TerraGenesis Perlin
Moderator: OpenTTD Developers
with the 5105 patch on that version i get 2 errors:
openttd error LNK2001: unresolved external symbol @GenerateTerrainPerlin@8
openttd error LNK2001: unresolved external symbol @ShowGenerateLandscape@4
Any solution to this?
ok, seems i missed to add the 3 tgp files to the solution. after adding them, i get many redefinition errors...
openttd error LNK2001: unresolved external symbol @GenerateTerrainPerlin@8
openttd error LNK2001: unresolved external symbol @ShowGenerateLandscape@4
Any solution to this?
ok, seems i missed to add the 3 tgp files to the solution. after adding them, i get many redefinition errors...
Yup, I missed the additional files from the VS .vcproj files. (I dont know it well; Im a MingW32 man myself!)Rinnsal wrote:with the 5105 patch on that version i get 2 errors:
Any solution to this?
TGP includes 3 new files. It is a "feature" of TortoiseSVN and many other patch systems, that if a new file is added (but is already there), it adds a duplicate copy of the text each time you patch.ok, seems i missed to add the 3 tgp files to the solution. after adding them, i get many redefinition errors...
Solution is to go into tgp.c, tgp.h, and tgp_gui.c, and delete away the second (third, fourth

Alternatively, delete the three files, and repatch. It will definitely be clean then.
This is one of those quirks that once you know of it, you wont get caught again!!

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If you mean, it repeats the same terrain for the same seed in the Scenario Generator; that is by design.Rinnsal wrote:thanks, it works nowBut i encounter a little problem with it: If I don't use the "Generate" Button in the Terrain generator for a new seed it runs some kind of endless loop.
If you start a New Game, the seed is randomised every time, and you will get a new terrain each time. In the Scenario Editor, you want something different; to experiment with a terrain, until you get what you want. So it only changes the Random seed, when you click the Random button.
This lets you test "what does this same terrain look like, with lower hills, with more water"... and watch as the terrain changes but based on the same basic look.
However; TGP has a bug which caused a bad amount of desyncing. I have cured this (I think) in my dev version, but havent posted the corrections. That will happen soon.
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Not quite clear what you mean, but Im guessing you mean when setting up a server the gui doesnt appear if you try to start a new network game with TGP.Thief^ wrote:In miniIN playing multiplayer with "generate random" crashes if I haven't generated a random map in single player yet...
Also it doesn't come up with the random terrain gui.
Yes, not a bug; just not got there yet - Work In Progress and all that. Should not be too difficult - famous last words

However, dedicated servers *are* supported; edit the DS config to have tgen_noise_seed = 0. This will instruct the dedicated server to pick a random seed, and continue. All other settings are also in the config file.
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Its not happening here; it could have been one of my dodgy maps. If the error was a tile>Tileheight assert, then yes, it will have failed in generation. There are a few bugs in generation to iron out. Im working on them too.Thief^ wrote:Yeah, that's what I meant. I also meant that if I don't go generate a map in single-player first picking "random" in the start multiplayer server crashes openttd. It should just randomise a map I think.

