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PostPosted: Tue Jun 19, 2012 11:56 am 
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Lukenwolf - you need to think about train in Openttd as symbol of entire train connection, otherwise we end with absurds like people sitting in a train for multiple years.

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PostPosted: Tue Jun 19, 2012 12:32 pm 
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if you think too many people go to distant places, you can tweak the "influence of distance on demand" factor in cargodist. if you think there are too many people travelling in general, use the separate "passenger/town cargo reduction" patch, which is also included in this patchpack (but since it is rather crude, it has little chances of trunk-worthyness in its current form).

don't try to model "reality" too closely, it is a futile effort.

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PostPosted: Mon Jun 25, 2012 6:47 pm 
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Hi guys,

Im playing Chills patchpack and im having major problems with trucks staying too long at goods loading stations . I dont exactly understand the Advanced settings now that there are so many options in there and I havent a clue what ( link graph ) settings do . I just want the goods vehicles to load quicker , go to their destination and just get rid of the stuff to make my towns/cities grow . Now some of these stations are showing goods at a station i just want goods accepted at and no more . What settings do i use just to make a goods station accept goods in a town and not store them as the goods trucks are then picking up more goods at the ( town station ) and bringing them back to the factory goods loading bay . I remember a time when it was just simple and none of this happened , when you produced goods , they loaded fast , delivered them to a town , you got paid , and that was the end of it . The town then grew and you got on with the game . What am i doing wrong and how can i adjust my settings in ( advanced settings ) to make this happen , or in other words , the old and simple straightforward setting of make goods , load fast , deliver , get paid , and get on with things .

thanks for any reply in advance .

Red faced , Redbook7 :oops:


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PostPosted: Tue Jun 26, 2012 8:45 am 
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Are you certain that the stations you are taking the goods to for final delivery are accepting that cargo? Sometimes as towns grow and buildings change, you may come upon a situation where there are no longer any buildings within the station's cachement area that will accept those goods.

As far as trucks not leaving fast enough, look at your truck's orders and timetables. By default, no timetables should be set, and trucks should leave immediately. The only reason they would stay any longer than that is if you've set an order ("No unloading and wait for full load", for example), or if you've set a timetable schedule ("Go to Station A (Wait for 1 day)").

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PostPosted: Sat Jun 30, 2012 12:54 pm 
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Hi everyone,

I've nagged quite a lot about the fact that transfers are paid only to the final deliverer which I consider unfair and unrealistic. I've changed this for my own game (not thoroughly tested though) and thought some of you might like it as well so I decided to upload the relevant code here (as it applies to the latest chillpp (1 June 2012).

What it does:
-- Each transporter is paid the transfer + normal profits upon delivery of goods.
-- After each delivery the days in transit are reset so that each transporter is not punished for the tardiness of the former.
-- Each deliverer is paid only for the part the deliverer transported, including the final delivery.

There may be bugs, I don't know. Do not bother chillcore with any bugs you might find when using this patch!!!

Just overwrite the files in the src/ directory.


Attachments:
patchchill.tar [110 KiB]
Downloaded 47 times
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PostPosted: Sat Jun 30, 2012 5:11 pm 
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Ferrarius wrote:
There may be bugs
So, imagine I have two stations: A and B. I load some cargo from A and transfer it to B; I get paid. I load the same cargo into the same vehicle and transfer it to A; I get paid. I keep doing so, adding more vehicles to the system as external cargo flows in. Eventually I'd be generating massive amounts of money while not delivering a single unit of cargo.

Imagine you are in a taxi and it keeps going in circles and you have to keep paying for that same circle, instead of paying the taxi for the distance you should have travelled. What is worse, in the taxi you have to chance to get out and stop paying, however in OpenTTD you are (forcefully) transported around and around.

In other words, I don't think paying each leg seperately is fair to the customer. This is exactly the reason why transfer payments work the way they work now.


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PostPosted: Sat Jun 30, 2012 5:42 pm 
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The patch is intended to work with paxdest. Also, it's made for those who like to multiplayer with infrastructure sharing. Do or do not use it, it's your choice, or make a better patch if you want :P (one more reason to love open source)

Besides, it's basically how it works in the Netherlands. You pay for every trip you make.


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PostPosted: Thu Jul 05, 2012 6:43 am 
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Ferrarius wrote:
Besides, it's basically how it works in the Netherlands. You pay for every trip you make.


On the other hand, you decide what trips to make. :-)

I'm not so sure this is a bad idea. Yes, it has the downside that players who choose to abuse it can (modulo cargo distribution schemes where cargo moves under its own volition). On the other hand, the present approach has a pretty serious downside: it's often hard to assess the profitability of a vehicle. And the most obvious alternative has the downside of potentially unlimited memory usage for cargo packets.

In particular, I think pay-for-each-trip might be most useful if it could be (in Chill's) selected per-cargo-type in the way that cargo distribution is. Then one could turn it on only for cargos that move under their own volition.

Ferrarius: an interesting change could be if the game totals both the amount actually being paid for deliveries and the amount that would have been paid in vanilla OTTD. Then all payments could be lowered by a percentage that would adjust those totals to be equal. This renders this scheme impossible to abuse in singleplayer; at the end of the year, you get paid pretty well exactly what you would get in normal OTTD.


