ECS vectors v1.1.2 (by George) 19/06/2011

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Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
6
4%
I use ECS under OTTD
158
93%
 
Total votes: 169

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by wallyweb »

George wrote:I'm looking for beta-testers for ECS vectors beta 5.
If they are all done, I can test in TTDPatch (latest nightlies).
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

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

Post by wallyweb »

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 ...
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.

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. :mrgreen:
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

wallyweb wrote:
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 ...
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.
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. :mrgreen:
May be... But how?

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 :oops:
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Chico008 »

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.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by wallyweb »

OOOH! I've bookmarked this for future reference. :D
Maybe add this link to the first post of this thread.
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 :oops:
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. :wink:
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Gremnon »

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

Post by George »

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.
Gremnon wrote:I can test them in the OTTD nightlys, with the daylength patch. If that matters.
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.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Chico008 »

Does the parameters for the ECS are the same as Beta4 ?

where can we dl the beta5 ?

thx
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by PhilSophus »

George wrote:
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. :mrgreen:
May be... But how?
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:
Gremnon wrote:I can test them in the OTTD nightlys, with the daylength patch. If that matters.
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.
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, 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. :D
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Gremnon »

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...
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by DaleStan »

George wrote:There are some unsupported features and there are no plans to support them :cry:
3) 32767 sprites per GRF limit
You know, I'd take this a lot better if, among other things:
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

Post by michael blunck »

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. 8)

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by DaleStan »

DaleStan wrote:Put those six place of the 12 extraneous sprites
By which I meant, of course, "Put those six in place of the twenty-six 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

Post by michael blunck »

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?
ATM, DBXL 0.9 contains 9894 total sprites and 5789 "relevant" sprites (shown in status window).

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

Post by George »

Chico008 wrote:Does the parameters for the ECS are the same as Beta4 ?
No. Beta 5 has more values for parameters. See the wiki
Chico008 wrote:where can we dl the beta5 ?
beta testing goes here http://george.zernebok.net/phpBB/viewtopic.php?t=80
PhilSophus wrote:
George wrote:
Gremnon wrote:I can test them in the OTTD nightlys, with the daylength patch. If that matters.
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.
However, you should be aware that with months being longer with the daylength patch, industry production is updated less frequently
Does production callback happen more than 9 times a month?
PhilSophus wrote:I had the impression that this causes ECS vectors to overreact.
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: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.
do beta 5 fix the problem?
PhilSophus wrote:George, are you planning to pull the construction vector(s) to beta at some time?
Yes.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

DaleStan wrote:
George wrote:There are some unsupported features and there are no plans to support them :cry:
3) 32767 sprites per GRF limit
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: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 is the most annoying part to fix. Could you provide long date support in TTDPatch?
DaleStan 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.
Fine! Just whistle :)

michael blunck wrote:
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?
ATM, DBXL 0.9 contains 9894 total sprites and 5789 "relevant" sprites (shown in status window).
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).
Just to remind. LV4 has 10242 total sprites
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by PhilSophus »

George wrote:
PhilSophus wrote:However, you should be aware that with months being longer with the daylength patch, industry production is updated less frequently
Does production callback happen more than 9 times a month?
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:
PhilSophus wrote:I had the impression that this causes ECS vectors to overreact.
It depends on what does the patch change. If the tick time is the same, than it may cause ECS vectors to go mad.
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:
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.
do beta 5 fix the problem?
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:
PhilSophus wrote:George, are you planning to pull the construction vector(s) to beta at some time?
Yes.
I guess, if you wanted to write more on that, you would have done so. So, I don't ask any further :mrgreen: But 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

Post by George »

PhilSophus wrote:
George wrote:
PhilSophus wrote:However, you should be aware that with months being longer with the daylength patch, industry production is updated less frequently
Does production callback happen more than 9 times a month?
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?
Yes. But industry takes amount of cargo produced into account, that's why current level calculation should be confused.
PhilSophus wrote:
George wrote:
PhilSophus wrote:I had the impression that this causes ECS vectors to overreact.
It depends on what does the patch change. If the tick time is the same, than it may cause ECS vectors to go mad.
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.
Does this mean that production callback would happen every 256 ticks, not every 512 ticks? If so, most industries should be confused :(
PhilSophus wrote:I guess, if you wanted to write more on that, you would have done so. So, I don't ask any further :mrgreen: But I'm glad to hear that it will happen at some time.
As you've expected, the answer for "when?" question is "I do not know". 8)
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by PhilSophus »

George wrote:
PhilSophus wrote:
George wrote:Does production callback happen more than 9 times a month?
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?
Yes. But industry takes amount of cargo produced into account, that's why current level calculation should be confused.
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:
PhilSophus 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.
Does this mean that production callback would happen every 256 ticks, not every 512 ticks? If so, most industries should be confused :(
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).

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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