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PostPosted: Fri Mar 26, 2010 10:20 am 
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I assume the reason for the crash is it a 32 bit and not 64


You are most likely correct. Applications in 32-bit Windows have 2 GB memory limit. This can expand the limit to 3 GB, but no further. The only other options are either playing smaller maps, or getting a 64 bit version of OTTD (trunk is no problem, but you will most likely have to compile the patched version yourself).

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PostPosted: Fri Mar 26, 2010 11:20 am 
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CommanderZ wrote:
Quote:
I assume the reason for the crash is it a 32 bit and not 64


You are most likely correct. Applications in 32-bit Windows have 2 GB memory limit. This can expand the limit to 3 GB, but no further. The only other options are either playing smaller maps, or getting a 64 bit version of OTTD (trunk is no problem, but you will most likely have to compile the patched version yourself).

Thanks for that. I don't know how to compile it. I did request a 64 bit map though some weeks ago.


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PostPosted: Mon Apr 12, 2010 7:31 pm 
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wozzar wrote:
Hey Bilbo are you able to make the large maps for WIN 7 64 bit please. I take it i cant use the win 32 maps.


Sorry, but I don't have windows currently installed on my computer, so I can't make any windows binaries.

I can try installing mingw32 as crosscompiler, but last time I tried it, it doesn't end up very well and it produces only win32 binaries anyway.

Is there some linux crosscompiler (or windows compiler that works under WINE) that is able to compile win64 binaries from OpenTTD source?

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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)


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PostPosted: Mon Apr 12, 2010 9:13 pm 
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CARST wrote:
Bilbo could you update the patch to the newest revision 19400+ please?


I've updated the patch to r19615, get updated version in the first post of this thread.

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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)


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PostPosted: Wed Apr 14, 2010 9:48 pm 
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So, has anyone considered or even tried to make OTTD run on more than one core?
Now, i know maps larger than 8k is quite huge and would take so long to fill with stuff that it would be practically impossible to do so within the timeframe of one game. (Unless daylength patch is used on a stupid high value) but if OTTD would use all cores of modern PC's and network would allow for (one can dream) some 256 players or more on a really powerful machine (like a blade server) we could possibly see our very first MMO type OTTD game.

My dream is a map with the 1mx1m map size and LOTS of players. It would be the end of all sanity as hundreds of people are connecting up networks all over.
Bring cargodist into the mix and you would see passengers going across that map in thousands of steps. :)

Either way, keep up the good work! :bow:


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PostPosted: Thu Apr 15, 2010 2:12 am 
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Multiplayer game with many people? .... I think there were some experimental patch that added support for 255 players and some other modifications. Get lot of people and you fill up any map pretty fast.
Look at http://wiki.openttd.org/WWOTTDGD for details.
Quote:
My dream is a map with the 1mx1m map size and LOTS of players.
You need approx. 10 bytes per tile, double the amount when loading or saving. 1m x 1m map = ~ 20 terabytes of RAM needed. According to moore's law, you can expect computers with necessary RAM size to be common somewhere around 2030. But you'll hit probably CPU speed limits sooner than limits of RAM size, with current CPU's 4k x 4k is reasonable maximum (tile loop is major CPU eater at these or larger sizes)

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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)


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PostPosted: Thu Apr 15, 2010 2:34 am 
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Engineer
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Hello,

Bilbo I am new to this great game and would like to use your extra large maps patch but do not know how to make it work. Could you walk me through the installation of it please?

Thank you


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PostPosted: Thu Apr 15, 2010 3:26 am 
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Darkhorse wrote:
Could you walk me through the installation of it please?


Well, what system are you using? (Windows? Linux? Instructions for these differ a bit ....) Do you have a compiler and subversion client installed?

The installation is quite simple - you get the sources, apply the patch, compile and then install binaries - if you have the right tools already installed.

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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)


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PostPosted: Thu Apr 15, 2010 7:09 am 
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Darkhorse wrote:
Could you walk me through the installation of it please?


