TerraGenesis Perlin

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MeusH
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Post by MeusH »

I hope noone will answer "when it's done".

Looks like richk67 and friends need to shorten the generation time.
There are some GUI changes to-do, too.

Then developers will take a look at the modifications, and eventually it will be commited.

However, remeber that richk67 is busy with real life, so do OpenTTD developers.

TGP is close to being 100% done, but it may take some time to finalize it
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Post by richk67 »

uzurpator wrote:question:

When will this thing be added to the "offical" nighty?
The aim is for v0.5.0. There is a lot of support amongst the devs for new terrains, so its likely to get in sooner rather than later. :)
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Post by richk67 »

MeusH wrote:TGP is close to being 100% done, but it may take some time to finalize it
LOL - remember the 90/10 rule; its the last 10% that takes most of the time!
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Post by sc79 »

IIRC, you said somewhere (in this thread?) that snow in temperate climate was purely cosmetic, but they seem to be requiring food anyway.

Towns above the snow line dont grow at all (not even at the level of unserviced stations below the snow line), and theres obiviously some code looking for strings relating to food.

The screenshot is from hovering a station near a town above the snow line, and including just enough houses to get the 3 different strings. Also, when a town encroaches on a station, and the accepted cargo changes, you get a "Station now accepts..." message with a black cargo string.

Ive been using r5152, but it happens in r5311 still as far as i can tell.
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Post by richk67 »

sc79 wrote:IIRC, you said somewhere (in this thread?) that snow in temperate climate was purely cosmetic, but they seem to be requiring food anyway.

Towns above the snow line dont grow at all (not even at the level of unserviced stations below the snow line), and theres obiviously some code looking for strings relating to food.

The screenshot is from hovering a station near a town above the snow line, and including just enough houses to get the 3 different strings. Also, when a town encroaches on a station, and the accepted cargo changes, you get a "Station now accepts..." message with a black cargo string.

Ive been using r5152, but it happens in r5311 still as far as i can tell.
Wrong thread really, as this is a Snow In Temperate problem in MiniIN, not TGP ;)

Anyhow, bug found and fixed. Download the MiniIN SVN to get updated version. :)
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Post by Shorty »

in arctic climate i quite like the normal generators lear differentiation between the mountain region and the lowland region. i dont like the fact that its almost exactly 50/50, or that it occurs in such a (by and large) predictable pattern, but for arctic at least, i would love to see larger, more populated mountain-regions in the generators maps. at present the few places above the snowline (on any sea level setting other than very low) are few and far between, almost never have towns, and contain all teh maps forests in large clusters. makes wood routes too easy, and too profitable.
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Post by richk67 »

Things changed quite a lot in the last month or so; which version are you talking about. Also, forests are sensitive to the terrain; if you pick "hilly" or "flat", then there wont be many above-snowline areas for the forests. So they will go to where it is above the snowline.

Also, the unevenness of the terrain (very rough) can mean that it is harder to place towns and industries. They tend to like flatter areas... not lower, but flatter. So towns and industries end up cramped on mountain plateaus, rather than climbing up the sides of mountains. Its a result of the more uneven terrain - not a problem for the original game. The terrain was just dullsville.
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Post by Shorty »

i always use mountainaous, and very rough settings with TGP.the generator just doesnt ever create very many mountain areas... less than a third of the ap will be mountain, and youre lucky if 25% of the the towns are above the snowline.
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Post by sidew »

Speaking about TGP, I 've tested the latest TGP from svn. A suggestion: is possible to separate the rough combo in 2 combo, one for the orography and one for the coast lines?

I prefer smoothed coast line with rough orography.
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Post by richk67 »

Shorty wrote:i always use mountainaous, and very rough settings with TGP.the generator just doesnt ever create very many mountain areas... less than a third of the ap will be mountain, and youre lucky if 25% of the the towns are above the snowline.
It also depends on the roughness. If you select smooth and mountainous, it will flatten them out a bit. I use very rough for my mountainous maps; sometimes its great, other times its not so high. Just try a different random number.
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Post by Shorty »

for some reason arctic maps take many, many times longer to generate than temperate or tropical - even if i add snow to temperate. generatign a 2048^2 map on those climates takes ~1 minute - on arctic, it takes upwards of 15.

any idea why this would be?
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Post by Rubidium »

That has to do with the placement of industries, as in arctic the forests need to be above snow level. (there are, however, more requirements) Therefore they have to try (many) more times till they have found the right location.
The other factor is the fact that checking whether an industry could be build at a given location was in an inefficient order:
- check if there are more industries in this town, which is _very_ slow on 2048x2048 as it has to iterate _ALL_ towns
- check if I can build here, which is pretty fast

In the current TGP SVN version the inefficient order has been taken care of, which reduced the number 'are there more industries in this town' checks by a factor 50 to 75!, though the overall speed of the industry generation has been increased by a factor 15 to 20. All these comparisons have been done with 2048x2048 mountainous very rough terrain with high water (though in temperate), but the increase should certainly be noticable in arctic too.