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PostPosted: Sun Jul 08, 2012 4:17 pm 
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Got this error, it came during an autosave.

Attachment:
error.png
error.png [ 8.21 KiB | Viewed 1266 times ]


Attachments:
crash.dmp [2.92 MiB]
Downloaded 28 times

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PostPosted: Mon Jul 09, 2012 9:51 pm 
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Quote:
Got this error, it came during an autosave.
Can you please post a savegame that crashes to run it in a debug build?
From the screenshot I can only see the error message (which can be be generated from about anywhere) and I do not know what to do with the crash.dmp at all or how to open it. Sorry :oops:

Edit:
I will need the version you are running too and the actions you made to arrive at the crash (unless the game crashes by itself).

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All included patches have been modified and are no longer 100% original.

See the first post of my thread, please.
Thank you very much for understanding.


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PostPosted: Wed Jul 11, 2012 7:20 pm 
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Hey, first nice work with your pack ...
second, i think i have found a bug

Situation:
I startet a Lan Game....and in this game a player dont could pay his loan ... so he left to make a new company ... after a while the company was souled because of to many debt ...all buildings and stuff were deleted with exception of some signals.... so later he tried to build on his old position ...if he tried to delete the signals his game chrashs... if he use the signals (make a new trace and a train rolls other the signal) the server chrashs, infrastrukter sharing is on... i think that could be the problem
the error msg is "Assertion faild at line 551 of ..\src\signal.ccp Company::isValidID(Owner)"

i have 2 saves for you... the first (autosave02) is before he build a new trace
the second save (autosave03) is until he have build the trace an a train drive to the signal -> server chrash
you will find the position of the signals right at the blue player

i think if the signals deleted properly there would not be a problem with the Company id, or you may make a default value for deleted companies so you dont get a exeption if you tried to check companies who are gone

i hope you will find the problem.... and sorry for my very bad english, i hope you understand me =)

Hive


Attachments:
autosave.rar [718.93 KiB]
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PostPosted: Wed Jul 11, 2012 9:04 pm 
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Thank you very much for reporting and posting the savegames, Hive.

I am currently sharpening my HG skills on something else but I will have a looksie at your savegame in a bit.
I hope that I can fix the issue I a timely manner.

Quote:
i think if the signals deleted properly there would not be a problem with the Company id, or you may make a default value for deleted companies so you dont get a exeption if you tried to check companies who are gone
Indeed that is what I think too ... I disabled removing track with certain signals on them to prevent a crash with the programmable signals patch untill the signals are removed but I did not take into account a player's bankrupty there.
Maybe you can try to delete the signals (that remain after his company is gone) before his company goes bankrupt? That is what I am going to try as soon as I have the time.
If then the game does not crash I would try to delete all the players signals before removing al the rest.
Ofcourse this would only be a work around as the real fix would be fixing the issue once and for all instead so one can delete the tracks with those signals on them, if only I had a clue what causes the first issue I fixed. :mrgreen:


Quote:
and sorry for my very bad english, i hope you understand me =)
While your english is not perfect (neither is mine) I understand what you wrote just fine. ;)


Thank you for the kind words. verry much apreciated.
And welcome to the forums. ;)

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Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first!
All included patches have been modified and are no longer 100% original.

See the first post of my thread, please.
Thank you very much for understanding.


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PostPosted: Thu Jul 12, 2012 7:57 am 
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ChillCore wrote:
Quote:
Got this error, it came during an autosave.
Can you please post a savegame that crashes to run it in a debug build?
From the screenshot I can only see the error message (which can be be generated from about anywhere) and I do not know what to do with the crash.dmp at all or how to open it. Sorry :oops:

Edit:
I will need the version you are running too and the actions you made to arrive at the crash (unless the game crashes by itself).


The save (both autosave and crash.save) file is empty, because the error came during the save.

My version is hfe846ddd, Ii's a binary I downloaded some time ago.

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PostPosted: Thu Jul 12, 2012 2:57 pm 
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Could someone please tell me how to find what revision is chillpp version h83a53b6e based on ?


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PostPosted: Thu Jul 12, 2012 4:32 pm 
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It's r22555.

When checking here: http://dev.openttdcoop.org/projects/chi ... ry/changes ,
you need to find the last commit that reads "Added tag r22555 for changeset c6a62d1f056e" before the date the binary was released.

Untill now all binaries produced by the compile farm were against r22555.
I have posted a newer svn patch for testing purposes some time ago but I did not yet push that one to the repository because I have not tested it enough myself. ;)
Once I did the commit log will read something like "Added tag rxxxxx for changeset xxxxxxxxxxxx".

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Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first!
All included patches have been modified and are no longer 100% original.

See the first post of my thread, please.
Thank you very much for understanding.


