If they are all done, I can test in TTDPatch (latest nightlies).George wrote:I'm looking for beta-testers for ECS vectors beta 5.
ECS vectors v1.1.2 (by George) 19/06/2011
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Unfortunately, since beta 5 ECS vectors would not support TTDP. There are some unsupported features and there are no plans to support themwallyweb wrote:If they are all done, I can test in TTDPatch (latest nightlies).George wrote:I'm looking for beta-testers for ECS vectors beta 5.

1) long date format vars
2) more values for industry var 93
3) 32767 sprites per GRF limit (Yes, ECS Machinery vector has finally achieved this limit, and has some plans to grow even more)
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Too bad ... I will stay with beta 4 then as well as Pikkabird's industries and hopefully some nice new Canadian industries when DanMack has then done.George wrote:Unfortunately, since beta 5 ECS vectors would not support TTDP. There are some unsupported features and there are no plans to support them ...
If the intention is to only support OTTD, perhaps it is time to move this thread over there so that the players will not be confused.

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
May be... But how?wallyweb wrote:Too bad ... I will stay with beta 4 then as well as Pikkabird's industries and hopefully some nice new Canadian industries when DanMack has then done.George wrote:Unfortunately, since beta 5 ECS vectors would not support TTDP. There are some unsupported features and there are no plans to support them ...
If the intention is to only support OTTD, perhaps it is time to move this thread over there so that the players will not be confused.
http://george.zernebok.net/phpBB/viewtopic.php?t=80
I'll do some attempts to add the code to support TTDP, but I do not expect to finish it soon

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
me and some friend run a server with beta4 of your ECS.
we can test your Beta5 if you want to.
we run an r14004 server with Tiberius Patch Pack.
we can test your Beta5 if you want to.
we run an r14004 server with Tiberius Patch Pack.
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
OOOH! I've bookmarked this for future reference.George wrote:http://george.zernebok.net/phpBB/viewtopic.php?t=80

Maybe add this link to the first post of this thread.
Well, if you plan to do this then I vote for this thread to remain here. Just keep me in mind when you plan to start.George wrote:May be... But how? ...
I'll do some attempts to add the code to support TTDP, but I do not expect to finish it soon

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
I can test them in the OTTD nightlys, with the daylength patch. If that matters.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Chico008 wrote:me and some friend run a server with beta4 of your ECS.
we can test your Beta5 if you want to.
we run an r14004 server with Tiberius Patch Pack.
Any testing is welcome. Just report me if something goes different way than wiki says ar written on the forums. Oven if you've expected.Gremnon wrote:I can test them in the OTTD nightlys, with the daylength patch. If that matters.
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Does the parameters for the ECS are the same as Beta4 ?
where can we dl the beta5 ?
thx
where can we dl the beta5 ?
thx
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
By using the report function on one of your posts (the little button with the exclamation mark) and asking if the whole thread could be moved.George wrote:May be... But how?wallyweb wrote: If the intention is to only support OTTD, perhaps it is time to move this thread over there so that the players will not be confused.
However, you should be aware that with months being longer with the daylength patch, industry production is updated less frequently. I had the impression that this causes ECS vectors to overreact. If you didn't provide more and more trains for e.g. a mine the production would tend to collapse instead of stabilizing around a certain level. Playing a non-daylength game now, which does not behave as that, I noticed that this must be an issue with daylength (maybe the patch should call the monthly loops n times per month for a daylength level of n) not a problem of ECS.George wrote:Any testing is welcome. Just report me if something goes different way than wiki says ar written on the forums. Oven if you've expected.Gremnon wrote:I can test them in the OTTD nightlys, with the daylength patch. If that matters.
George, are you planning to pull the construction vector(s) to beta at some time? I quite like the look of some of the industries in there, like cement works, lime quarry or brick works but lacking the nice features of the beta vectors like stockpiling they are not that much fun to play.
Anyway, you are doing a great job here, I enjoy playing with your ECS vectors very much and don't have the feeling that I'll soon hit a limit trying out new things.

