Updated extra-large-maps patch, version 12 (for r23992)

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Bilbo
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Bilbo »

Starbud wrote:Is it that you reach the limit of 67Mtiles?
Are you able to first decrease 4096 to 2048 and then increase 16384 to 32768?
That should work i think.
Yes, there is limit of 8192*8192 tiles (64Mi tiles)

It does not matter if you first decrease one value or raise the other ... you are free to select any size, but as long as the numbers are in red, you have selected map size too large

So maximal acceptable map sizes are up to:
64 x 1048576
...
4096 x 16384
8192 x 8192
16384 x 4096
32768 x 2048
65536 x 1024
....
1048576 x 64

Raising limit further would require 64bit version for game to properly work - you'll need 64bit O.S., 64bit CPU and you have to compile OTTD with a 64bit compiler. Current limits are maximum you can get from a 32bit version.

I may try some experiments with 64bit version and even larger sizes (4 times as large may perhaps work ... I'll see :)
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
wozzar
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by wozzar »

Bilbo wrote:
Starbud wrote:Is it that you reach the limit of 67Mtiles?
Are you able to first decrease 4096 to 2048 and then increase 16384 to 32768?
That should work i think.
Yes, there is limit of 8192*8192 tiles (64Mi tiles)

It does not matter if you first decrease one value or raise the other ... you are free to select any size, but as long as the numbers are in red, you have selected map size too large

So maximal acceptable map sizes are up to:
64 x 1048576
...
4096 x 16384
8192 x 8192
16384 x 4096
32768 x 2048
65536 x 1024
....
1048576 x 64

Raising limit further would require 64bit version for game to properly work - you'll need 64bit O.S., 64bit CPU and you have to compile OTTD with a 64bit compiler. Current limits are maximum you can get from a 32bit version.

I may try some experiments with 64bit version and even larger sizes (4 times as large may perhaps work ... I'll see :)
Thanks for that table.

What can i do to improve system performance.
Quad core p4.2.40
4 gig of ram
the swap file 4096 by 4096 and is located on the D drive while the os is on the C drive.
Starbud
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Starbud »

I turn off "Full animation" and "full detail".
Try running the game in turbomode to see wich changes have effect on the game.

I have notced that there seem to be a breakpoint where the game slows down A LOT, it tend to be sort of a field in the number of trains where every new train slow down the game very much more than the first 1500 trains do when running in turbo mode.
Long trains also seem to have an effect.

Since graphics take A LOT of cpu i sometimes load the game on a server and let it run alone without graphics and thereby running the trains faster per second when the computer cant keep up or when i'm asleep.
Then i connect from another computer to edit things in pausemode and with magic bulldozer.
Feels good to know that the game is running and things are being done when i'm not doing anything.
Sort of nice to look in on the game to see what happens every now and then.
http://openttd.org - i love building stuff :)
Someones play with pics http://dimalimsliv.blogg.se
wozzar
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by wozzar »

I can only go as high as 8192 by 4096 if i go any higher than that the town generator goes very slow when it hits 30% and of course the game lags.
Starbud
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Starbud »

i'd say it is computerrelated, the computer can't maintain the mapupdates.

I have a dream of a one tile system making it possible to make odd shaped maps and so that clients can log in on just some tiles instead of all tiles of the game.
http://openttd.org - i love building stuff :)
Someones play with pics http://dimalimsliv.blogg.se
HARRA81
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Re: Updated extra-large-maps patch, version 7 (for r12388)

Post by HARRA81 »

Bilbo wrote:Updated patch and new windows binaries (r13664).
Hi !

Where I can find this ver. r133664.
It was not here: http://nightly.openttd.org/win9x/

Thanks !
Mchl
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Mchl »

Get the nearest number available, or use subversion to get the exact revision.

On the other hand, you can download patched and compiled windows binaries from the first post.
HARRA81
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by HARRA81 »

So, the ver. r13647 will work too ?

Thanks a lot !
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Mchl »

HARRA81 wrote:So, the ver. r13647 will work too ?

