Cargo Distribution
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- NekoMaster
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Re: Cargo Distribution
@ Raichase
Dude, Im only messing around with puppy linux is because its really fast, fun to use, and its portable. I can;t compile a binary even if I wanted to, the instructions on the wiki on how to compile in linux dont apply to puppy linux. I just need someone that can patch a linux 32 binary so that others that want to try cargo dist with out having to compile or that can't compile it on linux can play it.
Dude, Im only messing around with puppy linux is because its really fast, fun to use, and its portable. I can;t compile a binary even if I wanted to, the instructions on the wiki on how to compile in linux dont apply to puppy linux. I just need someone that can patch a linux 32 binary so that others that want to try cargo dist with out having to compile or that can't compile it on linux can play it.


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Re: Cargo Distribution
I will ask you to kindly reread my post instead of skimming it.NekoMaster wrote:I just need someone that can patch a linux 32 binary so that others that want to try cargo dist with out having to compile or that can't compile it on linux can play it.
If you do not want to have a go, then please stop asking - why should someone else do it for you if you won't have a go? I strongly suspect you are not asking "for the good of other linux users", merely to make it sound less selfish.
I have tried to explain things to you politely. Please reread my post and pay attention to my advice. I have been here a while and seen plenty of members come in with the wrong attitude and then get confused when it ends in tears.
Thankyou.
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Re: Cargo Distribution
Did you try? You need to download the "devx" package to compile on puppy. All the needed libraries were also avaiable last time i had a puppy linux. (edit: dev ones aren't, so sdl and audio is going to be hard to manage)NekoMaster wrote:
I can't compile a binary even if I wanted to, the instructions on the wiki on how to compile in linux dont apply to puppy linux.
Last edited by Tvel on 01 Feb 2010 19:00, edited 1 time in total.
Re: Cargo Distribution
Hello
Tschö, Auge
You don't want to tell me that there is no instruction for compiling anything in the puppy linux manual? Get your arse out of the armchair and try it yourself.NekoMaster wrote: I can;t compile a binary even if I wanted to, the instructions on the wiki on how to compile in linux dont apply to puppy linux.
Tschö, Auge
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Re: Cargo Distribution
Ok I really don't know how to patch the sorce code in Ubuntu. I did compile the source for r18972 but I absulotly do not know how to patch the code. Can someone please tell me how i do this?
My source code is in "/home/ubuntu/openttd" and the patch is in there as "cargodist.diff"
EDIT : WOOHOO!!! NEVER MIND PEOPLES! I GOT IT DONE! I just had to change -p0 to -p1 and it worked!
Would someone like the Linux 32 Binary?
My source code is in "/home/ubuntu/openttd" and the patch is in there as "cargodist.diff"
EDIT : WOOHOO!!! NEVER MIND PEOPLES! I GOT IT DONE! I just had to change -p0 to -p1 and it worked!

Would someone like the Linux 32 Binary?


