[Patch] Daylength, Cargodist with sprinkles
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Re: [Patch] Daylength, Cargodist with sprinkles
Merged for 1.0.0
Thanks for such cool stuff!
Thanks for such cool stuff!
- Attachments
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- openttd-cargodist-minipack-1.0.0.patch
- (337.84 KiB) Downloaded 374 times
Re: [Patch] Daylength, Cargodist with sprinkles
I got a crash. Files are attached.SpComb wrote:bokkie wrote: Here's an updated build to stabilize the road code, as well as an updated autosep (make it 0.72 now).
Download: openttd-cargodist-minipack-r19527M-win32.zip (.pdb.gz, .patch, .svn.patch, .log).
Crash reports / feedback:
Please report any and all crashes from this build in this thread, unless you can also reproduce them in a nightly or cargodist/autosep build.
It's a good idea to also post the crash.* files that OpenTTD produces, along with any relevant information relating to the crash (such as a recent savegame and a description of the circumstances of the crash).
Situation was:
I had a bus line operating in a town. I built two truck stations for mail, one attached to a bus station, the other as a seperate station. I built a truck and created the orders for the truck and when I pressed "go" the game crashed.
- Attachments
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- Crash.zip
- (385.92 KiB) Downloaded 244 times
Re: [Patch] Daylength, Cargodist with sprinkles
Just a little hint to folks playing this patchpack-
Remember to set the frequency of linkgraph update proportionally to the daylength factor. Default is 15, so if you use a 2X daylength factor, make it 7 or 8, for 3x make it 5, 4x make it 3, etc. Otherwise it takes forever for the linkgraph to decide where the cargo should go.
Remember to set the frequency of linkgraph update proportionally to the daylength factor. Default is 15, so if you use a 2X daylength factor, make it 7 or 8, for 3x make it 5, 4x make it 3, etc. Otherwise it takes forever for the linkgraph to decide where the cargo should go.
Who is John Galt?
Re: [Patch] Daylength, Cargodist with sprinkles
Thanks for the tip, but you shouldn't change it in a running game because it crashes if you do so. (at least for me)ostlandr wrote:Just a little hint to folks playing this patchpack-
Remember to set the frequency of linkgraph update proportionally to the daylength factor. Default is 15, so if you use a 2X daylength factor, make it 7 or 8, for 3x make it 5, 4x make it 3, etc. Otherwise it takes forever for the linkgraph to decide where the cargo should go.
Re: [Patch] Daylength, Cargodist with sprinkles
It should not crash. At least not with the lastest version of cargodist. Is there anything special I have to do to reproduce the crash? If so can I get a savegame?Zero wrote: Thanks for the tip, but you shouldn't change it in a running game because it crashes if you do so. (at least for me)
The guy on the picture is not me, it's Alonso.
Re: [Patch] Daylength, Cargodist with sprinkles
Here it is:
The game ran fine until I changed the "link graph recalculation interval" from 16 to 8 days. It crashes a few days (I assume 8 ) after changing it.
The game ran fine until I changed the "link graph recalculation interval" from 16 to 8 days. It crashes a few days (I assume 8 ) after changing it.
- Attachments
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- crash2.zip
- (393.18 KiB) Downloaded 283 times
Re: [Patch] Daylength, Cargodist with sprinkles
Ditto for me- thanks for posting the crash info- I hadn't gotten around to it.
Zero wrote:Here it is:
The game ran fine until I changed the "link graph recalculation interval" from 16 to 8 days. It crashes a few days (I assume 8 ) after changing it.
Who is John Galt?
Re: [Patch] Daylength, Cargodist with sprinkles
Looks it is not cargodist problem, but problem with long v4 set. I think problem appeared with involving improved acceleration for road vehicles into trunk. Probably that caused for some lv4 set cars (Ford model T) have tractive effort equal to 0, after atomatic calculation. sorry for my bad englishZero wrote: I got a crash. Files are attached.
Situation was:
I had a bus line operating in a town. I built two truck stations for mail, one attached to a bus station, the other as a seperate station. I built a truck and created the orders for the truck and when I pressed "go" the game crashed.
Last edited by klavishas on 09 Apr 2010 10:37, edited 1 time in total.
Re: [Patch] Daylength, Cargodist with sprinkles
I dont know if this right place for such bug...
Monolev set started to behave strange with r19527. In the previous versions everything was ok.
I tried older versions of monolev set but is the same problem. It doesn't let to build monorail and maglev trains on their tracks, but instead it lets build them just on normal tracks.
Monolev set started to behave strange with r19527. In the previous versions everything was ok.
I tried older versions of monolev set but is the same problem. It doesn't let to build monorail and maglev trains on their tracks, but instead it lets build them just on normal tracks.
Re: [Patch] Daylength, Cargodist with sprinkles
The patch is outdated. In the latest version of cargodist this doesn't happen anymore.Zero wrote:Here it is:
The game ran fine until I changed the "link graph recalculation interval" from 16 to 8 days. It crashes a few days (I assume 8 ) after changing it.
The guy on the picture is not me, it's Alonso.
Re: [Patch] Daylength, Cargodist with sprinkles
Allright thanks!
Because of my inability to compile I hope somebody has mercy and makes a new win32 built of this awesome patchpack.
Because of my inability to compile I hope somebody has mercy and makes a new win32 built of this awesome patchpack.

