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PostPosted: Wed Mar 25, 2009 6:05 pm 
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fonso wrote:
I have updated the first post and the patches. I'm using git's patch format again as no one could say if the other one is better. You get the all-in-one patch in this post.


I'm sorry I have not have time to test your edited diff. I cant promise anything, so I wont. But if I test, I'll check the one above that you have edited.

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PostPosted: Sat Mar 28, 2009 8:43 pm 
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Updated. I have fixed some issues with coding style, made the threading optional and implemented a different algorithm for the multi commodity flow problem.

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PostPosted: Sat Mar 28, 2009 11:37 pm 
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This looks very impressive... by the sounds of things it should have a much better chance of being playable (and reliable) than any of the many previous cargo/passenger destination attempts. 8)

I can't compile so I'll be awaiting the point when it gets playable enough for someone to produce a binary...


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PostPosted: Wed Apr 01, 2009 1:58 pm 
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The poll results are quite boring. :mrgreen:


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PostPosted: Wed Apr 01, 2009 9:02 pm 
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Thanks for taking this on fonso. I was really excited about the last cargodest but it's quirks made it very frustrating to use on complex passenger networks. Load balancing is defiinately important. I look forward to trying this out.


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PostPosted: Thu Apr 02, 2009 7:49 am 
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kdoganorak wrote:
Thanks for taking this on fonso. I was really excited about the last cargodest but it's quirks made it very frustrating to use on complex passenger networks. Load balancing is defiinately important. I look forward to trying this out.


I agree. However I'm not sure if the actual "cargo-dest" part of the patch is already implemented. I will read your post again carefully later today, and if I find it to be "play- and testable" from what I read, I'm going to compile it and try it out. :-)


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PostPosted: Fri Apr 03, 2009 11:36 am 
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updated:
first prototype with all functionality implemented

That doesn't mean it works, though. There are still loads of bugs to find and correct. But if you'd like to comment on the code, go ahead.

Most significant new things:
- mapping of path forest to flows at stations
- refactoring of vehicle loading code
- rudimentary new station GUI that doesn't work yet

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PostPosted: Fri Apr 03, 2009 12:17 pm 
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This looks really great! Can't test it at the moment because I will not have internet for a week, but if this works I will run it as soon as possible. I stopped playing openttd until something like this was done so I hope that the cargo distribution will be finally implemented (with the load distribution).

One question though, will it work in a multiplayer game?


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PostPosted: Fri Apr 03, 2009 2:36 pm 
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Gen.d.Pz.Tr.Seb wrote:
One question though, will it work in a multiplayer game?

Of course it will!

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PostPosted: Fri Apr 03, 2009 3:44 pm 
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jungle wrote:
This looks very impressive... by the sounds of things it should have a much better chance of being playable (and reliable) than any of the many previous cargo/passenger destination attempts. 8)

I can't compile so I'll be awaiting the point when it gets playable enough for someone to produce a binary...


I'm very happy that cargo distribution and destination are being invented. The game has no sense without it, I really like the Improved timetable patch but it beginning to be old and is not up to date with nightly - so I hope that this patch will be a good replacement for it.

fonso - thank you for this patch.

One request: I can't compile patchs too, so It's up to you guys to upload a binary, please, I tried every thing and nothing worked, I would be very grateful to have this patch working on my computer.


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PostPosted: Fri Apr 03, 2009 5:28 pm 
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Quote:
One request: I can't compile patchs too, so It's up to you guys to upload a binary, please, I tried every thing and nothing worked, I would be very grateful to have this patch working on my computer.


No use producing a binary yet. You won't have much fun with it as it crashes quite a lot and the station GUI is a mess. The patches so far are for the developers to be able to see what I'm doing and comment on it. I'll announce when they are stable enough to be tested by the greater public.

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PostPosted: Fri Apr 03, 2009 7:03 pm 
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fonso wrote:
I'll announce when they are stable enough to be tested by the greater public.