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PostPosted: Thu Jul 12, 2012 5:09 pm 
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So that's only 1840 revisions to current (read: nightly) trunk... :o

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PostPosted: Sun Jul 15, 2012 12:55 pm 
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welshdragon wrote:
So that's only 1840 revisions to current (read: nightly) trunk... :o
Thanks for reminding me :mrgreen:
Unfortunatly I managed to crash my bumped version (r23074) this morning so I am not yet going to push that one to the repo. ;)


ChillCore wrote:
Hive wrote:
i think if the signals deleted properly there would not be a problem with the Company id, or you may make a default value for deleted companies so you dont get a exeption if you tried to check companies who are gone

I disabled removing track with certain signals on them to prevent a crash with the programmable signals patch untill the signals are removed but I did not take into account a player's bankrupty there.

Indeed the problem was me having disabled removing track with exit-signals on them.

On banckrupty the tile (with the rail and the exit-signal(s) on it) becomes the property of "someone", which is not a valid company, as it cannot be deleted and cannot stay part of the to be deleted company neither.
Many parts of the game get confused about wat to do when a train crosses these tracks; amongst them infrastructure sharing, the pathfinders, etc.
During normal gameplay the player gets a warning message to delete the signals first and only then he can delete the rail.

I did not yet fix this issue but I did manage to save your game with some trickery. ;)
Please find it attached.

Now that I know what happened it should not be too hard to fix but with OpenTTD you never know ... :lol:

Ps:
In order to prevent the same thing happening again (for now) you could perhaps save the game often and if/when he goes bankrupt again reload the last one and cheat him a boatload of cash.


Attachments:
Hive_fixed_save.sav [364.87 KiB]
Downloaded 25 times

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Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first!
All included patches have been modified and are no longer 100% original.

See the first post of my thread, please.
Thank you very much for understanding.
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PostPosted: Sun Jul 15, 2012 3:06 pm 
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ChillCore wrote:
I did not yet fix this issue but I did manage to save your game with some trickery. ;)
Please find it attached.

Now that I know what happened it should not be too hard to fix but with OpenTTD you never know ... :lol:


it works fine, thx =)
the next month i will try to lern how to make patch's for ottd, so i can help you maybe with your next problem ;)
i think there musst be many tutorials how to do that on the internet? (i dont need tutorials for c++, only for the sticky ottd code xD)

ChillCore wrote:
Ps:
In order to prevent the same thing happening again (for now) you could perhaps save the game often and if/when he goes bankrupt again reload the last one and cheat him a boatload of cash.

i dont want to know how to cheat in ottd :D for shure there musst be a diff. way ;)

Hive


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PostPosted: Sun Jul 15, 2012 4:37 pm 
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So long as eventually we get to GRFv3 spec implementation I'll be happy. (At current the latest UK Renewal Set is not compatible yet!).

I'm not complaining, TBH I'd help if I could.

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PostPosted: Sun Jul 15, 2012 5:13 pm 
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Hive wrote:
it works fine, thx =)
Great. ;)

Quote:
the next month i will try to lern how to make patch's for ottd, so i can help you maybe with your next problem ;)
Even better and looking forward to that (although by then we might be working on a new patchpack).

Quote:
i think there musst be many tutorials how to do that on the internet? (i dont need tutorials for c++, only for the sticky ottd code xD)
If there are such tutorials please show me. ;)
It is a matter of reading the code, trying to understand the flow of it and knowing what to change where in order to fix issues (or things that bother you but are not bugs).
Especially the part "what to change where" is the tricky one.

Quote:
i dont want to know how to cheat in ottd :D for shure there musst be a diff. way ;)
There is but I do not have one at the moment.
The way I fixed your savegame is the following:

- I changed company_cmd.cpp to read as follows: (note that line numbers could differ slightly)
Code:
@@ -281,6 +281,7 @@ void GetNameOfOwner(Owner owner, TileInd
    if (owner != OWNER_TOWN) {
       if (!Company::IsValidID(owner)) {
          SetDParam(0, STR_COMPANY_SOMEONE);
+         SetTileOwner(tile, OWNER_BEGIN);
       } else {
          SetDParam(0, STR_COMPANY_NAME);
          SetDParam(1, owner);
and recompiled.
This will change the owner of the tiles, the ones that remained after bankrupty of the second company, to the first player when clicking them with the querry tool.

- I clicked each of them signals twice (once would have been enough but I just wanted to make sure that the owner changed from someone to company 1)
- Then being the first company I deleted the signals.
- Still being the first company I deleted the rails.
- I cheated my way to the third company (CTRL+ALT+C).
- I restored the rails.
- I restored the signals.
- I saved the game.
- I reverted the codechange above to test.

The proper way to fix this issue would be to delete the signals a player owns and then the rails on bankrupty, but I did not yet find the sweetspot ... even better would be to allow for deleting rails with exit-signals on them in one go (to prevent the crash in the programmable signals patch) but I did not yet find that sweetspot neither. ;)


welshdragon wrote:
So long as eventually we get to GRFv3 spec implementation I'll be happy. (At current the latest UK Renewal Set is not compatible yet!).
Please show me the revision(s) this got implemented and I'll see what I can do.

Quote:
I'm not complaining, TBH I'd help if I could.
I know you would ... thank you for the offer anyway. ;)

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Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first!
All included patches have been modified and are no longer 100% original.

See the first post of my thread, please.
Thank you very much for understanding.


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