Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Sat Sep 22, 2018 2:06 pm

All times are UTC




Post new topic  Reply to topic  [ 125 posts ]  Go to page Previous 13 4 5 6 7 Next
Author Message
 Post subject: Re: OtviAI (version 398)
PostPosted: Wed Feb 29, 2012 8:51 am 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
Thanks for the report, I'll have a look at it!

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 399)
PostPosted: Wed Mar 14, 2012 2:29 pm 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
With OpenTTD version 1.2 almost there it was time to make the jump to API 1.1 :)

Changelog:
- update to API 1.1
- stop building like a madman once maximum number of vehicles has been reached
- improved initial industry route selection
- improved maintenance handling
- fixed some depots for industry routes
- fixed cargo going to town (thanks Steffl for the bug hunting!)
- better money check
- and a few small tweaks

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 411)
PostPosted: Tue May 01, 2012 1:25 pm 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
The version 1,2 release has arrived! The biggest change being that boats are now supported! That code is still a bit beta quality, so if you find a bug: let me know. Other changes: better vehicle selection function (solves the problem with some newgrfs); further improvements on the money flow and changed the way orders are given to new vehicles and some small changes/tweaks/fixes.

As usual, it's available in bananas or in the first post of this thread.

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 411)
PostPosted: Tue May 01, 2012 6:36 pm 
Offline
Chairman
Chairman

Joined: Sat Jul 18, 2009 5:54 pm
Posts: 885
Great! Nice to see a new ship using AI :D

Sometimes your AI builds the docks in unconnected waters, however.
Attachment:
screenshot.png [118.05 KiB]
Downloaded 8 times


EDIT: I think you should update your AIInfo::GetDescription, your AI already transports freight :wink:


Top
   
 Post subject: Re: OtviAI (version 411)
PostPosted: Tue May 01, 2012 7:58 pm 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
Hmmmm... it seems some debugging is in order indeed... Either AIMarine::AreWaterTilesConnected isn't doing what I expect or I'm feeding it the wrong things :P I'll look into it :) And I'll update that text too indeed.

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 411)
PostPosted: Tue May 01, 2012 9:49 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Mon Jun 09, 2003 6:21 pm
Posts: 4537
Location: /home/sweden
Maybe you missed this precondition:
API documentation wrote:
'tile_from' and 'tile_to' are directly neighbouring tiles.

_________________
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


Top
   
 Post subject: Re: OtviAI (version 413)
PostPosted: Tue May 15, 2012 4:52 pm 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
Bugfix version released. Boat implementation is greatly improved. (the bug was not in that precondition, but in the fact that I should feed it the waterside tile of the possible dock location, not the landside tile).

If you can still break it: let me know :)

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 413)
PostPosted: Sat May 26, 2012 8:06 pm 
Offline
Engineer
Engineer

Joined: Sat May 26, 2012 7:55 pm
Posts: 1
Hello,

I'm getting errors about the fact that the index 'GetName' does not exist.


Attachments:
OtvAI v413 error.PNG [63.14 KiB]
Downloaded 8 times
Top
   
 Post subject: Re: OtviAI (version 413)
PostPosted: Sun Jul 15, 2012 11:09 pm 
Offline
Engineer
Engineer

Joined: Sun Jul 15, 2012 10:50 pm
Posts: 1
I know the thread is old, but I 've had this crash a few times so far...

https://www.dropbox.com/s/c0z50z59dmpa7 ... -08-20.jpg


Top
   
 Post subject: Re: OtviAI (version 414)
PostPosted: Thu Aug 09, 2012 3:25 pm 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
New updated version!

Fix the bug reported by kazocsaba: thanks!

Apart from the bugfix it's a lot of changes in the train code to better handle 2cc, ECS and nutracks and combinations.

------
@Hydrogeek: that link of yours doesn't point to a file I can look at.. if it's the same bug as kazocsaba reported: it's fixed, otherwise: could you give me a working link for what you're trying to show or just add the picture to your post here?

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 414)
PostPosted: Sat Nov 17, 2012 1:32 pm 
Offline
Engineer
Engineer

Joined: Tue Feb 23, 2010 3:44 pm
Posts: 103
Hi,
OTVI version 414 has problems with subtropical climate. It crashes every time short after it started.
I didn't make a screenshot because it happens everytime and you can look at it yourself in game.
Bye :-)


Top
   
 Post subject: Re: OtviAI (version 414)
PostPosted: Tue Jan 08, 2013 4:46 pm 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
Bug found, bug squashed. Looking at the code I fail to see how this worked without problems in the other climates though, cause it's a bug that should have popped up in any climate :)

The newer version is in bananas as usual. Thanks for the bug report!