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
I'm aware of that, that's why I offered to test it with the daylength patch. That, and it's an interesting challenge, unlike my recent NoAI games where I got beaten slightly...
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
You know, I'd take this a lot better if, among other things:George wrote:There are some unsupported features and there are no plans to support them![]()
3) 32767 sprites per GRF limit
1) The simple expedient of "remove the nops" actually left more than 32767 sprites,
2) You did not use action A to change sprite 2 *fourteen* separate times, and
3) The comment-stripped NFO did not compress nearly three times better than any other NFO I checked. (Procedure calls FTW.)
As for vars 23 and 24, you could simulate them with only six extra sprites total. Put those six place of the 12 extraneous sprites that change TTD sprite 2.
This leaves just indu var 93, and if you're willing to be a guinea pig, I can implement CB29/35 returns 0D and 0E. I just don't have the patience to test them.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Yeah, I´ve never seen before a .grf where the .pcx file decodes to a size of 2 MB but the .nfo uses 8 MB. I know the way George likes to handle things since a couple of years, but that´s just over the top.
regards
Michael

regards
Michael
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
By which I meant, of course, "Put those six in place of the twenty-six extraneous sprites ..."DaleStan wrote:Put those six place of the 12 extraneous sprites
(Remembering that changing one TTD sprite requires two NFO sprites FTW too.)
@MB: May I ask how many sprites are currently in DBSetXL 0.9? Total -- the value in sprite 0? And/or what you expect it to be when 0.9 is released?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
ATM, DBXL 0.9 contains 9894 total sprites and 5789 "relevant" sprites (shown in status window).DaleStan wrote: @MB: May I ask how many sprites are currently in DBSetXL 0.9? Total -- the value in sprite 0? And/or what you expect it to be when 0.9 is released?
This is due to tight coding (procedure calls, recolouring, ..), because 0.9 contains approx. 60% more "vehicles" than 0.82 plus animations. (V0.82 contained 6645/4608 sprites).
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
No. Beta 5 has more values for parameters. See the wikiChico008 wrote:Does the parameters for the ECS are the same as Beta4 ?
beta testing goes here http://george.zernebok.net/phpBB/viewtopic.php?t=80Chico008 wrote:where can we dl the beta5 ?
Does production callback happen more than 9 times a month?PhilSophus wrote:However, you should be aware that with months being longer with the daylength patch, industry production is updated less frequentlyGeorge wrote:Any testing is welcome. Just report me if something goes different way than wiki says or written on the forums. Oven if you've expected.Gremnon wrote:I can test them in the OTTD nightlys, with the daylength patch. If that matters.
It depends on what does the patch change. If the tick time is the same, than it may cause ECS vectors to go mad.PhilSophus wrote:I had the impression that this causes ECS vectors to overreact.
do beta 5 fix the problem?PhilSophus wrote:If you didn't provide more and more trains for e.g. a mine the production would tend to collapse instead of stabilizing around a certain level.
Yes.PhilSophus wrote:George, are you planning to pull the construction vector(s) to beta at some time?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Do not worry Dale, this is the easiest problem to fix. As soon as someone would fix long date problem (the most annoying part to fix) I'll fix this ASAP.DaleStan wrote:George wrote:There are some unsupported features and there are no plans to support them![]()
3) 32767 sprites per GRF limit
This is the most annoying part to fix. Could you provide long date support in TTDPatch?DaleStan wrote:As for vars 23 and 24, you could simulate them with only six extra sprites total. Put those six place of the 12 extraneous sprites that change TTD sprite 2.
Fine! Just whistleDaleStan wrote:This leaves just indu var 93, and if you're willing to be a guinea pig, I can implement CB29/35 returns 0D and 0E. I just don't have the patience to test them.