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Re: Cargo Distribution
This is quite a fun patch. It's still a bit rough around the edges, but it's starting to feel right. Thanks fonso, for your hard work.
I do have some suggestions.
The network graph in the minimap needs to be simplified. Right now there are four numbers graphed for each link, and I can never remember which is which, or even what the four values represent. I think a simplified view that only shows the discrepancies between capacity and demand would be very helpful. So when the white bars are larger than the red bars then you have excess capacity and that link should be colored one way, and when the red bars are larger you have more demand than capacity and that link should be colored the other way, with neutral in between when demand and capacity are more or less balanced. A separate view that shows the absolute magnitude of traffic along a link would also be good.
I think it's weird that the first visit to a station is always wasted. This is just as much a problem in the main game and might be better fixed there, but it's this patch that made me think about it. What should happen is that as soon as I add a station to a vehicle's route the station should begin collecting cargo to be distributed. If I've botched my network and the train can't make it there, then I suffer the ill effects of having promised something I can't deliver. As it is that first trip is just wasted fuel, regardless of whether I succeeded or not.
As I understand it, this patch doesn't change the amount of cargo that shows up at your stations to be delivered, it just gives each unit of cargo a particular destination where it would like to end up. I think you should go one step further and decide ahead of time (in some simple and generalized fashion), that some percentage of that cargo doesn't want to go to any of the destinations that you offer. For example, some of the people in city A want to visit B, while other want to visit C. If you only have a link from A to B, then 100% of the passengers that come to the station will decide to go to B. Then, when you add a link to C, the absolute amount of traffic going to B goes down, so that 50% go to both B and C. This is slightly weird, if you ask me. The game should decide that the 50% of passengers that want to go to C simply never go to your station, because they'll end up at B instead. That would make competition more logical as well. Other cargo types might work differently, however. If a coal mine can only get his coal to a single power plant, then he'll sell it all to that plant. Naturally we would need some way of seeing where the cargo desired to go, so a graph that used the cargo sources and sinks as nodes in a graph the way you currently use stations as nodes would be good. Towns would aggregate their passenger/mail/goods/water etc cargo since showing that many individual link would be silly.
As an aside, compiling this on linux should be quite simple. Don't bother to download the patch file, use git instead:
Since his git repository imports the main source code, that one step will get you the same thing as patching it yourself would. Plus, whenever fonso makes an update available, all you have to do is run in the openttd-cargodist directory and git will automatically grab the changes and merge them in for you. Then it's just a simple matter of running configure, which will tell you if you need any libraries or not, and then once that's done running make to build everything. As a hint, if configure tells you that you need some library called libfoo, then you probably need to install the package called foo-dev (in Debian or Ubuntu) or foo-devel (in Red Hat or Fedora). On the other hand, other libraries are optional and you can tell configure to skip them, such as liblzo2, by running
I do have some suggestions.
The network graph in the minimap needs to be simplified. Right now there are four numbers graphed for each link, and I can never remember which is which, or even what the four values represent. I think a simplified view that only shows the discrepancies between capacity and demand would be very helpful. So when the white bars are larger than the red bars then you have excess capacity and that link should be colored one way, and when the red bars are larger you have more demand than capacity and that link should be colored the other way, with neutral in between when demand and capacity are more or less balanced. A separate view that shows the absolute magnitude of traffic along a link would also be good.
I think it's weird that the first visit to a station is always wasted. This is just as much a problem in the main game and might be better fixed there, but it's this patch that made me think about it. What should happen is that as soon as I add a station to a vehicle's route the station should begin collecting cargo to be distributed. If I've botched my network and the train can't make it there, then I suffer the ill effects of having promised something I can't deliver. As it is that first trip is just wasted fuel, regardless of whether I succeeded or not.
As I understand it, this patch doesn't change the amount of cargo that shows up at your stations to be delivered, it just gives each unit of cargo a particular destination where it would like to end up. I think you should go one step further and decide ahead of time (in some simple and generalized fashion), that some percentage of that cargo doesn't want to go to any of the destinations that you offer. For example, some of the people in city A want to visit B, while other want to visit C. If you only have a link from A to B, then 100% of the passengers that come to the station will decide to go to B. Then, when you add a link to C, the absolute amount of traffic going to B goes down, so that 50% go to both B and C. This is slightly weird, if you ask me. The game should decide that the 50% of passengers that want to go to C simply never go to your station, because they'll end up at B instead. That would make competition more logical as well. Other cargo types might work differently, however. If a coal mine can only get his coal to a single power plant, then he'll sell it all to that plant. Naturally we would need some way of seeing where the cargo desired to go, so a graph that used the cargo sources and sinks as nodes in a graph the way you currently use stations as nodes would be good. Towns would aggregate their passenger/mail/goods/water etc cargo since showing that many individual link would be silly.
As an aside, compiling this on linux should be quite simple. Don't bother to download the patch file, use git instead:
Code: Select all
git clone http://fickzoo.com/fonsinchen/openttd.git openttd-cargodist
Code: Select all
git pull
Code: Select all
./configure --without-liblzo2
Re: Cargo Distribution
I've had problems with that, something about merging with a branch when pulling. The only way I could solve it was withdb48x wrote:Code: Select all
git pull
Code: Select all
git pull http://fickzoo.com/fonsinchen/openttd.git
I suggest you get liblzo2, it is important for save game compression.db48x wrote:Code: Select all
./configure --without-liblzo2
I'm sure there are other people like you who would love a Linux BinaryNekoMaster wrote:Would someone like the Linux 32 Binary?

- NekoMaster
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Re: Cargo Distribution
Ah, well, I compiled it in a live CD session, so Ill have to rebuild it, unless... I only have to supply the binary and language files right?


