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PostPosted: Sun Apr 18, 2004 7:53 pm 
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Inch wrote:
I don't know if this has been posted.. but the towns seems to be shrink, roads and buildings seems to vanish

what do you mean exactly? do you have screenshots or a savegame?

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The path to riches, a report on playing on a daylength server on ultra hard mode.


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PostPosted: Sun Apr 18, 2004 8:06 pm 
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Inch wrote:
I don't know if this has been posted.. but the towns seems to be shrink, roads and buildings seems to vanish


Sounds a little like this problem:
http://sourceforge.net/tracker/index.ph ... tid=636365


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PostPosted: Sun Apr 18, 2004 8:30 pm 
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Yeah.. that's it..


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PostPosted: Sun Apr 18, 2004 10:07 pm 
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well that's a 0.3.0 bug. I can look at it when it's fixed in the svn version.

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The path to riches, a report on playing on a daylength server on ultra hard mode.


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PostPosted: Mon Apr 19, 2004 12:31 pm 
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Hey first i wanted to say great JOB with the bigger maps.
but i think (i think somebody here allready said it) it would be nice if the bigger maps would be created as big islands!! so u can use more ships and planes.
cause its really anyoing when u make a skirmish mission and there are soooooo many small lakes (1-20 squares!)
would be nice as a second option! :)
thx anyway! great work


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PostPosted: Mon Apr 19, 2004 7:56 pm 
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I'm trying the 0.3.1 version, and I still can't create a new game with high number of cities and high number of industries :(

But I have a high speed computer (2.8 GHz) with a lot of memory (1 GB DDR). What's wrong ? :(


Last edited by MagicBuzz on Mon Apr 19, 2004 7:58 pm, edited 1 time in total.

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 Post subject:
PostPosted: Mon Apr 19, 2004 8:57 pm 
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wouldn't it be better to have exponential of a fraction acceleration?
like 1/2^x, where it starts out accelerating fast, and then accelerates slower the faster it goes. I'm no aeronautic engineer, but that's how cars work....

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PostPosted: Mon Apr 19, 2004 9:45 pm 
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Exponential give bad result and slow down the game too much.

I thing squared root acceleration should be fast a realistic.
For a computer, squared root is a relatively easy calculus, and that would allow aircraft (and why not others vehicules) to accelerate fast and then, while approaching the maximum speed, acceleration is less and less.


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PostPosted: Mon Apr 19, 2004 10:07 pm 
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I used the 0.3.1 for a moment, and noticed that the new way to calculate transportation is too much high.

You build some aircraft that cross the map, and after 2 years you have 80 planes and 1.000.000 $ profit per month.

Trains seems to be better. But I think revenues for planes should be reduced.


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 Post subject:
PostPosted: Mon Apr 19, 2004 11:39 pm 
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yup I have a HUGE train network going and that gives normal revenues... and I have like 6 planes that earn about the same amount as 60 trains :(

I agree the planes need some work. any ideas how to change this? long distance passenger transportation should still be lucrative, and short range should be crap (the acceleration helps with this already).
perhaps a simple ratio for planes?

Square root computation is NOT fast for a computer, even a normal division is something to avoid. if you can think of something that can be done with bit shifting or integer multiplication let me know ;)

and Magicbuzz, on my computer generating maps with high settings works 100% of the time. Can you try opening an editor and generating a map with normal settings, than adding 200 or so random towns to see if that works?

_________________
Creator of the Openttd Challenge Spinoff, Town Demand patch
The path to riches, a report on playing on a daylength server on ultra hard mode.


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 Post subject:
PostPosted: Mon Apr 19, 2004 11:51 pm 
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Lilman424 wrote:
wouldn't it be better to have exponential of a fraction acceleration?
like 1/2^x, where it starts out accelerating fast, and then accelerates slower the faster it goes. I'm no aeronautic engineer, but that's how cars work....


Ludde already made that and it will be in the next release. It's a patch, so people can turn if off if they don't want it


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 Post subject:
PostPosted: Tue Apr 20, 2004 5:13 am 
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Korenn wrote:
Square root computation is NOT fast for a computer


Isn't square root just a shift operation?