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I'm obviously not getting my point across. The problem is not the generator, it's starting a multiplayer game without generating a random map in single player first, but picking "random" anyway.
Then again, this could already be fixed and I could be looking like an idiot for using a two-day old build.
EDIT: interesting, before it was doing it every time, now it's not doing it at all. I haven't even updated the exe. Ignore me now, I guess.
Then again, this could already be fixed and I could be looking like an idiot for using a two-day old build.
EDIT: interesting, before it was doing it every time, now it's not doing it at all. I haven't even updated the exe. Ignore me now, I guess.
Melt with the Shadows,
Embrace your destiny...
Embrace your destiny...
It would be really handy to know what the error was though. If it happens again, let me know.Thief^ wrote:I'm obviously not getting my point across. The problem is not the generator, it's starting a multiplayer game without generating a random map in single player first, but picking "random" anyway.
Then again, this could already be fixed and I could be looking like an idiot for using a two-day old build.
EDIT: interesting, before it was doing it every time, now it's not doing it at all. I haven't even updated the exe. Ignore me now, I guess.
If I delete the config.cfg file, then try your test, the noise seed is zero. This is a special value that tells the generator to pick a random number anyway, so that a dedicated server can get a random map without having to have a dialog box. This bit is pretty crash-proof.
Most likely, you had some unlucky generations that hit the tile < Tileheight bug. Im hunting it.
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Im trying to come up with ideas for the TGP generation screen in both the NewGame and ScenGen versions....
Current ideas:
Items to add to both:
Items to add to just ScenGen version:
ScenGenMap Specials:
Current ideas:
Items to add to both:
- No. of towns, no. of industries,
Use TerraGenesis / Traditional map
Snow Line Height
Items to add to just ScenGen version:
- Generate as NewGame which has checkboxes for:
Towns, Industries, Trees, Rocks, Lighthouses, Transmitters
Max Terrain height - some people want the TGP coastlines, but with an ultra-flat terrain; this would apply a maximum height. You would be warned if the height selected drops below the expected maximum for the terrain type. ie. 15 for Mountainous, 12 for hilly, ~8 for Flat, ~5 for Very Flat
ScenGenMap Specials:
- Flat height 1 fill - no map gen, just raises all tiles to height 1
No water - generates a TGP map, but then raises all water to height 1
- Attachments
-
- The current ScenGen screen
- screenshot #8.png (16.97 KiB) Viewed 4073 times
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To do list (and general ideas):
- Bias transmitters to hills, bias lighthouses to headlands.
Experiment with regional industries; clump together 2/3rds of an industry type within 1/4 of the map radius of first placed industry. So on a 512 map, 2/3rds of coal must be within 128 radius of the first coal.
Bias towns > 500 pop towards water if there is any water within radius 8-10.
Tone down the "Build Random Industries" to only build a few industries, rather than the plague it currently builds. If you need more, just click the button a few more times.
Have the "Build Random Towns" build towns of the size indicated on the selection panel. Currently it just builds a totally random set of town sizes.
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All your sugestions sound great. I have just one more 
With the 'automagic' placement of towns/industries is it possible to take the 'land area' into the equation? I like playing archipelagos (sea level - high) which results in relatively small land mass, with all the towns and industries crammed toghether. When you add 'very rough' and 'mountainous' you get an amazing maze
(even with number of tows/industries to low/low).
I like your patch very much, especially after latest corrections - with real peaks

With the 'automagic' placement of towns/industries is it possible to take the 'land area' into the equation? I like playing archipelagos (sea level - high) which results in relatively small land mass, with all the towns and industries crammed toghether. When you add 'very rough' and 'mountainous' you get an amazing maze

I like your patch very much, especially after latest corrections - with real peaks

Ive not looked into it, but I think its not entirely straightforward. This is really a feature for the Snow In Temp patch, rather than TGP. Also, the town buildings are picked depending on the snow line; so its quite important to get it right first time.Wolf01 wrote:what about changing the snow limit when in scenario editor instead of remake the whole map?
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Here is an update with a couple of bugfixes; not all the ones listed in the thread tho... so dont nag me about not having fixed "your" problem.
The pic shows the new (and IMO) improved Generate Terrain screen, now with the Town & Industry selectors on it.
Others will follow soon(ish).
The pic shows the new (and IMO) improved Generate Terrain screen, now with the Town & Industry selectors on it.
Others will follow soon(ish).
- Attachments
-
- TerraGenesisPerlin_v3r_5227.patch
- TGP updated to r5227
- (56.58 KiB) Downloaded 264 times
-
- New Generate Terrain screen.
- screenshot #9.png (17.38 KiB) Viewed 3973 times
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- thepizzaking
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I think the OED currently has both as acceptable; but you can bet your bottom dollar (not euro or pound) that if I had used Randomise, someone would have said "Its spelt Randomize". I knew I couldnt win on it (why did you think I had Random in the first placethepizzaking wrote:Just being pedantic here, but as the english.txt file is for UK english, the STR_RANDOM should be 'Randomise', not 'Randomize'

I suppose since there is an american.txt, then I can have it in the English version as Randomise (my preference), and the Yanks can convert it

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In British English, randomize is historically correct, but either are fine in the UK today - according to the OED. Still, the spirit of Webster should live on - the American language is different from the British language not by accident, but design. Something symbolic to do with the independance of the colony, so I believe. So, let's be nice and spell it with an s. (:
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