Another point is that there now is a progress bar, so you can see the progress of the generation, which is really nice to look at when a 2048x2048 map is generated.
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Post by Arnau »

Just wanted to inform that current version 5699 of TGP branch doesn't compile under VS2005. Is the same problem that recently had the main trunk with some undeclared function I think.
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Post by Rubidium »

It should work again; the TGP has been synced wit trunk after revision 5699.

If the problem is still existent in the TGP branch, please post the compile/error log.
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Post by Arnau »

I tried again with build 5707 (in a new folder)
This is the error I get (which is the same I got some days ago with the main trunk.

...
news_gui.c
network_gui.c
music_gui.c
misc_gui.c
main_gui.c
C:\Archivos de programa\Microsoft Platform SDK\Include\winbase.h(2862) : error C2628: 'HANDLE' followed by 'void' is illegal (did you forget a ';'?)
C:\Archivos de programa\Microsoft Platform SDK\Include\winbase.h(2869) : error C2628: 'HANDLE' followed by 'void' is illegal (did you forget a ';'?)
C:\Archivos de programa\Microsoft Platform SDK\Include\winbase.h(8241) : error C2628: 'PHANDLE' followed by 'void' is illegal (did you forget a ';'?)
intro_gui.c
industry_gui.c
graph_gui.c
genworld_gui.c
engine_gui.c
dock_gui.c
bridge_gui.c
airport_gui.c
aircraft_gui.c
window.c
win32_v.c
C:\Archivos de programa\Microsoft Platform SDK\Include\winbase.h(2862) : error C2628: 'HANDLE' followed by 'void' is illegal (did you forget a ';'?)
C:\Archivos de programa\Microsoft Platform SDK\Include\winbase.h(2869) : error C2628: 'HANDLE' followed by 'void' is illegal (did you forget a ';'?)
C:\Archivos de programa\Microsoft Platform SDK\Include\winbase.h(8241) : error C2628: 'PHANDLE' followed by 'void' is illegal (did you forget a ';'?)
win32_s.c
win32_m.c
Compiling...
win32.c
widget.c
waypoint.c
viewport.c
...
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Rubidium
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Post by Rubidium »

Are you really sure this is not in trunk anymore? I cannot reproduce this 'bug' when cross-compiling for Windows.

Another thing is that this 'bug' manifests itself deep inside the API of Windows (and I do not have winbase.h so I cannot see what line triggers the 'bug').

Maybe you have some experience with C and you could find out why it trigger?
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Post by Arnau »

I don't have enough C knowledge to identify what's wrong. But the trunk compiles without problem for sure.
I think that the win32.c file has something to say because it was modified to solve (HANDLE/PHANDLE) problem. The one in the TGP trunk is different size than the one in the trunk. What was said is that in VS2003 there were not problems at all, but in VS2005 there was. I'll try to search where it was explained.

This are the messages from Darkwater when correcting the bug

-Fix [r5684]: tolower() was undefined for certain architectures, strangly VS2003 didn't complain, VS2005 did. Thanks glx
- Fix [r5697]: don't remove ctype include for win32.c; needed for toupper...ugh

Hope it helps

Bye!
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Post by Arnau »

Mmmmm I think that it's a different error from the one in the trunk.
Sorry I was wrong I reverted back to an earlier version of the trunk and the message is different.

Sorry I messed the things a little bit :(

I attach you the winbase.h file.

It would be great to know if anyone trying to compile under Windows has the same problem. I pretty sure that I'm not doing anything wrong as previously I didn't have any problems and the other branchs still compiles well but who knows...
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Rubidium
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Post by Rubidium »

Arnau
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Post by Arnau »

Yes! I think it works. It doesn't give the winbase.h error anymore!

Thanks!
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