Page 57 of 94

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 15 Dec 2008 04:48
by Rainer
Hi George,
George wrote:
Clovertown wrote:Vehicles are especially bad because they form an endless loop, delivering back to the primary industries.
This would be fixed. I didn't find time to do it yet, but there will be a solution.
I thought you already provided the solution with lime quarries?
They accept an unlimited amount of vehicles. Or wasn't that intended?

At the moment I put a lime quarry at the end of my vehicle supply track, so all my vehicle trains get at least a little revenue when there is no consumer for vehicles.

cu
Rainer

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 15 Dec 2008 04:54
by George
Rainer wrote:
George wrote:
Clovertown wrote:Vehicles are especially bad because they form an endless loop, delivering back to the primary industries.
This would be fixed. I didn't find time to do it yet, but there will be a solution.
I thought you already provided the solution with lime quarries?
They accept an unlimited amount of vehicles. Or wasn't that intended?
At the moment I put a lime quarry at the end of my vehicle supply track, so all my vehicle trains get at least a little revenue when there is no consumer for vehicles.
Does it happen with the latest version? They have to be limited the same way as coal mines are.

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 15 Dec 2008 17:25
by George
Do we need animation for industries? Like this for Neu Schwanstein Castle?
http://george.zernebok.net/temp/Castle/ECSTownw.rar
Image

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 16 Dec 2008 08:49
by Rainer
Hi George,
George wrote:
Rainer wrote:I thought you already provided the solution with lime quarries?
They accept an unlimited amount of vehicles. Or wasn't that intended?
Does it happen with the latest version? They have to be limited the same way as coal mines are.
Oh sh---, I should have kept my mouth shut. :twisted:

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 18 Dec 2008 22:41
by LaDoncella
there are some "install" instructions somewhere, appart from ttdpatch wiki (which is down at the moment), for ECS?

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 18 Dec 2008 23:40
by George
No. Add GRFs and start a new game :roll:

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 19 Dec 2008 00:06
by LaDoncella
well, thats the problem itself.
I add them in openttd, but they are "Disabled"

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 19 Dec 2008 00:15
by Gremnon
Then you're using a stable version, ECS needs a nightly build.

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 19 Dec 2008 00:33
by LaDoncella
no, I'm using a precompiled binary (11 november) of cargodest

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 19 Dec 2008 00:34
by Gremnon
Unusual, cargodest works fine for me with ECS beta 5...

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 21 Dec 2008 18:09
by PhilSophus
Hmm, strange, I had this issue once when the build scripts didn't determine the openttd revision correctly and it was reported as 0 to NewGRFs, but this issue was solved in October and I assume somebody would already have reported it, if the pre-compiled binary had such a problem.

Are you loading any other GRFs. If so, try with only ECS vectors and don't forget to load ECS Town first.

Starting openttd with "openttd -d grf=2" or higher numbers might also give some indications what goes wrong, but expect a lot of output to be filtered for the relevant stuff, especially when you have many GRFs loaded.

Can you provide a savegame?

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 21 Dec 2008 21:54
by George
I've reduced increasing production for raw material industries.
I could not achieve high production in the early ears in OTTD
Please check, would it work in TTDP, since they have different station ratings in case of 2 stations servicing one industry.

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 21 Dec 2008 22:43
by LaDoncella
PhilSophus wrote:Hmm, strange, I had this issue once when the build scripts didn't determine the openttd revision correctly and it was reported as 0 to NewGRFs, but this issue was solved in October and I assume somebody would already have reported it, if the pre-compiled binary had such a problem.

Are you loading any other GRFs. If so, try with only ECS vectors and don't forget to load ECS Town first.

Starting openttd with "openttd -d grf=2" or higher numbers might also give some indications what goes wrong, but expect a lot of output to be filtered for the relevant stuff, especially when you have many GRFs loaded.

Can you provide a savegame?
well so far, I tried to load only the ECS vectors, with town first. They showed as disabled.
Then I found in the wiki another link to precompiled binaries (--LINK--, by the way I think dark green links in bright grey is a BAD idea).
So I downloaded the last one there and it worked fine with ECS, altrought I switched back to the previous one ( 11nov --LINK-- ), as the new one dosnt load its savegames and wanted to play a bit longer.