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Re: Cargo Distribution
Just run a "make bundle" after you've compiled, then compress the contents of /bundle, it will have every thing in it.
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Re: Cargo Distribution
I dont have the sperate files from the compile anymore since it was live cd session. I do have the files in my openttd folder on my flash driver from which I play openttd off of but what files do I need to include in the zip file?petert wrote:Just run a "make bundle" after you've compiled, then compress the contents of /bundle, it will have every thing in it.
Edit : Whatever, Im just gonna recompile it, I hope it works properly since im on ubuntu 9.10 : \


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Re: Cargo Distribution
Alright, probably the first linux 32 binary for cargodist posted here.
Cargodist r18972M
If theres any problems just give a shout here, maybe someone or I (nekomaster) will try to help.
EDIT : Forgot to mention, to keep file size down I deleted the lesser known languages, this build still includes English, Frech, German, HUngarian, Japanese, Etc. If you need other language files then just ask nicely
Cargodist r18972M
If theres any problems just give a shout here, maybe someone or I (nekomaster) will try to help.
EDIT : Forgot to mention, to keep file size down I deleted the lesser known languages, this build still includes English, Frech, German, HUngarian, Japanese, Etc. If you need other language files then just ask nicely

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- Cargodist_r18972_LINUX_32bit_Binary.zip
- Cargodist r18972M
- (3.55 MiB) Downloaded 124 times
Last edited by NekoMaster on 01 Feb 2010 23:15, edited 1 time in total.


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Re: Cargo Distribution
I beg to differ.NekoMaster wrote:Alright, probably the first linux 32 binary for cargodist posted here.
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Re: Cargo Distribution
oh.... wow.... I did not see thatpetert wrote:I beg to differ.NekoMaster wrote:Alright, probably the first linux 32 binary for cargodist posted here.


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Re: Cargo Distribution
Not a worse moment to ask for a binary, especially not asking for the sake of the other people playing on the same platform.
However I switch to Mac OS X last week and assumed that the transfer from windows to mac could easily be done because i saw a mac binary in this topic sometime ago. First i tried to compile myself with the guide on openttd wiki. Not a success I stuck at the install libpng part. Then I tried the provided binary, however this ask for a libpng version 42 and the latest binary libpng on their page is version 40.
So for my own selfish needs and of course for all the other mac os x user which are as stupid as me. can someone provide a binary for mac os x, or can someone help me with the libpng thingy, or could someone give a more elaborate explanation of compiling so I could do myself. Sometime ago someone argued to get a compile explanation on youtube or a picture based explanation, both step by step. The wiki explanation are written by pro's which forget to include some very logical steps (for them, but not for a beginner) which are crucial. A elaborate explanation is a lot of work, but a lot more people can compile themself.
Still playing with the binary provided by fonso and coopenttd in june 2009! Still fun to play.
However I switch to Mac OS X last week and assumed that the transfer from windows to mac could easily be done because i saw a mac binary in this topic sometime ago. First i tried to compile myself with the guide on openttd wiki. Not a success I stuck at the install libpng part. Then I tried the provided binary, however this ask for a libpng version 42 and the latest binary libpng on their page is version 40.
So for my own selfish needs and of course for all the other mac os x user which are as stupid as me. can someone provide a binary for mac os x, or can someone help me with the libpng thingy, or could someone give a more elaborate explanation of compiling so I could do myself. Sometime ago someone argued to get a compile explanation on youtube or a picture based explanation, both step by step. The wiki explanation are written by pro's which forget to include some very logical steps (for them, but not for a beginner) which are crucial. A elaborate explanation is a lot of work, but a lot more people can compile themself.
Still playing with the binary provided by fonso and coopenttd in june 2009! Still fun to play.
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Re: Cargo Distribution
@Beday
This is one major reson Im using linux right now, in windows I cannot compile at all since even after reading how to compile in MSVC 2005 I still can't get anything to work, so Im using linux to make my own linux binaries and it works quite well.
Maybe you should switch to something like Ubuntu, since once you get the hang of using terminal its easy to patch and compile openttd.
This is one major reson Im using linux right now, in windows I cannot compile at all since even after reading how to compile in MSVC 2005 I still can't get anything to work, so Im using linux to make my own linux binaries and it works quite well.
Maybe you should switch to something like Ubuntu, since once you get the hang of using terminal its easy to patch and compile openttd.


