IRC meeting, 2005-03-05, 1930 UTC
Moderator: Transport Empire Moderators
IRC meeting, 2005-03-05, 1930 UTC
Provisional agenda:
1. Project structure
2. Discussions
2.1 [RFD] Construction of stations in cities
2.2 [RFD] Constructing roads
2.3 [RFD] Trams
2.4 [RFD] How are docks constructed
3. Finalisation
3.1 [FRDF] Who builds airports?
4. AOB
5. Wrap-up
Note: This meeting will be held in Quakenet #transportempire and not the usual #tempire. The reasons, if you didn't already know, will be made clear in the meeting.
1. Project structure
2. Discussions
2.1 [RFD] Construction of stations in cities
2.2 [RFD] Constructing roads
2.3 [RFD] Trams
2.4 [RFD] How are docks constructed
3. Finalisation
3.1 [FRDF] Who builds airports?
4. AOB
5. Wrap-up
Note: This meeting will be held in Quakenet #transportempire and not the usual #tempire. The reasons, if you didn't already know, will be made clear in the meeting.
Last edited by ChrisCF on 05 Mar 2005 16:24, edited 1 time in total.
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- Transport Empire Developer
- Posts: 699
- Joined: 03 Feb 2003 09:30
- Location: Back at the office
I won't be there either. I'm giving a concert in Maastricht tonight.
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
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Minutes.
Please tell me if I have forgoten something.
EDIT: canged the ??? in the agenda to:
2.6 [RFD] Cell based, freeform or something in between ?
2.7 [RFD] Station & Industry directions (edited)
2.8 [RFD] Sharing of infrastructure
EDIT2 (2005-03-12): Fixed wrong month on first row.
Changed February => March.
Please tell me if I have forgoten something.
EDIT: canged the ??? in the agenda to:
2.6 [RFD] Cell based, freeform or something in between ?
2.7 [RFD] Station & Industry directions (edited)
2.8 [RFD] Sharing of infrastructure
EDIT2 (2005-03-12): Fixed wrong month on first row.
Changed February => March.
- Attachments
-
- meeting20050305_minutes.txt
- New version (see EDIT)
- (4.11 KiB) Downloaded 228 times
Last edited by Zuu on 12 Mar 2005 22:03, edited 2 times in total.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
As pointed out, the traffic poll was 3-2 against, but it's still not 2/3.
The other RFDs were:
=> Cell based, freeform or something in between ?
=> Station & Industry directions (edited)
=> Sharing of infrastructure
I'll zip through the forum threads see if anything else needs doing, then I'll prep an announcement mail.
Don't get caught out by Steve stating his vote twice<jfs> no~
<Grunt_> Yes, but only as an option. ~
<Zuu_ircii> No~
<+Steve^> Yes, as long as it isn't an option! ~
<@ChrisCF> I'm going to add a no, to make it 3-2.
Just so we all know, Steve was being sarcastic about bikes all the way through.* ChrisCF has a sadistic problem with bicyclists.
The other RFDs were:
=> Cell based, freeform or something in between ?
=> Station & Industry directions (edited)
=> Sharing of infrastructure
I'll zip through the forum threads see if anything else needs doing, then I'll prep an announcement mail.
I've fixed that. Anything more that have to be fixed?The other RFDs were:
=> Cell based, freeform or something in between ?
=> Station & Industry directions (edited)
=> Sharing of infrastructure
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
-
- Transport Empire Developer
- Posts: 699
- Joined: 03 Feb 2003 09:30
- Location: Back at the office
I'm going to read the minutes in a moment. Then I'll agree (or not).Hyronymus wrote:If Hellfire agrees to we can start forming the 3 groups.
Edit: done reading minutes.
I have some comments on 2.5: [FRD] Finding routes & services.
I think that storing per-passenger destinations is possible.
I'm limiting myself to trains here, because those can potentially transport the most people.
Suppose each passenger train has 8 carriages which each have seats for 80 passengers. Then each train has a capacity of 640 passengers.
Suppose a player has 1024 trains.
Then, this player has 655360 seats in his/her entire rolling stock.
If passengers are stored as a record containing just a destination (starting point is not necessary, just optional at this level of detail), each record takes 4 bytes.
This means that the maximum amount of memory needed equals 4 * 655360 = 2621440 bytes, which is 2,5 megabyte.
But there are also stations.
Suppose the player has 256 stations with each having 1024 people waiting (that's really a lot!).
Then for the stations, 256 * 1024 * 4 = 1048576 bytes are needed for the destinations, which is just 1 megabyte.
So for each player in a game, we can assume 3,5 mb to be a reasonable upper bound for the memory requirement for the individual destinations.
------------
That aside, I totally agree to the proposed 3-group system. So, Hyronymus: I agree. We can start
Last edited by Hellfire on 07 Mar 2005 10:39, edited 1 time in total.
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...
Code: Select all
+------------Oo.------+
| Transport Empire -> |
+---------------------+
Under construction...
-
- Transport Empire Developer
- Posts: 699
- Joined: 03 Feb 2003 09:30
- Location: Back at the office
I moved the posts about the development groups to a new topic.
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...
Code: Select all
+------------Oo.------+
| Transport Empire -> |
+---------------------+
Under construction...
Note: I have fixed a bug in the minutes. (se EDIT2 in my post)
Topic locked, minutes are processed (09112006).
Topic locked, minutes are processed (09112006).
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
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