New map features

Forum for technical discussions regarding development. If you have a general suggestion, problem or comment, please use one of the other forums.

Moderator: OpenTTD Developers

Eddi
Tycoon
Tycoon
Posts: 8271
Joined: 17 Jan 2007 00:14

Re: New map features

Post by Eddi »

HackaLittleBit wrote:A speed limit tax pathfinder
2: with GetSpeedLimit( etc etc

The actual slowing
3: and when the train is slowed in the train controller.
i don't know what you're trying to say here. 2 is there because of 3... how does that make it an "additional" penalty'?
User avatar
HackaLittleBit
Director
Director
Posts: 550
Joined: 10 Dec 2008 16:08
Location: tile 0x0000

Re: New map features

Post by HackaLittleBit »

I am thinking along these lines.

Fixed track costs
diagonal - or not
curves
speed limit
slope
etc

Variable costs
signal red, green
station
loading
depot
etc

Fixed costs don't have to be calculated again and again
That is only necessary when layout is changed.
Speed limit should be applied to any kind of track if not available from sprite info.
(example non electrified=100 electrified=160)
No discrimination against bridges! (By not including speed cost for tracks bridges pay disproportional.)
Just add all tracks together with speed limitation and divide them by tracks counted.(including wormholes)
That way you could have:
A fixed average speed cost(cache) per node.
A variable cost.(maybe cache if nothing changed)
I know most of the things are done now already, but they are mixed.

Like that I think, you could choose more precisely the correct optimal track for trains.
e.g. slower trains on slower track(bridge), fast trains on fast track(bridge).
I don't know if this is possible.
It is just some brainstorming.

I don't have much time at the moment(weeks).
Have a nice weekend.

EDIT errr..
(example non electrified=100 electrified=160)
read this as: if faster or slower than that value you get penelized.
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: New map features

Post by romazoon »

I found maybe a bug.
La Rochelle Transport, 8 Fév 1935.png
(127.44 KiB) Downloaded 7 times
On this image : this bridge can not use the bridghead feature (apparently due to be built on what seems to be a double built on slope fundation)

La Rochelle Transport, 22 Fév 1935.png
(127.55 KiB) Downloaded 7 times
on this image, i try to build tramway tracks, but it fails and refuse to build any tram tracks on the bridge.

La Rochelle Transport, 22 Fév 1935#2.png
(122.86 KiB) Downloaded 7 times
there is a trick working though, it s to upgrade the bridge (but using the tram tracks building gui)
Last edited by romazoon on 02 Apr 2015 17:02, edited 1 time in total.
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: New map features

Post by romazoon »

after adding the tram track though...there is a real bug though
La Rochelle Transport, 22 Fév 1935#3.png
(122.8 KiB) Downloaded 7 times
-> dynamiting the bridge make appear a tile of road that i can t delete by any means.
La Rochelle Transport, 24 Avr 1935.png
(134.56 KiB) Downloaded 7 times
-> using the bulldozer tool...is even worst
La Rochelle Transport, 21 Mai 1935.png
(133.85 KiB) Downloaded 7 times
-> the message when trying to demolish the "buggy road"



those screenies/test were made in a fresh new game i launched with only one newgrf, ones that add tramways. version used is g93693d36M (i believe the 64bit compile made by Eddy Arfik, NOT the daylenght one)
User avatar
cirdan
Director
Director
Posts: 539
Joined: 07 Apr 2007 18:08

Re: New map features

Post by cirdan »

Thank you for your bug report, as always. I can reproduce the bugs in a new game on my own, and they do seem to be related with bridge heads on steep tiles. I will try to look into this as time permits.
User avatar
cirdan
Director
Director
Posts: 539
Joined: 07 Apr 2007 18:08

Re: New map features

Post by cirdan »