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 22 Dec 2008 06:28
by George
LaDoncella wrote:well so far, I tried to load only the ECS vectors, with town first. They showed as disabled.
Then I found in the wiki another link to precompiled binaries (--LINK--, by the way I think dark green links in bright grey is a BAD idea).
So I downloaded the last one there and it worked fine with ECS, altrought I switched back to the previous one ( 11nov --LINK-- ), as the new one dosnt load its savegames and wanted to play a bit longer.
I suppose that means the first one is before r14569 and the second one is after.

Although ECS vectors try to provide error message about incorrect version, unfortunately it is not displayed in OTTD
4 * 9 09 A1 04 \7> E8 38 00 07 01
5 * 11 0B 03 7F 00 "r14569" 00
6 * 9 09 A1 04 \7< E9 38 00 07 00

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 22 Dec 2008 08:41
by Rubidium
- Action 9 skipping 0 sprites disables the NewGRF.
- Action 9 runs in the "initialisation" stage.
- Action B normally doesn't execute in the "initialisation" stage, but in the later stages.
- disabling the NewGRF in the "initialisation" stage makes it not execute the stages after that.

So effectively the Action 9 disables the NewGRF before the Action B gets the chance to do so. If you use Action 7 instead of Action 9 the NewGRF would work as expected. It'd probably also work (not tested) when you set the 7th severity bit so Action B executes in the "initialisation" stage.

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 22 Dec 2008 08:43
by Rainer
Hi George,

I just used the wood vector for the first time and noticed the stockpile of the saw mill is far too small.
Compared to a steel mill which has about 6 months of stockpile, the sawmill has about 1 1/2 months in ultimate level which results in massive collapses when wood supply has a drop out.
The same is for Printing works.

cu
Rainer

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 22 Dec 2008 21:43
by George
Rainer wrote:I just used the wood vector for the first time and noticed the stockpile of the saw mill is far too small.
Compared to a steel mill which has about 6 months of stockpile, the sawmill has about 1 1/2 months in ultimate level which results in massive collapses when wood supply has a drop out. The same is for Printing works.
It is not the same for printing works.
As for sawmill, it does not require that much cargo, because it will not drop production without materials (except there are no materials). So it is strange to hear about problems with such easy in service industry as sawmill. Please provide a save game if you have problems with sawmills.

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 22 Dec 2008 22:05
by George
Rubidium wrote:- Action 9 skipping 0 sprites disables the NewGRF.
- Action 9 runs in the "initialisation" stage.
- Action B normally doesn't execute in the "initialisation" stage, but in the later stages.
- disabling the NewGRF in the "initialisation" stage makes it not execute the stages after that.
So effectively the Action 9 disables the NewGRF before the Action B gets the chance to do so. If you use Action 7 instead of Action 9 the NewGRF would work as expected. It'd probably also work (not tested) when you set the 7th severity bit so Action B executes in the "initialisation" stage.
thank you, it works!

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 30 Dec 2008 13:58
by arikover
Hello!

I have been using ECS for a long time now, and I noticed a strange behaviour with the Town Vector when it is used with Canadian Station Set.

The Canadian Station Set allows to change the snowline according to seasons, but if nothing is entered, the snowline is still. When I use Town Vector with CanStatSet, I notice that the snowline still changes according to seasons. When I don't load the Town Vector, the problem disappears.


I tried this with 2 versions of OTTD : r14768 and cargodest-h3b244a8f
I tried also 2 versions of Town vector : beta 4 and beta 5.
The only GRFs loaded are : Canadian Station Set and ECS Town vector.

No matter the order, the problem still remains. It disappears only when Town Vector is not loaded.


I would like to know if this is a bug.
If this is a bug, is it a known bug?
If this bug is already known, please excuse me. If not, I hope this will help.

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Posted: 30 Dec 2008 15:03
by Gremnon
IIRC, the town vector also has a paramater which controls variable snowline height, though I could be wrong there.