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 Post subject:
PostPosted: Tue Apr 20, 2004 8:26 am 
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Nem wrote:
Isn't square root just a shift operation?


That's a nice dream world you live in.

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 Post subject:
PostPosted: Tue Apr 20, 2004 9:05 am 
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Korenn wrote:
Square root computation is NOT fast for a computer, even a normal division is something to avoid. if you can think of something that can be done with bit shifting or integer multiplication let me know ;)


perhaps you can implement the newton approximation for square roots, example on http://www.dspguru.com/comp.dsp/tricks/alg/sqrt.htm. Since there are some squares and divisions by two (don't know if that's right - in german it is "division durch 2") you can replace them with shifts and it should become pretty fast...


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 Post subject:
PostPosted: Tue Apr 20, 2004 3:46 pm 
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Vurlix wrote:
Nem wrote:
Isn't square root just a shift operation?


That's a nice dream world you live in.


Ok, just a bit of confusion between square root and division by 2


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 Post subject:
PostPosted: Tue Apr 20, 2004 6:48 pm 
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Korenn wrote:
yup I have a HUGE train network going and that gives normal revenues... and I have like 6 planes that earn about the same amount as 60 trains :(

I agree the planes need some work. any ideas how to change this? long distance passenger transportation should still be lucrative, and short range should be crap (the acceleration helps with this already).
perhaps a simple ratio for planes?

Square root computation is NOT fast for a computer, even a normal division is something to avoid. if you can think of something that can be done with bit shifting or integer multiplication let me know ;)

and Magicbuzz, on my computer generating maps with high settings works 100% of the time. Can you try opening an editor and generating a map with normal settings, than adding 200 or so random towns to see if that works?


How about increasing the running costs a lot? Reallife planes have huge costs as well. Though you'd probably have to not make it cost huge amounts of money while standing at a gate, but I think this could work :)


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 Post subject:
PostPosted: Tue Apr 20, 2004 9:17 pm 
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Nem wrote:
Korenn wrote:
Square root computation is NOT fast for a computer


Isn't square root just a shift operation?

no, shift opperation is to multiply/divide per 2^x (where x is the number of shifts ;))

Korenn > Yes I know sqrt is not so fast, but it's faster than ln() function, that was what I mean ;)


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 Post subject:
PostPosted: Tue Apr 20, 2004 9:23 pm 
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99gnome wrote:
Korenn wrote:
Square root computation is NOT fast for a computer, even a normal division is something to avoid. if you can think of something that can be done with bit shifting or integer multiplication let me know ;)


perhaps you can implement the newton approximation for square roots, example on http://www.dspguru.com/comp.dsp/tricks/alg/sqrt.htm. Since there are some squares and divisions by two (don't know if that's right - in german it is "division durch 2") you can replace them with shifts and it should become pretty fast...

computers already do sqrt as this, so it's the reason I tell it's not too many slow