Branch updated with a month and a half worth of changes:
  • Compilation with MSVC has been (hopefully) restored, at least with MSVC 2008 and MSVC 2010.
  • Fixed a crash when loading a savegame in which a station had been deleted but whose sign was still lingering.
  • Trains will now treat tunnel signals as any other signal when deciding whether to reverse while stopped at them (previously they would take a long time to reverse even if facing a one-way signal from the wrong side).
  • Fixed a crash when no AI scripts are available and the game is configured to use a non-English language (openttd fs#6272).
  • Fixed a bug when using the bridge building tool to add a road type to an existing bridge (reported by romazoon).
  • Custom bridge heads can now be built on steep slopes (suggested by romazoon).
  • Sync with openttd r27173.
Plus lots of code cleanups, as usual; this time it is mostly in scripting and newgrf handling. While these should not have any user-visible effect, there is always a chance that I made a mistake. Bug reports welcome.
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: New map features

Post by romazoon »

thank you for your continuous effort, you are amazing :bow:
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: New map features

Post by wallyweb »

cirdan wrote:Branch updated with a month and a half worth of changes
which are all included in the attached distribution:

OpenTTD-g506ca861-Win32.7z ( recompiled for fix noted below )

Guarantees and Easter eggs not included. :mrgreen:

Thank you Cirdan. :bow:

Enjoy :D
Last edited by wallyweb on 08 Apr 2015 18:32, edited 1 time in total.
User avatar
te_lanus
Transport Coordinator
Transport Coordinator
Posts: 326
Joined: 19 Jul 2012 18:04
Location: The Elizabeth Arkham Asylum for the Criminally Insane

Re: New map features

Post by te_lanus »

Found a bug (hope this one is an easy fix)

Using Wallyweb's build, the re is no more gamescripts. doesn't happen in 1.5.0. when you go to select one it brings up a list with all the GS-libs. And using a config file from previous version with a GS selected cause the GS to crash on new game, and not function in a loaded game
Attachments
Clipboard02.jpg
Clipboard02.jpg (79.68 KiB) Viewed 2024 times
User avatar
cirdan
Director
Director
Posts: 539
Joined: 07 Apr 2007 18:08

Re: New map features

Post by cirdan »

te_lanus wrote:Found a bug (hope this one is an easy fix)
It was. :-)
te_lanus wrote:Using Wallyweb's build, the re is no more gamescripts.
Aye, I made a silly mistake with an identifier. I have just pushed a fix. Thanks for reporting.
te_lanus wrote:And using a config file from previous version with a GS selected cause the GS to crash on new game, and not function in a loaded game
These I could not reproduce. Perhaps they are related to the other bug? If these bugs persist after last commit, could you provide more detailed information?
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: New map features

Post by wallyweb »

A new commit for Cirdan's fix noted above: 8)
OpenTTD-g05b338d6-Win32.7z
(5.44 MiB) Downloaded 44 times
Enjoy

:D
TrueSatan
Transport Coordinator
Transport Coordinator
Posts: 291
Joined: 16 Jul 2003 18:33

Re: New map features

Post by TrueSatan »

Thanks Cirdan for the update and the fixes for the update :)
A bit l8er then wally this time, but here is the Ubuntu Version as well.
As usually its 64bit for Ubuntu 14.04

Happy playing.
Cheers
Attachments
openttd-custom-g05b338d6-UNIX.tar.xz
Version: g05b338d6
Ubuntu 14.04 LTS 64bit
(4.62 MiB) Downloaded 36 times
User avatar
te_lanus
Transport Coordinator
Transport Coordinator
Posts: 326
Joined: 19 Jul 2012 18:04
Location: The Elizabeth Arkham Asylum for the Criminally Insane

Re: New map features

Post by te_lanus »

cirdan wrote:
te_lanus wrote:And using a config file from previous version with a GS selected cause the GS to crash on new game, and not function in a loaded game
These I could not reproduce. Perhaps they are related to the other bug? If these bugs persist after last commit, could you provide more detailed information?
Most that I tried this morning work, except one Busy Bee :( Tried reproducing the error in 1.5.0 but it works there so doubt it's a script error

On a side note is it possible to update the LAnguage files in the next release :wink:
Attachments
Unnamed, 1st Jan 2000.png
(218.82 KiB) Downloaded 4 times
Unnamed, 1st Jan 2000#1.png
(222.38 KiB) Downloaded 4 times
Eddy Arfik
Transport Coordinator
Transport Coordinator
Posts: 260
Joined: 09 Apr 2014 11:10