Re: [Patch] Daylength, Cargodist with sprinkles
if there is any interest, I can start a server with this patchpack and see how (un)stable it is... As Cargod*st is my favorite patch... Dont think i've played more then 15mins without it the last ... year or something 

Re: [Patch] Daylength, Cargodist with sprinkles
server added at 83.243.128.249 with r19527.
Grfs:
Some from the opencoop pack, bananas and theese two:
2ccset
NuTracks
from http://bundles.openttdcoop.org
edit;
not online _quite_ yet, but will be shortly
edit2:
Should be online now
Grfs:
Some from the opencoop pack, bananas and theese two:
2ccset
NuTracks
from http://bundles.openttdcoop.org
edit;
not online _quite_ yet, but will be shortly
edit2:
Should be online now

Re: [Patch] Daylength, Cargodist with sprinkles
and SORRY for trippleposting but;
in the current online game posted above, the first year there were 2 trains running for about 10 months, and a 3rd one for like 5...
they had a running cost of about 30k/year...
when the year were done the running costs for trains were aprox 13k.
daylength settings were set to 5...
some simple math:
30k*2 = 60
60/2 = 12 ...
give or take some on the dates, the running costs are pretty much spot on 1/5th of what the _normal_ running cost is (per year)...
in the current online game posted above, the first year there were 2 trains running for about 10 months, and a 3rd one for like 5...
they had a running cost of about 30k/year...
when the year were done the running costs for trains were aprox 13k.
daylength settings were set to 5...
some simple math:
30k*2 = 60
60/2 = 12 ...
give or take some on the dates, the running costs are pretty much spot on 1/5th of what the _normal_ running cost is (per year)...
Re: [Patch] Daylength, Cargodist with sprinkles
Yes, it is really funny with 255 multiplier, that means free trains. But anyway moneymaking in openttd isn't challenge.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: [Patch] Daylength, Cargodist with sprinkles
with 2ccset and nutracks it actually is...
... or should be 


