TE - Alpha testing r113 posted

Discuss a Transport Tycoon-like game being programmed by forum users.

Moderator: Transport Empire Moderators

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

TE - Alpha testing r113 posted

Post by uzurpator » 19 Apr 2007 05:28

Download files somewhere in this thread (last alpha is usually best ;) )

And post results here, note:

Processor
Amount of memory
Graphics card
Operating system
Frame rate (is visible in the console behind the main window)
Any problems?
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan » 19 Apr 2007 06:25

You are aware that the attachment size limit is 4MB, right? You don't have to split the rar into two volumes.

And, in a completely unrelated matter, the TTDPatch terrain generator no longer obeys the LandGen cheat. Please update either the code or the documentation so they agree.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Post by uzurpator » 19 Apr 2007 06:33

So it was upped from 2MB that was there for years? Good.

As for a landgen - No - I'm not aware. Besides - this is not the place to discuss it (and why isn't it mentioned in the alpha discussion thread or somesuch?)
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

User avatar
jonty-comp
Tycoon
Tycoon
Posts: 2544
Joined: 22 Oct 2005 16:05
Location: Chesterfield, England
Contact:

Post by jonty-comp » 19 Apr 2007 06:49

d3dx9_31.dll was not found!
After I pieced the archives back together and tried to do something to them with 7zip. :?

DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan » 19 Apr 2007 07:08

uzurpator wrote:As for a landgen - No - I'm not aware. Besides - this is not the place to discuss it (and why isn't it mentioned in the alpha discussion thread or somesuch?)
It is. But evidence that you read the Problems with TTDPatch forum is remarkably hard to find.

Jonty: That DLL's not in the archive. WinRAR says so, and I would hope it knows what its talking about. Google is your friend, however.
uzurpator wrote:Please note both numbers - average frame time
I would, but the words "average frame time", or anything like them, are doing a remarkably good job of hiding.

Avg fps runs from ~15 to ~25, Last fps runs from ~0.1 to ~32.

1.8 GHz P4, Intel 82845G on-board graphics, Windows XPSP2.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser

CmdKewin
Traffic Manager
Traffic Manager
Posts: 227
Joined: 09 Aug 2003 17:31
Location: Lugano, Switzerland

Post by CmdKewin » 19 Apr 2007 08:03

I sent you a PM uzurpator, but here we go again.

This is my Office workstation, no so big GPU.

TE Alpha One.
Last FPS: 23.5231
AVG FPS: 24.8521
CPU Intel P4 3.00GHZ
GPU Intel 82945G Express Chipset
OS WinXP SP2 (up-to-date)
RAM 1 GB
Since this is my Office workstation, these
are "normal" operational figures.
CU Usage 21%
PF Usage 865 mb
Threads 608
Processes 51

TE Alpha Two.
Last FPS: 25.5971
AVG FPS: 27.8527
CPU Intel P4 3.00GHZ
GPU Intel 82945G Express Chipset
OS WinXP SP2 (up-to-date)
RAM 1 GB
Since this is my Office workstation, these
are "normal" operational figures.
CU Usage 9%
PF Usage 742 mb
Threads 594
Processes 46

Not Much difference between the two, but then, this is an integrated GPU. ;)
"I'm an engineer!"
http://www.cmdkewin.net/ (Out of Order)

Eve: Since Beta Phase 2
Civilizazion Fan: Seems like forever...
SimCity Fan: SC 2000 is still the best
TT Fan: Since 1995
Switzerland: Since 1291

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Post by uzurpator » 19 Apr 2007 08:40

DaleStan wrote:
uzurpator wrote:As for a landgen - No - I'm not aware. Besides - this is not the place to discuss it (and why isn't it mentioned in the alpha discussion thread or somesuch?)
It is. But evidence that you read the Problems with TTDPatch forum is remarkably hard to find.
I do. But there is no _topic_ on that. Since you found the bug, you report it. And not to me really since it was not _me_ who introduced the cheat in the first place. Neither I made any promises for it. Frankly up to not so long ago I didn't even know it existed.

What works - for all climates, so I add, is generation through difficulty settings (water low/medium/high - terrain height: flat/mountainous).

You are right - avg frame time is not listed. Will be in the next rev.

CmdKevin - the max FPS for now is 32. That is why the frame time is more/less important. If the numbers below in the >##>##>##>## etc format hover around 0 then there is an improvement. See 3 fold drop in CPU usage between two alphas

Jonty - that file is from DirectX9 - shouldn't be in the archieve. Nonetheless I'll try to include it anyways :) (or finally add OpenGL support)
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

PeterB
Engineer
Engineer
Posts: 29
Joined: 17 Oct 2003 12:19
Location: Lovely Banks

Post by PeterB » 20 Apr 2007 01:32

Pentium 4 2.6GHz 2.5Gb ram
Nvidia gforce FX5200 128Mb ram
Win XP Pro, sp2 + latest updates

te - engine.exe

av fps 30.9285
last fps 31.9767

CPU usage 4 - 5%

mt
crash, crash, crash, hang, crash !

