header files, miniupnpc.h and upnpcommands.h.
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