Re: [Patch] Daylength, Cargodist with sprinkles
Correct, this was reproducible in vanilla trunk. I've reported it as FS#3751 for Terkhen to fix.klavishas wrote:Looks it is not cargodist problem, but problem with long v4 set. I think problem appeared with involving improved acceleration for road vehicles into trunk. Probably that caused for some lv4 set cars (Ford model T) have tractive effort equal to 0, after atomatic calculation.Zero wrote: I got a crash. Files are attached.
Situation was:
I had a bus line operating in a town. I built two truck stations for mail, one attached to a bus station, the other as a seperate station. I built a truck and created the orders for the truck and when I pressed "go" the game crashed.
I hope the soon-to-be-here updated build including the latest version of cargodist fixes this, then.fonso wrote:The patch is outdated. In the latest version of cargodist this doesn't happen anymore.Zero wrote:Here it is:
The game ran fine until I changed the "link graph recalculation interval" from 16 to 8 days. It crashes a few days (I assume 8 ) after changing it.
Indeed, this is behaves strangely in vanilla r19527, but I believe this was fixed in trunk, and my new build should work correctly.klavishas wrote:I dont know if this right place for such bug...
Monolev set started to behave strange with r19527. In the previous versions everything was ok.
I tried older versions of monolev set but is the same problem. It doesn't let to build monorail and maglev trains on their tracks, but instead it lets build them just on normal tracks.
Not quite. For daylength factors of 1, 2 and 3, the running costs behave correctly. However, with a daylength factor of 4 (DAY_TICKS = 296), the value of Vehicle::running_ticks will overflow, and thence running costs will be completely wrong. Fixing this is non-trivial, but I believe there have been attempts at this earlier as well.DJ Nekkid wrote:give or take some on the dates, the running costs are pretty much spot on 1/5th of what the _normal_ running cost is (per year)...
Re: [Patch] Daylength, Cargodist with sprinkles
Here's an updated build to bump us along trunk, as well as sync up with the refactoring and desyncing fixes in cargodist.
Additionally, I'm pleased to announce the availability of a public Git repository for my OpenTTD development efforts, found at the following URLs:
gitweb: http://git.qmsk.net/?p=openttd
clone: git://git.qmsk.net/openttd
Additionally, to keep things entertaining, there is no "master" branch, and no valid HEAD - I'll fix this once I've found it amusing enough
The interesting branch for most purposes is called cargodist-sprinkles.
And additionally additionally, the builds have now been officially renamed to "openttd-cargodist-sprinkles". The content is still the same, though.
Download: openttd-cargodist-sprinkles-r19596M-win32.zip (.pdb.gz, .patch, .svn.patch, .log).
The win32 .zip and git .patch are also attached.
Savegame compatibility:
This build should be able to load games saved by all previous official OpenTTD versions, as well as the matching vanilla cargodist build.
Crash reports / feedback:
Please report any and all crashes from this build in this thread, unless you can also reproduce them in a nightly or cargodist/autosep build.
It's a good idea to also post the crash.* files that OpenTTD produces, along with any relevant information relating to the crash (such as a recent savegame and a description of the circumstances of the crash).
Additionally, comments or suggestions as to the behavior of the auto-separation patch should go into the Automated timetables and separation topic.
Additionally, I'm pleased to announce the availability of a public Git repository for my OpenTTD development efforts, found at the following URLs:
gitweb: http://git.qmsk.net/?p=openttd
clone: git://git.qmsk.net/openttd
Additionally, to keep things entertaining, there is no "master" branch, and no valid HEAD - I'll fix this once I've found it amusing enough

And additionally additionally, the builds have now been officially renamed to "openttd-cargodist-sprinkles". The content is still the same, though.
Download: openttd-cargodist-sprinkles-r19596M-win32.zip (.pdb.gz, .patch, .svn.patch, .log).
The win32 .zip and git .patch are also attached.
Savegame compatibility:
This build should be able to load games saved by all previous official OpenTTD versions, as well as the matching vanilla cargodist build.
Crash reports / feedback:
Please report any and all crashes from this build in this thread, unless you can also reproduce them in a nightly or cargodist/autosep build.
It's a good idea to also post the crash.* files that OpenTTD produces, along with any relevant information relating to the crash (such as a recent savegame and a description of the circumstances of the crash).
Additionally, comments or suggestions as to the behavior of the auto-separation patch should go into the Automated timetables and separation topic.
- Attachments
-
- openttd-cargodist-sprinkles-r19596.patch
- (335.59 KiB) Downloaded 239 times
-
- openttd-cargodist-sprinkles-r19596M-win32.zip
- (3.97 MiB) Downloaded 281 times
Re: [Patch] Daylength, Cargodist with sprinkles
I'll update my server tomorrow, as im 20mins away from going to a gig tonightSpComb wrote:Here's an updated build to bump us along trunk, as well as sync up with the refactoring and

Re: [Patch] Daylength, Cargodist with sprinkles
It is nice to get working sorting, thanks!
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
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