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 Post subject:
PostPosted: Thu Apr 22, 2004 6:25 pm 
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Can anyone say - it is bug on my computer or in sourcecode ?
Code:
In file included from minilzo.h:51,
                 from minilzo.c:51:
lzoconf.h:58:4: #error "invalid CHAR_BIT"
lzoconf.h:61:4: #error "check your compiler installation"
lzoconf.h:64:4: #error "your limits.h macros are broken"
lzoconf.h:114:6: #error "16-bit target not supported - contact me for porting hints"
lzoconf.h:165:6: #error "lzo_uint32"
lzoconf.h:184:6: #error "lzo_uint"
In file included from minilzo.h:51,
                 from minilzo.c:51:
lzoconf.h:289: syntax error before "lzo_uint"
lzoconf.h:294: syntax error before "lzo_uint"
lzoconf.h:299: syntax error before "lzo_uint"
lzoconf.h:304: syntax error before "lzo_uint"
lzoconf.h:310: syntax error before "lzo_uint"
lzoconf.h:318: syntax error before "lzo_uint"
lzoconf.h:323: syntax error before "lzo_uint"
lzoconf.h:329: warning: parameter names (without types) in function declaration
lzoconf.h:416: syntax error before "lzo_uint"
lzoconf.h:418: syntax error before "lzo_uint"
lzoconf.h:420: syntax error before "lzo_uint"
lzoconf.h:422: syntax error before "lzo_uint"
lzoconf.h:426: syntax error before "lzo_adler32"
lzoconf.h:426: syntax error before "_adler"
lzoconf.h:426: warning: type defaults to `int' in declaration of `lzo_adler32'
lzoconf.h:426: warning: data definition has no type or storage class
lzoconf.h:428: syntax error before "lzo_crc32"
lzoconf.h:428: syntax error before "_c"
lzoconf.h:428: warning: type defaults to `int' in declaration of `lzo_crc32'
lzoconf.h:428: warning: data definition has no type or storage class
lzoconf.h:433: syntax error before "lzo_uint"
lzoconf.h:433: warning: no semicolon at end of struct or union
lzoconf.h:433: warning: type defaults to `int' in declaration of `__lzo_pu_u'
lzoconf.h:433: warning: data definition has no type or storage class
lzoconf.h:434: syntax error before "lzo_uint32"
lzoconf.h:434: warning: no semicolon at end of struct or union
lzoconf.h:434: warning: type defaults to `int' in declaration of `__lzo_pu32_u'
lzoconf.h:434: warning: data definition has no type or storage class
lzoconf.h:435: syntax error before "lzo_uint32"
lzoconf.h:435: warning: no semicolon at end of struct or union
lzoconf.h:435: syntax error before '}' token
lzoconf.h:435: warning: type defaults to `int' in declaration of `lzo_align_t'
lzoconf.h:435: warning: data definition has no type or storage class
lzoconf.h:438: syntax error before "lzo_uint"
In file included from minilzo.c:51:
minilzo.h:78: syntax error before "lzo_uint"
minilzo.h:84: syntax error before "lzo_uint"
minilzo.h:90: syntax error before "lzo_uint"
minilzo.c:175:9: #error "SIZEOF_UNSIGNED"
minilzo.c:185:9: #error "SIZEOF_UNSIGNED_LONG"
minilzo.c:272: syntax error before "_lzo_crc32_table"
minilzo.c:272: warning: type defaults to `int' in declaration of `_lzo_crc32_table'
minilzo.c:272: warning: data definition has no type or storage class
minilzo.c:397: syntax error before "lzo_int"
minilzo.c:397: warning: no semicolon at end of struct or union
minilzo.c:398: warning: type defaults to `int' in declaration of `a_lzo_uint'
minilzo.c:398: warning: data definition has no type or storage class
minilzo.c:399: syntax error before "a_lzo_int32"
minilzo.c:399: warning: type defaults to `int' in declaration of `a_lzo_int32'
minilzo.c:399: warning: data definition has no type or storage class
minilzo.c:400: syntax error before "a_lzo_uint32"
minilzo.c:400: warning: type defaults to `int' in declaration of `a_lzo_uint32'
minilzo.c:400: warning: data definition has no type or storage class
minilzo.c:408: syntax error before '*' token
minilzo.c:408: warning: type defaults to `int' in declaration of `a_lzo_uintp'
minilzo.c:408: warning: data definition has no type or storage class
minilzo.c:409: syntax error before '*' token
minilzo.c:409: warning: type defaults to `int' in declaration of `a_lzo_uint_p'
minilzo.c:409: warning: data definition has no type or storage class
minilzo.c:410: syntax error before '*' token
minilzo.c:410: warning: type defaults to `int' in declaration of `a_lzo_uint32p'
minilzo.c:410: warning: data definition has no type or storage class