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Re: Cargo Distribution
He really wasn't asking for your explanation, just a Mac binary (Sorry, no access to a Mac machine, otherwise I would comply)
Re: Cargo Distribution
Just PM'ed you my OS X build from December (ish).Beday wrote:
However I switch to Mac OS X last week and assumed that the transfer from windows to mac could easily be done because i saw a mac binary in this topic sometime ago. First i tried to compile myself with the guide on openttd wiki. Not a success I stuck at the install libpng part. Then I tried the provided binary, however this ask for a libpng version 42 and the latest binary libpng on their page is version 40.
Compiling your own builds on Mac OSX is really easy indeed. I suggest you get comfortable compiling clean trunk first (either from SVN pulls or downloaded source), before moving onto cargodist and getting your head around git. I really can't remember installing libpng or having problems with it. At which part of its installation do you get stuck?
John Mitchell
http://www.johnmit.net
http://www.johnmit.net
Re: Cargo Distribution
After playing with the build for a while, Id like to throw some thoughts in here as well.
I noticed that cargo ratings get better the more destinations are available, which is nice. however this also applies to freight, even when the freight destinations are set to unhandled. I think given the nature of cargo, there should be the option to have this ratings "dampening" only apply to passengers and mail, which would make more sense in my eyes, and personally be preferable to me, at least thats my personal view.
EDIT: oops, I saw that you can also disable that kind of behaviour. but yes, enabling it for passengers only might be interesting
Also, I suggested before, I believe the actual size and type of a station should limit the amount of passengers that can be served, or apply a sort of soft cap. This will adress the issue of 1500 passengers flooding to a tram stop as soon as the first wagon passes by. Also it would give a purpose to making stations bigger with decorations for example, since that would not only increase the size of the catchment area, but also the maximum capacity of the station, and introduce an - imho very sensible element of realism to the game, which should be easy enough to understand. bigger stations = can handle more passengers, whilst single-tile bus stops top out at a few hundred at most (maybe soft-cap around 150 or 250, then raise that number for 2-3 tile stations, since obviously, theyll have more capacity).
I understand this suggestion may be a bit far-fetched for this patch, but I thought id throw it in here, since it did feel somewhat fitting the subject. It might definitely help with over-saturated small links, and make bus services a bit more reasonable, without requiring a constant stream of vehicles operating in cities.
I noticed that cargo ratings get better the more destinations are available, which is nice. however this also applies to freight, even when the freight destinations are set to unhandled. I think given the nature of cargo, there should be the option to have this ratings "dampening" only apply to passengers and mail, which would make more sense in my eyes, and personally be preferable to me, at least thats my personal view.
EDIT: oops, I saw that you can also disable that kind of behaviour. but yes, enabling it for passengers only might be interesting
Also, I suggested before, I believe the actual size and type of a station should limit the amount of passengers that can be served, or apply a sort of soft cap. This will adress the issue of 1500 passengers flooding to a tram stop as soon as the first wagon passes by. Also it would give a purpose to making stations bigger with decorations for example, since that would not only increase the size of the catchment area, but also the maximum capacity of the station, and introduce an - imho very sensible element of realism to the game, which should be easy enough to understand. bigger stations = can handle more passengers, whilst single-tile bus stops top out at a few hundred at most (maybe soft-cap around 150 or 250, then raise that number for 2-3 tile stations, since obviously, theyll have more capacity).
I understand this suggestion may be a bit far-fetched for this patch, but I thought id throw it in here, since it did feel somewhat fitting the subject. It might definitely help with over-saturated small links, and make bus services a bit more reasonable, without requiring a constant stream of vehicles operating in cities.
Re: Cargo Distribution
Here is an updated binary, there are no changes from the last one other than those in trunk. You can find an updated diff at my dev site, see below. r19009, MSVC.
Disclaimer:
If CargoDist crashes, do not report it to the OpenTTD developers. Report it to this thread. When making your post about the crash, please upload the crash.dmp, crash.log, crash.sav, and crash.png (only available as of r18184, so if you are using a build older than that, don't bother). These files are vital to finding what happened during the crash. For developers, you can find the PDB file and other files at this site: http://users.tt-forums.net/petert/dev/
Peter
Disclaimer:
If CargoDist crashes, do not report it to the OpenTTD developers. Report it to this thread. When making your post about the crash, please upload the crash.dmp, crash.log, crash.sav, and crash.png (only available as of r18184, so if you are using a build older than that, don't bother). These files are vital to finding what happened during the crash. For developers, you can find the PDB file and other files at this site: http://users.tt-forums.net/petert/dev/
Peter
That's unneeded, just make a *.tar.bz2 file, it usually isn't as big.NekoMaster wrote:EDIT : Forgot to mention, to keep file size down I deleted the lesser known languages, this build still includes English, Frech, German, HUngarian, Japanese, Etc. If you need other language files then just ask nicely
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- NekoMaster
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Re: Cargo Distribution
Alright guys, new Linux cargodist build > http://www.tt-forums.net/viewtopic.php?f=33&t=47077 though, it comes with the extra large map patch, but that should make things fun :3
If anyone finds something wrong, post on my thread for the build since i havent tested it much.
If anyone finds something wrong, post on my thread for the build since i havent tested it much.


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