
Code: Select all
git clone git://git.qmsk.net/openttd
Initialized empty Git repository in /Users/aantonov/openttd-src/openttd/.git/
fatal: The remote end hung up unexpectedly
Moderator: OpenTTD Developers
Code: Select all
git clone git://git.qmsk.net/openttd
Initialized empty Git repository in /Users/aantonov/openttd-src/openttd/.git/
fatal: The remote end hung up unexpectedly
It's most likely in the TileLoop for houses, where there is a chance to close down the house. This is run every 256 ticks, so it probably stays constant with daylength.SpComb wrote: Currently, I'm not exactly sure what time interval is used for shrinking the towns, but there's some mechanism going awry when the town growth happens too rarely.
Needs more investigation.
Should do, yes - that's the right branch. I just need to start pushing updates for every release.aantono wrote:Just to clarify - do a git pop from http://git.qmsk.net/?p=openttd;a=shortl ... -sprinkles and compile? No more need to patch the official trunk?
Fixed, forgot to mark it for export.aantono wrote:Code: Select all
git clone git://git.qmsk.net/openttd Initialized empty Git repository in /Users/aantonov/openttd-src/openttd/.git/ fatal: The remote end hung up unexpectedly
I did have a quick look, but I couldn't spot it there, so I guess it happens via NewHouseTileLoop. Which would explain why the balance gets skewed, and might be hard to fixEddi wrote:It's most likely in the TileLoop for houses, where there is a chance to close down the house. This is run every 256 ticks, so it probably stays constant with daylength.
Hi, can someone help me with that "do a git pop" thing?SpComb wrote:Should do, yes - that's the right branch. I just need to start pushing updates for every release.aantono wrote:Just to clarify - do a git pop from http://git.qmsk.net/?p=openttd;a=shortl ... -sprinkles and compile? No more need to patch the official trunk?
Any hints?nsk@sesta09:~/OpenTTD/openttd_cargodist-sprinkles$ git checkout http://git.qmsk.net/?p=openttd;a=shortl ... -sprinkles
fatal: Not a git repository (or any of the parent directories): .git
Eddi wrote:yes, high daylength factors have been reported to shrink cities. i don't know if any of the currently available patches have adressed this issue
Came here looking for some way of keeping income levels... well, level. But saw this and i can't say i noticed that. With daylength at 10 i could grow a city from 400 population to 20,000 in 2 years. After that it gets a little bit more complicated because there seems to be a slowdown effect after that.enykie wrote:hmm ok thanks for this info!perhaps this is the cause why pavels daylength patch only goes up to faktor 10 ?
Whats the highets which should be used?
edit: even with daylength: 4 my citties begin to shrink!
I've just found that "another daylength" patch that claims to deal with economy balance.Eddi wrote:you know, in a city with 20,000 inhabitants, 20,000 people want to go to work and back EVERY DAY.
which values should be affected by daylength and which not is an ongoing problem, and the main reason why no daylength patch has ever reached trunk quality.
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