I've attached ogre.log - after hang - in case it is of use.

d3dx9_31.dll is in October 2006 upgrade of directx.
Attachments
Ogrelog.zip
(2.15 KiB) Downloaded 325 times

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Post by uzurpator » 22 Apr 2007 12:02

bump - new version available here:

http://www.tt-forums.net/viewtopic.php?t=31539
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

User avatar
m3henry
Tycoon
Tycoon
Posts: 1984
Joined: 15 Feb 2006 12:00
Location: Hampshire

Post by m3henry » 22 Apr 2007 12:43

Windows XP MCE 2002
AMD Athlon XP 2000+
1.66 GHz
512 MB RAM

frame time: unknown (obscured by window)
CPU usage: unknown (program pauses while WTM is open)
program runs smoothly

the no frame limit one has an average frame time of 1.75-2
program runs smootly
The occasional look back at your past can teach you a great many things...

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Post by uzurpator » 22 Apr 2007 12:49

YOu can alt-tab and move windows around :)

the rendering window must be active to get proper results tho.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

User avatar
m3henry
Tycoon
Tycoon
Posts: 1984
Joined: 15 Feb 2006 12:00
Location: Hampshire

Post by m3henry » 22 Apr 2007 12:56

frame rate. 32.1 for average and current
Last edited by m3henry on 22 Apr 2007 12:57, edited 1 time in total.
The occasional look back at your past can teach you a great many things...

User avatar
Killer 11
Tycoon
Tycoon
Posts: 2451
Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:

Post by Killer 11 » 22 Apr 2007 12:56

TE-Egnine.exe

both framerates are 32
frame time is 1 if Opera is not minimized and 0 when it is minimized

no_frame_limit.bat

Both framerates are from 700 to 740
Frame time is 1.3 to 1.6

no_frame_limit.bat with Image quality set to "High quality", Antialiasing set to 8x and Anisotropic filtering set to 16x (you can set this stuff trough Nvidia control panel(dunno bout Ati cards) and it aplies to almost every 3d aplication there is it even works on Carmageddon 2 :wink: )

Both framerates are from 260 to 290
Frame time is 3 to 3.5

My CPU is not multithreaded so i won't run the mt.bat

Stats:

AMD Sempron 2000 2ghz CPU
1GB Ram DDR400
Geforce 7600GS 256MB AGP 8X

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Post by uzurpator » 06 May 2007 17:04

All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

User avatar
m3henry
Tycoon
Tycoon
Posts: 1984
Joined: 15 Feb 2006 12:00
Location: Hampshire

Post by m3henry » 07 May 2007 10:14

it works
but
if I move the terrain to the extreme the game is ended in an "unusual way"

also I notice that there is a limit to the number of tiles that can be loaded at any one time
so if i do a figure of eight pattern zoomed way out I can see wierd patterns as the game de-loads tiles

same machine as before
The occasional look back at your past can teach you a great many things...

SergeS
Traffic Manager
Traffic Manager
Posts: 147
Joined: 07 Jun 2003 19:46
Location: CZ / Prague
Contact:

Post by SergeS » 08 May 2007 13:10

FPS Avg - 31.8
Processor - Intel Celeron 2.8 Ghz
Memory - 256 Mb
Graphics - onboard Intel 82865G with shared 96 Mb

Anything else i can test ?

Edit: After No frame limit and some window resising ( to 800x600 ) and active moving over map - 42 fps

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by uzurpator » 05 Sep 2007 16:56

Latest alpha - 4.

I am not really happy with it, performace is low, but it is stable and works well on quad core systems.
Attachments
te-alpha.part1.rar
(4 MiB) Downloaded 348 times
te-alpha.part2.rar
(1.09 MiB) Downloaded 345 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

User avatar
Steve
Tycoon
Tycoon
Posts: 2085
Joined: 10 Jan 2004 20:19
Location: London
Contact:

Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by Steve » 05 Sep 2007 19:26

Have you plans on how to improve it?///

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by uzurpator » 05 Sep 2007 20:10

No - I spent last 6 months to release unfinished product ;)

Of course I do!
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

ganzpopp
Engineer
Engineer
Posts: 46
Joined: 20 Oct 2004 20:36
Location: The Netherlands

Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by ganzpopp » 07 Sep 2007 01:53

Works fine here!

FPS Avg - 34.x
Processor - Intel Core 2 Duo @ 2.8Ghz
Memory - 3.0 GB
Graphics - Dual ATI X1300 (SLI?) 256MB
CPU usage: 100%

Performance seems low, but I was running a fluid simulation at the same time which takes up almost all resources. So probably things will improve when only running the game.

EDIT:
OK, now without running simulations:

FPS Avg: 645.xx
CPU usage: 56%

Apparently the high frame rates are achieved since not the whole area is immediately visible. Only after scrolling and dragging more is visible. Maybe an error?

If I make sure the whole map is visible (or most of it), the average frame drop decreases to 77.xx when the window is maximized (1680x1050).

Post Reply

Return to “General Transport Empire Discussion”

Who is online

Users browsing this forum: No registered users and 2 guests