I'm guessing that'll be the time I start a new game of OTTD. ;)


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PostPosted: Sun Apr 05, 2009 9:42 am 
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Tease, tease ...

if you are brave, you can try this now. Don't use the station GUI, though.


Attachments:
Fort Mutown Transport, 2080-06-20.png [131.86 KiB]
Downloaded 355 times

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PostPosted: Tue Apr 07, 2009 1:50 pm 
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Amazing to see you rush milestone after milestone! There goes my hero. :bow:

I'm going to wait a few more days and as soon as all the bullet points are green or yellow, patch my source tree and test it. :-)

I wonder why this thread has relatively low "traffic" or posts, as it is the single most important missing ottd feature for me. Maybe people only read "Poll", or maybe even "Poll: Link Capacities..", and think "wow, that's boring". ;)

Keep it up!


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PostPosted: Wed Apr 08, 2009 12:26 pm 
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wow amazing I cant wait to test this patch myself


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PostPosted: Wed Apr 08, 2009 3:20 pm 
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Interesting - I'm probably missing something major (or stating the obvious), but the most useful thing on the interface would be to split by where people are going to rather than coming from.


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 Post subject: Re: Cargo Distribution
PostPosted: Wed Apr 08, 2009 9:48 pm 
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updated:

  • tested the new vehicle loading code and found and fixed a lot of bugs. I really think the worst problems are gone now.
  • implemented a rudimentary GUI. It will improve in future versions.
  • found out that the MCF algorithm isn't as good as I had thought. It tries to saturate all demands up to a maximum ratio. However, when that ratio is reached it doesn't saturate any more demands, even if capacity is left. I could have known that ... stupid me.
  • found out that the demand algorithm is a little quirky. For stations that are close to each other and otherwise similar it may assign quite different demands depending on their order of StationIDs. I don't know if that's a problem, but it could be changed.
  • moved the description into the wiki.

You may try it now...

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 Post subject: Re: Cargo Distribution
PostPosted: Wed Apr 08, 2009 9:53 pm 
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This looks crazy good Fonso, congratulations on getting it to work.

Except of course I'm too rubbish to get patching to work so I have to wait until it makes trunk. :D


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 Post subject: Re: Cargo Distribution
PostPosted: Thu Apr 09, 2009 8:35 am 
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MSVC doesn't like it:
Code:
Error   1   error C2668: 'sqrt' : ambiguous call to overloaded function   c:\Users\as\Desktop\Uusi kansio (2)\svn.openttd.org\src\smallmap_gui.cpp   849   openttd
Error   2   error C2668: 'sqrt' : ambiguous call to overloaded function   c:\Users\as\Desktop\Uusi kansio (2)\svn.openttd.org\src\smallmap_gui.cpp   850   openttd
Error   3   error C2668: 'sqrt' : ambiguous call to overloaded function   c:\Users\as\Desktop\Uusi kansio (2)\svn.openttd.org\src\smallmap_gui.cpp   851   openttd
Error   4   error C2668: 'sqrt' : ambiguous call to overloaded function   c:\Users\as\Desktop\Uusi kansio (2)\svn.openttd.org\src\smallmap_gui.cpp   852   openttd
The previous version compiled without problems.

Also some warnings:
Code:
Warning   5   warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)   c:\Users\as\Desktop\Uusi kansio (2)\svn.openttd.org\src\cargopacket.cpp   210   openttd
Warning   6   warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)   c:\Users\as\Desktop\Uusi kansio (2)\svn.openttd.org\src\cargopacket.cpp   214   openttd

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 Post subject: Re: Cargo Distribution
PostPosted: Thu Apr 09, 2009 11:23 am 
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Hello,

and my mingw (gcc 3.4.2) doesn't like std::vector::data() method. It's not part of some STL implementations.

Code:
src/saveload/linkgraph_sl.cpp: In function `const SaveLoad* GetComponentDesc()':
src/saveload/linkgraph_sl.cpp:60: error: 'class GetComponentDesc()::SaveLoadVector' has no member named 'data'


Regards
Jakub


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