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Wed Apr 10, 2013 11:31 pm 
Offline
Traffic Manager
Traffic Manager

Joined: Tue Apr 17, 2007 2:28 pm
Posts: 236
What is the preferable Path AI for OTVIs ships? I see some ships with only 1 order in schedule.

ERR_ORDER_TOO_FAR_AWAY_FROM_PREVIOUS_DESTINATION
A vehicle got lost! Ships always with only 1 order unless I missed something.

Currently using YAPF. 90 degrees is turned off.


Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Thu Apr 11, 2013 12:38 am 
Offline
Traffic Manager
Traffic Manager

Joined: Tue Apr 17, 2007 2:28 pm
Posts: 236
Another problem.

(Many) Ship depots blocking own dock and opponents' dock (that's NoCAB).

I'm using oTVI v415.


Attachments:
screenshot#2.png [128.21 KiB]
Downloaded 10 times
Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Thu Apr 11, 2013 9:05 am 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
Heh... I can perhaps get away with calling blocking opponents' docks a feature, but blocking my own docks is not so smart... I seem to have some troubles with boats and YAPF sometimes and then boats get stuck humping the coast instead of going around the peninsula. The fact that the boat then has only one order is an attempt at removing all orders from the unprofitable boat and sending it to a depot. I'm afraid I will have to start adding buoy support...

I'm currently in the process of finetuning the next version, which will also have aircraft. I'll try to fix this as well in this release.

Thanks for the reports!

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Sun Jun 02, 2013 3:45 pm 
Offline
Engineer
Engineer

Joined: Tue Feb 12, 2013 5:29 pm
Posts: 79
any updates ? :roll: :mrgreen:

_________________
Activity-absent for now.
PLEASE DO NOT REPLY TO MY MESSAGES ANYMORE!


Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Wed Jun 05, 2013 2:59 pm 
Offline
Engineer
Engineer

Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
Yep. There's a new version :)

This one adds semi-decent air support and improved selection of what engine to use: it now roughly calculates for all available engines how profitable it would be on that distance with that cargo and no longer selects engines that would be known unprofitable (they exist due to NewGRF mostly). This release is mostly a lot of very small changes, too many to name all here. It successfully completes all tests that I have here (aka: doesn't crash or go bankrupt) so if you find a situation in which it does crash or go bankrupt: please give me the configuration parameters! There's still a long TODO list of things I want to change, so onwards to the next version :)

_________________
OtviAI
Rondje om de kerk (AI)


Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Wed Jun 05, 2013 8:29 pm 
Offline
Engineer
Engineer

Joined: Tue Feb 12, 2013 5:29 pm
Posts: 79
Maninthebox wrote:
Yep. There's a new version :)

This one adds semi-decent air support and improved selection of what engine to use: it now roughly calculates for all available engines how profitable it would be on that distance with that cargo and no longer selects engines that would be known unprofitable (they exist due to NewGRF mostly). This release is mostly a lot of very small changes, too many to name all here. It successfully completes all tests that I have here (aka: doesn't crash or go bankrupt) so if you find a situation in which it does crash or go bankrupt: please give me the configuration parameters! There's still a long TODO list of things I want to change, so onwards to the next version :)

that is better, it bought other AIs that had planes and the ai did not manage them.
there is also an problem with water in which the ai connects towns not connected via water, so the AI needs to build cannals and locks.
thanks for the new version, i will try it!

_________________
Activity-absent for now.
PLEASE DO NOT REPLY TO MY MESSAGES ANYMORE!


Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Sun Dec 08, 2013 5:45 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Wed Oct 30, 2013 1:57 pm
Posts: 199
Just had an incident where OtviAI sabotaged my shipping trade. Is that something purpose built into the AI? (I have version 418 downloaded from in game download content menu)

See thread I started on the topic: http://www.tt-forums.net/viewtopic.php?f=65&t=69632 (sorry for creating a new thread, found this thread only afterwards)

_________________
Skippern
OpenTTD Mac user


Top
   
 Post subject: Re: OtviAI (version 415)
PostPosted: Wed Apr 15, 2015 4:24 pm 
Offline
Tycoon
Tycoon

Joined: Sun Feb 23, 2014 10:02 pm
Posts: 1270
Just noting that at least in "league table" terms,I find OTVIs to be my closest competitors of a bunch of AIs,though it seems they eventually go bust.
Has work been done on renewing and pruning aging networks?


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 125 posts ]  Go to page Previous 13 4 5 6 7 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.