Re: New map features

Post by Eddy Arfik »

cirdan wrote:Compilation with MSVC has been (hopefully) restored, at least with MSVC 2008 and MSVC 2010.
Here is standard Windows 64bit binary, compiled with MSVC 2013 (I find MinGW more efficient, but I decided to test the MSVC compile, and indeed it is working again)

binary with daylength applied to follow in the next few days (patch doesn't apply cleanly and I don't have much free time until weekend)
Attachments
OpenTTD-nmf-g05b338d6_Win64.7z
(7.25 MiB) Downloaded 36 times
User avatar
cirdan
Director
Director
Posts: 539
Joined: 07 Apr 2007 18:08

Re: New map features

Post by cirdan »

te_lanus wrote:Most that I tried this morning work, except one Busy Bee :( Tried reproducing the error in 1.5.0 but it works there so doubt it's a script error
I may have found the cause of this bug. My branch was still advertising itself as openttd revision 25808 (the revision where I forked off a year and a half ago), and busy bee was using an interface that is no longer valid as of 27164. I have fixed this by advertising proper openttd revision compatibility; the commit is already in the repository. Note, however, that this means that the script will never work in a binary compiled without version detection (if it says "norev000" in the main screen menu title bar), and this is valid for openttd trunk as well.

Thanks for reporting; I am surprised that this had never shown up before.
te_lanus wrote:On a side note is it possible to update the LAnguage files in the next release :wink:
You mean the translations? I forward-port all changes to the translations strings from openttd. Is there anything missing?
User avatar
te_lanus
Transport Coordinator
Transport Coordinator
Posts: 326
Joined: 19 Jul 2012 18:04
Location: The Elizabeth Arkham Asylum for the Criminally Insane

Re: New map features

Post by te_lanus »

cirdan wrote:
te_lanus wrote:On a side note is it possible to update the LAnguage files in the next release :wink:
You mean the translations? I forward-port all changes to the translations strings from openttd. Is there anything missing?
I fixed quite a few translation errors in my home language, afrikaans, and the changes only show in trunk
User avatar
cirdan
Director
Director
Posts: 539
Joined: 07 Apr 2007 18:08

Re: New map features

Post by cirdan »

te_lanus wrote:I fixed quite a few translation errors in my home language, afrikaans, and the changes only show in trunk
I deliberately lag a few weeks behind openttd trunk to be able to squash bug fixes with the commit that introduced the bug. If your changes were recent, it will take a while until they are merged into my branch.
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: New map features

Post by wallyweb »

cirdan wrote:I have fixed this by advertising proper openttd revision compatibility; the commit is already in the repository.
... and the 32 bit binary release is attached below ... 8)
OpenTTD-g1a7823f8-Win32.7z
(5.44 MiB) Downloaded 42 times
:D
TrueSatan
Transport Coordinator
Transport Coordinator
Posts: 291
Joined: 16 Jul 2003 18:33

Re: New map features

Post by TrueSatan »

And here the linux updated :D
Attachments
openttd-custom-g1a7823f8-UNIX.tar.xz
Version: g1a7823f8
Ubuntu 14.04 64 bit
(4.62 MiB) Downloaded 34 times
User avatar
te_lanus
Transport Coordinator
Transport Coordinator
Posts: 326
Joined: 19 Jul 2012 18:04
Location: The Elizabeth Arkham Asylum for the Criminally Insane

Re: New map features

Post by te_lanus »

cirdan wrote:
te_lanus wrote:Most that I tried this morning work, except one Busy Bee :( Tried reproducing the error in 1.5.0 but it works there so doubt it's a script error
I may have found the cause of this bug. My branch was still advertising itself as openttd revision 25808 (the revision where I forked off a year and a half ago), and busy bee was using an interface that is no longer valid as of 27164. I have fixed this by advertising proper openttd revision compatibility; the commit is already in the repository. Note, however, that this means that the script will never work in a binary compiled without version detection (if it says "norev000" in the main screen menu title bar), and this is valid for openttd trunk as well.

Thanks for reporting; I am surprised that this had never shown up before.
Thanx it's working again :bow:
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 38 guests