Option to use built-in AI...

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

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jui-feng
Engineer
Engineer
Posts: 35
Joined: 01 Feb 2009 15:20
Location: Germany

Re: Option to use built-in AI...

Post by jui-feng »

What exactly do you mean by "lag"? And which AI causes it?

I tried AdmiralAI and Pathzilla w/ "10k CPU cycles"-setting and didn't notice any lags. Of course, the map was not that big and there were only about 400 vehicles total, but then I'm on a single-core 2,6ghz CPU.
Rubidium
OpenTTD Developer
OpenTTD Developer
Posts: 3815
Joined: 09 Feb 2006 19:15

Re: Option to use built-in AI...

Post by Rubidium »

wozzar wrote:I agree the lag is unacceptable with the NoAi in OTTD and needs to be addressed.
... by wozzar by decreasing the number of opcodes in Advanced Settings.
TrueBrain
OpenTTD Developer
OpenTTD Developer
Posts: 1370
Joined: 31 May 2004 09:21

Re: Option to use built-in AI...

Post by TrueBrain »

Or change the 'building speed' of AIs to something else than VERY HIGH. That could even kill your CPU with the old AI :)
The only thing necessary for the triumph of evil is for good men to do nothing.
maxorator
Engineer
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Posts: 10
Joined: 02 Feb 2009 20:11

Re: Option to use built-in AI...

Post by maxorator »

I have just one question. Does OpenTTD compile the scripts into bytecode?
Last edited by maxorator on 06 Feb 2009 10:13, edited 2 times in total.
Rubidium
OpenTTD Developer
OpenTTD Developer
Posts: 3815
Joined: 09 Feb 2006 19:15

Re: Option to use built-in AI...

Post by Rubidium »

Yes, it does.
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