Just to remind. LV4 has 10242 total spritesmichael blunck wrote:ATM, DBXL 0.9 contains 9894 total sprites and 5789 "relevant" sprites (shown in status window).DaleStan wrote:@MB: May I ask how many sprites are currently in DBSetXL 0.9? Total -- the value in sprite 0? And/or what you expect it to be when 0.9 is released?
This is due to tight coding (procedure calls, recolouring, ..), because 0.9 contains approx. 60% more "vehicles" than 0.82 plus animations. (V0.82 contained 6645/4608 sprites).
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
As production per month also scaled by the daylength factor, I guess so. But what I meant is, the production level is only updated once a month, no matter how many ticks that is. Right?George wrote:Does production callback happen more than 9 times a month?PhilSophus wrote:However, you should be aware that with months being longer with the daylength patch, industry production is updated less frequently
The patch changes how many ticks there are per game day (e.g. daylength factor 2 means 148 ticks per day instead of 74 and thus, a month also has twice the number of ticks). As the station rating is updated each 184 ticks as far as I understand from the source code, that essentially means that the industry sees a drastic change in rating during a month.George wrote:It depends on what does the patch change. If the tick time is the same, than it may cause ECS vectors to go mad.PhilSophus wrote:I had the impression that this causes ECS vectors to overreact.
Sorry, at the moment I only play with my own timetable patch and I don't want to combine it with the daylength patch as this would make testing harder.George wrote:do beta 5 fix the problem?PhilSophus wrote:If you didn't provide more and more trains for e.g. a mine the production would tend to collapse instead of stabilizing around a certain level.
I guess, if you wanted to write more on that, you would have done so. So, I don't ask any furtherGeorge wrote:Yes.PhilSophus wrote:George, are you planning to pull the construction vector(s) to beta at some time?

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Yes. But industry takes amount of cargo produced into account, that's why current level calculation should be confused.PhilSophus wrote:As production per month also scaled by the daylength factor, I guess so. But what I meant is, the production level is only updated once a month, no matter how many ticks that is. Right?George wrote:Does production callback happen more than 9 times a month?PhilSophus wrote:However, you should be aware that with months being longer with the daylength patch, industry production is updated less frequently
Does this mean that production callback would happen every 256 ticks, not every 512 ticks? If so, most industries should be confusedPhilSophus wrote:The patch changes how many ticks there are per game day (e.g. daylength factor 2 means 148 ticks per day instead of 74 and thus, a month also has twice the number of ticks). As the station rating is updated each 184 ticks as far as I understand from the source code, that essentially means that the industry sees a drastic change in rating during a month.George wrote:It depends on what does the patch change. If the tick time is the same, than it may cause ECS vectors to go mad.PhilSophus wrote:I had the impression that this causes ECS vectors to overreact.

As you've expected, the answer for "when?" question is "I do not know".PhilSophus wrote:I guess, if you wanted to write more on that, you would have done so. So, I don't ask any furtherBut I'm glad to hear that it will happen at some time.

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
I see. And it takes the production per month into account and not the production per production event? In the latter case it should see no difference.George wrote:Yes. But industry takes amount of cargo produced into account, that's why current level calculation should be confused.PhilSophus wrote:As production per month also scaled by the daylength factor, I guess so. But what I meant is, the production level is only updated once a month, no matter how many ticks that is. Right?George wrote:Does production callback happen more than 9 times a month?
Mind you that though I have looked at the code I'm not an expert on this patch. To my understanding, everything that should happen every X ticks still happens every X ticks (and ticks are as long as before). Everything that is tied to the calendar scale, like daily, all 20 days, every month happens less often (by the daylength factor, so daily runs every n*74 ticks instead of every 74 ticks).George wrote:Does this mean that production callback would happen every 256 ticks, not every 512 ticks? If so, most industries should be confusedPhilSophus wrote:The patch changes how many ticks there are per game day (e.g. daylength factor 2 means 148 ticks per day instead of 74 and thus, a month also has twice the number of ticks). As the station rating is updated each 184 ticks as far as I understand from the source code, that essentially means that the industry sees a drastic change in rating during a month.![]()
Actually, ECS is behaving astonishingly good with daylength. To be honest, when I first tried ECS with the daylength patch I expected much worse effects. It's actually behaving so well that not until recently I realized, that ECS did react differently with daylength patch.
Anyway, I think it's rather the duty of the patch to make sure it is not breaking stuff, not that of your NewGRFs that they work with experimental patches. I just wanted to make you aware that if people try it with the daylength patch (as someone offered) problems may be reported that are rather the problem of the daylength patch.
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