NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.1.3

Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.

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Morloth
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Morloth »

Itzamna wrote:Hello there.


i was playing with NoCab and PBI and got this error when a industry from PBI is closed:

dont know if you are aware of it, but the AI completly freezes after it. I have to manually reload it. :) I dont know if its a AI related problem or the PBI related, but since im playing with 7 other AI's and this is the only one that crashed i thought that it should be related to NoCab. I apologize if im wrong. :)
Hi Itzamna,

Thanks for your bug report! I was completely unaware of this bug, but it seems I'm doing something wrong when an industry is closed. I'm away at the moment but starting February I'll start again to work on NoCAB and see if I can fix this bug. Sorry for the inconvenience :/.
Itzamna wrote: thank you for the great work you're doing there.
No problem, thanks for your feedback and I'm happy you're enjoying it! :)
Itzamna wrote: p.s.- i have the version from the content manager and the file is called NoCAB.1.27__r337_.tar... in the ai window it says r336. so, which one is correct? :D
I think for this Zuu's comment can help you. If you go to the directory where all the tar files are saved and remove all the old ones OpenTTD should automatically load the correct one. It seems you're now playing with version r336 instead of r337, but the bug you reported will still be there in the new version.

I'll keep you posted once I found a solution.
Thanks again!
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Brumi »

NoCAB v1.27 has this issue multiple times in my game:
nocab station problem.png
nocab station problem.png (55.41 KiB) Viewed 3382 times
The livestock trucks can't get to the station, causing jams.

And there is one more minor problem: the company name shows 1.26.

Anyway, it's a great AI, clearly winning the AI game! :)
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Zuu »

Does this happen again since r18986?
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Morloth »

Hey guys,

Just a little teaser to show you what I've been working on. I think it's going to take still some time, but Version 2 it getting there! :)
NoCAB v2.0 Teaser
NoCAB v2.0 Teaser
Keep those bugs coming ;),
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Brumi »

Wow! I can't wait...
The release of the first AI which handles all four basic types of transport will be a historical moment. :D And your AI is so strong with RVs, I wonder what it will achieve using trains :D
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by SirkoZ »

Now that's an old_AI style connection if I ever saw one. :mrgreen:

Nice indeed. I'm looking forward to NoCab-oose. :wink:
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Dimme »

Morloth wrote: Keep those bugs coming ;),
There is a 90 degree turn for trains exiting the depot in your picture.
Try my modular airports minigame!

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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by SummerBulb »

NoCAB has problems with building airfields.
It build an airfield and then immediatly destroyed it.
See image.
Slunningwell Transport, 20th Jul 2039.png
I guess this is an old version of NoCab, but the bug might still be relevant.

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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Morloth »

Hey SummerBulb,

You're right to point out that there is still a little work to do there. However, the reason why an airport sometimes gets build and then removed again is because the airport at the other end could not been build. I try to check for all the relevant parameters (noise, local authority rating, etc) before building, but sometimes I also need to do a little terraforming which is not always fully taken into account, not is the fact that another company or the town itself could build something on the spot I was going to put my airfield down.

It could be handled with more care, by trying again or look for another city to build the airfield to because as it is now, it's quite an expensive operation. But this is all planned for a later version of NoCAB. For now failing to build equals to aborting mission and try something else :).

Hope this answers your question,
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by SummerBulb »

Morloth wrote:For now failing to build equals to aborting mission and try something else :).
But doesn't that meen the AI company will lose the money for that building?
Failing to build an airport on the other side meens that AI pays twice: first for the airport and then for the demolish.

Am i missing something?

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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Morloth »

SummerBulb wrote:
Morloth wrote:For now failing to build equals to aborting mission and try something else :).
But doesn't that meen the AI company will lose the money for that building?
Failing to build an airport on the other side meens that AI pays twice: first for the airport and then for the demolish.

Am i missing something?

SummerBulb.
You're right on the point :). But at this point I'm not too concerned with that. Once NoCAB has a couple of air services going it will have money money than it can spend. But it's on my todo list to take better care of this.

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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Kogut »

crash
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Morloth »

Kogut wrote:crash
Thanks for the report, this is fixed in the bleeding edge edition. So the next release of NoCAB has this one solved :).
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by NekoMaster »

Hey, I really like to play with this AI, but lately it keeps on crashing. IDK why, I have the latest NoCab and all the libraries but it keeps crashing :( Whats going on?
NoCab Crash
NoCab Crash
Edit : I also tried the bleeding edge edition but it crashes too

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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Kogut »

It may be better to post crash report with numbers of lines on the right side - there are very important.
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Morloth »

NekoMaster wrote:Hey, I really like to play with this AI, but lately it keeps on crashing. IDK why, I have the latest NoCab and all the libraries but it keeps crashing :( Whats going on?
Unnamed, 30th Mar 1950.png
Edit : I also tried the bleeding edge edition but it crashes too

OS : Ubuntu 9.10 Linux x86 (2.8 GHz Dual Core, 4 GB RAM)
Thanks for the bug report, it seems I'm still working with deprecated functions. I've fixed this bug locally, but for the mean time I'd suggest to use OpenTTD 0.7.5 as the old functions are still available there. I'll update this as soon as NoCAB 2.0 is ready of OpenTTD 1.0 is released. Whichever comes first :).
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by NekoMaster »

Morloth wrote:
NekoMaster wrote:Hey, I really like to play with this AI, but lately it keeps on crashing. IDK why, I have the latest NoCab and all the libraries but it keeps crashing :( Whats going on?
Unnamed, 30th Mar 1950.png
Edit : I also tried the bleeding edge edition but it crashes too

OS : Ubuntu 9.10 Linux x86 (2.8 GHz Dual Core, 4 GB RAM)
Thanks for the bug report, it seems I'm still working with deprecated functions. I've fixed this bug locally, but for the mean time I'd suggest to use OpenTTD 0.7.5 as the old functions are still available there. I'll update this as soon as NoCAB 2.0 is ready of OpenTTD 1.0 is released. Whichever comes first :).
Im not going back to 0.7.5 when NoCab use to work in r19361, just one day it suddenly started doing this...
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Rubidium »

Morloth wrote:it seems I'm still working with deprecated functions. I've fixed this bug locally, but for the mean time I'd suggest to use OpenTTD 0.7.5 as the old functions are still available there.
If it is using the old functions you should not say that it is a 'version' 1.0 AI.
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Re: NoCab - Trucks, Busses, Airplanes and Ships! v1.27

Post by Kogut »

Problem with station placement (version from bananas)
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Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Post by Morloth »

After 4 months I present to you NoCAB 2.0.0 which now includes support for trains! Many many issues and bugs have been solved during the development time of this version and I'd like to thank everyone for the bug reports and helpful suggestions. With the release of this AI a couple of changes are going to be made. First of all the numbering scheme is changed and is similar to OpenTTD's now (Major.Minor.BugFix). For now I won't be as intensely involved with NoCAB and will only do bug fixes for the next couple of weeks / months as they pop up. For a later stage I'm planning to overhaul the code of NoCAB and redesign the AI from scratch which should allow for clearer code and better techniques to be integrated.

Also this release has better support for NewGRFs (I've tested PBI, FIRS, NARS, among others), please let me know if NoCAB has trouble with any of these and I'll see what I can do. For those interested in all the changes between 1.27 and 2.0.0 I'll refer you to this topic: http://www.tt-forums.net/viewtopic.php?f=65&t=43259 which explains it in detail.

Again thank you all for all your support and help and enjoy the new release!
Bram
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