Thanks a lot !
It is very likely to do, but not 100% sure.
Hayman
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Hayman »

Where should i put the patch i downloaded it and dunno how to use it

i want to play the world Map
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Bilbo
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Bilbo »

Hayman wrote:Where should i put the patch i downloaded it and dunno how to use it

i want to play the world Map
Well, if you downloaded the patch, you have to apply it to the source tree checked out from SVN. If you do not know how to check out from SVN and compile it for yourself and you have Windows, download the Windows binary ( bin.7z from first post), unpack it (if you do not have 7-zip installed, you have to download it from http://7-zip.org/) and then you only need to copy the TTD files (sample.cat, trg1r.grf, etc ..) from either the original TTD installation or from other OpenTTD directory to directory where you have unpacked the binaries. Then just get the world map, copy it to scenario directory and you can play :)

If you want to try the compilation:

Check out source tree from svn:

svn co svn://svn.openttd.org -r13664

(you can omit the -r13664 parameter to check out newest revision instead instead of exactly the same revision in which this patch was tested. As 13664 is somewhat older, I am not sure whether the patch will work with newest revision. I'll update it one I get back home to my machine :)

Apply the patch:

patch -p0 <map-1M-13664-fixed.patch

This should modify the sources to support large maps.

Run configure:

./configure

(if you do not have root rights, you can specify parameter like --prefix=$HOME/openttd which will install into openttd directory under your home directory instead of default location (which is I think somewhere under /usr/local))

then run make

make

then make install

make install

Now you have installed opentd with large map support. Again, you need to adf files from original TTD to it before playing.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
HARRA81
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by HARRA81 »

Hi !

I'm builing a new cpu for gaming. I have two option for the processor; CORE 2 EXTREME QX9770 3.20GHZ 45nm or CORE 2 QUAD Q9650, 3.0GHz, 12MB, S775.
Can I have the full benefit of that Extreme processor in larger maps ? I was only wondering 'cause they have a huge price difference; Q9650 is 488eur and the QX9770 is bit over 1100eur. Will the openttd accept/ understand over 4gb of ram, when using 64-bit Windows Xp ?

Thanks !
DaleStan
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by DaleStan »

(Mods: Actually, I'm not sure any more. I thought I was somewhere else.)
HARRA81 wrote:Can I have the full benefit of that Extreme processor in larger maps ?
What is the benefit of that Extreme processor?
HARRA81 wrote:Will the openttd accept/ understand over 4gb of ram, when using 64-bit Windows Xp?
If you get an x86-64 binary then I expect it will. But you may have to compile it yourself, depending on the patches you want. The nightlies are compiled for x86-64, but most user-provided builds are not.
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
HARRA81
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by HARRA81 »

HARRA81 wrote:Can I have the full benefit of that Extreme processor in larger maps ?
What is the benefit of that Extreme processor?

It has 4 cores...versus 2 cores...
DaleStan
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by DaleStan »

OpenTTD may or may not use a second core for compressing the savegame, but other than that it always uses exactly one core.
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
peter1138
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by peter1138 »

E8400 seems the most sensible option at the moment, as it is not ridiculously priced (it is about a quarter the cost of a Q9650, and a tenth of the QX9770) and will run most things at exactly the same speed. Both are 3 GHz, but the E8400 has been known to reach 4 GHz, if you're into overclocking...
He's like, some kind of OpenTTD developer.
Aali
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Aali »

going slightly off-topic here but my E8400 does 3.6ghz with stock cooling, so its a pretty darn good buy
Terkhen
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Terkhen »

I did an update of this patch to the current trunk. Of course there's nothing new: just a few "player to company" corrections. I'm also including a compiled version for Windows.

Thanks for your work, Bilbo! :bow:
Terkhen
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Terkhen »

Another update of the patch to current trunk.

[REMOVED]
Last edited by Terkhen on 21 Apr 2009 19:12, edited 1 time in total.
Terkhen
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Re: Updated extra-large-maps patch, version 8 (for r13664)

Post by Terkhen »

By popular demand... another update to current trunk.

Is there still any interest in this patch?
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