minilzo.c:411: syntax error before '*' token
minilzo.c:411: warning: type defaults to `int' in declaration of `a_lzo_uint32_p'
minilzo.c:411: warning: data definition has no type or storage class
minilzo.c:414: syntax error before '}' token
minilzo.c:415: warning: type defaults to `int' in declaration of `lzo_full_align_t'
minilzo.c:415: warning: data definition has no type or storage class
minilzo.c:663: syntax error before "lzo_adler32"
minilzo.c:663: syntax error before "adler"
minilzo.c:664: warning: return type defaults to `int'
minilzo.c: In function `lzo_adler32':
minilzo.c:665: `lzo_uint32' undeclared (first use in this function)
minilzo.c:665: (Each undeclared identifier is reported only once
minilzo.c:665: for each function it appears in.)
minilzo.c:665: syntax error before "s1"
minilzo.c:669: `buf' undeclared (first use in this function)
minilzo.c:672: `len' undeclared (first use in this function)
minilzo.c:678: `s1' undeclared (first use in this function)
minilzo.c:678: `s2' undeclared (first use in this function)
minilzo.c: At top level:
minilzo.c:1004: syntax error before "_lzo1x_1_do_compress"
minilzo.c:1004: syntax error before "lzo_uint"
minilzo.c:1007: warning: return type defaults to `int'
minilzo.c: In function `_lzo1x_1_do_compress':
minilzo.c:1010: `in' undeclared (first use in this function)
minilzo.c:1010: `in_len' undeclared (first use in this function)
minilzo.c:1013: `wrkmem' undeclared (first use in this function)
minilzo.c:1015: `out' undeclared (first use in this function)
minilzo.c:1023: `lzo_uint' undeclared (first use in this function)
minilzo.c:1023: syntax error before "m_off"
minilzo.c:1027: `dindex' undeclared (first use in this function)
minilzo.c:1027: `lzo_uint32' undeclared (first use in this function)
minilzo.c:1029: `m_off' undeclared (first use in this function)
minilzo.c:1068: syntax error before "t"
minilzo.c:1070: `t' undeclared (first use in this function)
minilzo.c:1079: syntax error before "tt"
minilzo.c:1082: `tt' undeclared (first use in this function)
minilzo.c:1099: `m_len' undeclared (first use in this function)
minilzo.c:1178: `out_len' undeclared (first use in this function)
minilzo.c: At top level:
minilzo.c:1183: syntax error before "lzo_uint"
minilzo.c: In function `lzo1x_1_compress':
minilzo.c:1187: `out' undeclared (first use in this function)
minilzo.c:1188: `lzo_uint' undeclared (first use in this function)
minilzo.c:1188: syntax error before "t"
minilzo.c:1190: `in_len' undeclared (first use in this function)
minilzo.c:1191: `t' undeclared (first use in this function)
minilzo.c:1194: `in' undeclared (first use in this function)
minilzo.c:1194: `out_len' undeclared (first use in this function)
minilzo.c:1194: `wrkmem' undeclared (first use in this function)
minilzo.c:1210: syntax error before "tt"
minilzo.c:1213: `tt' undeclared (first use in this function)
minilzo.c: At top level:
minilzo.c:1339: syntax error before "lzo_uint"
minilzo.c: In function `lzo1x_decompress':
minilzo.c:1346: syntax error before "t"
minilzo.c:1349: `in' undeclared (first use in this function)
minilzo.c:1349: `in_len' undeclared (first use in this function)
minilzo.c:1354: `wrkmem' undeclared (first use in this function)
minilzo.c:1356: `out_len' undeclared (first use in this function)
minilzo.c:1358: `out' undeclared (first use in this function)
minilzo.c:1363: `t' undeclared (first use in this function)
minilzo.c: At top level:
minilzo.c:703: warning: `schedule_insns_bug' declared `static' but never defined
minilzo.c:704: warning: `strength_reduce_bug' declared `static' but never defined
make: *** [minilzo.o] Error 1


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 Post subject:
PostPosted: Fri Apr 23, 2004 8:17 pm 
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What compiler and OS are you using? It looks like a form of gcc to me. Are you sure all the definitions are correct in the appropriate headers?

Code:
lzoconf.h:58:4: #error "invalid CHAR_BIT" 
lzoconf.h:61:4: #error "check your compiler installation"
lzoconf.h:64:4: #error "your limits.h macros are broken"
lzoconf.h:114:6: #error "16-bit target not supported - contact me for porting hints"
lzoconf.h:165:6: #error "lzo_uint32"
lzoconf.h:184:6: #error "lzo_uint"

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