See here: http://wiki.openttd.org/compiling

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PostPosted: Sun Apr 18, 2010 8:50 pm 
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Please pardon my inquiry, but why hasn't this been included in the official release (or even the nightly)? Great work Bilbo!


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PostPosted: Sun Apr 18, 2010 11:14 pm 
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I don't know - decision whether something is included in trunk or not is up to devs. Some time ago they requested some minor modifications, I created patch with these modifications and since that time it is quite quiet - well, one part of the patch (faster checking of train collisions, that also does not have problems with map size > 2048) got to trunk, but the rest not.

There is task in flyspray for this patch - http://bugs.openttd.org/task/1059

Last message from devs is from 2007, since then there are only occasional updated versions from me.

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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)


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PostPosted: Sun Apr 18, 2010 11:56 pm 
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Have you tried presenting it without changing total mapsize, making it a longer mapside patch?
Maximum would be 64 * 32786 over 2048 * 2048 to 32786 * 64.
With the long distance collision check allready in trunk this should be possible without increasing system load to much.
Then to increase the mapsize, when better computers become available, it would only be two parameters to retune.
Just an idea. ;)

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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: Mon Apr 19, 2010 12:17 am 
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That is exactly what the version posted on flyspray does - and it is even more limited, than what you suggest, the longer size of the map can be at most 8192 and maximal number of tiles remain the same (2048 * 2048), so you can have for example 8192 * 512. Basically it is the same version as here with these two constants changed to more "reasonable" values.

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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)


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PostPosted: Mon Apr 19, 2010 12:26 am 
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The last time I read the flyspray entry, which has been a while ago, I thought it was 8192 * 8192, my bad.

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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: Sat Sep 04, 2010 9:43 am 
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Engineer
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hey everyone!

I had a little problem while compilling openttd (r19615) with the extra large map patch (r19615) in x64 with MSVC++.

Here the error message:

4> .. \ src \ genworld_gui.cpp (336): error C2664: 'Show Error Message': can not convert parameter 3 from 'int' to 'Warning Level' not possible
4> Conversion to enumeration requires an explicit cast (static_cast operator or a cast or function in the C format)

I hope that someone could help me.

Stuffi


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PostPosted: Sat Sep 04, 2010 11:45 am 
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i now compiled an older version of openttd (r19009) with the patch(r19009). Compilling runs without any error only some warnings.

But now the game crashes...i don't know why...here you'll find the crash log.

http://pastebin.com/MRtHqGCA

I hope that someone, have an idea to solve the problem...

Stuffi


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PostPosted: Sat Sep 04, 2010 1:45 pm 
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Stuffi wrote:
4> .. \ src \ genworld_gui.cpp (336): error C2664: 'Show Error Message': can not convert parameter 3 from 'int' to 'Warning Level' not possible
4> Conversion to enumeration requires an explicit cast (static_cast operator or a cast or function in the C format)

There was a codechange in trunk some time ago.
Change this line:
Code:
ShowErrorMessage(STR_MAPGEN_TOO_MANY_TILES_MESSAGE, INVALID_STRING_ID, 0, 0);

to this:
Code:
ShowErrorMessage(STR_MAPGEN_TOO_MANY_TILES_MESSAGE, INVALID_STRING_ID, WL_ERROR);

and it should work.

Or you could revert your code and apply attached bumped patch. ;)


Attachments:
map-1M-r20738.diff [12.51 KiB]
Downloaded 66 times

_________________
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: Sat Sep 04, 2010 3:20 pm 
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Engineer
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nice!!! :bow: big thanks!!!

i love you :P 8)

thanks a lot!!

Stuffi


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PostPosted: Thu Sep 09, 2010 8:10 am 
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Tycoon
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I compiled Chillcore's patch with r20773, however the game crashed upon opening CARSTS World Scenario in the scenario editor.


Attachments:
OpenTTD Crash.zip [14.63 KiB]
Downloaded 46 times

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PostPosted: Thu Sep 09, 2010 8:15 am 
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Tycoon
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And upon playing the scenario and using trams:


Attachments:
OpenTTD Crash 2.zip [192.87 KiB]
Downloaded 43 times

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