Re: Chill's patchpack v8
Posted: 24 Jul 2010 21:12
And one more question - is it possible to add option: during map construction simulate maximum heightlevel as x, to avoid maps like this:
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I do not see that ...Kogut wrote: Why tree creations is so slow? Problem happens only with moreheightlevels on, in result tree part of map generation takes abot 5 minutes (all other parts less than 10 seconds), even with trees disabled!
Yes, height changes are less abrupt because of the moreheightlevels patch.Unfortunatelly map generation with moreheightlevel off is broken - every setting results in almost flat terrain.
I guess there are people that would not mind. Please try not to forget to include the required liscense(COPYING) and optional readme, changelog and known bugs files.One question - is anybody interested in windows binary of that patch?
Terrain type is your friend. Lower it to mountainous or even hilly or whatever suits your need or combine Alpinist with CommutorZ or Go with the flowAnd one more question - is it possible to add option: during map construction simulate maximum heightlevel as x, to avoid maps like this:
YesOne question - is anybody interested in windows binary of that patch?
No problem. I can live without this feature ... for a whileDid not make it:
Drive through depots.
This one needs a major bump to trunk.
Sorry muzzy, maybe in a later version.
Bugreports are never bad news, They are an oppertunity to improve code.muzzy wrote: I have another bad news.
1024x1024. And it happening only sometimes (first 10 of my games and later nothing.)ChillCore wrote:I do not see that ...Kogut wrote: Why tree creations is so slow? Problem happens only with moreheightlevels on, in result tree part of map generation takes abot 5 minutes (all other parts less than 10 seconds), even with trees disabled!
How big are the maps you are trying to generate? The bigger and higher the map the longer it takes.
When you disable trees on mapgeneration there should be no tree generation loop. It does not do that here but I will test some more ...
I think that broken standard features can also result in no trunk inclusion.ChillCore wrote:Yes, height changes are less abrupt because of the moreheightlevels patch.Kogut wrote: Unfortunatelly map generation with moreheightlevel off is broken - every setting results in almost flat terrain.
If you have played for a while with the patch enabled terrain will look flat when you disable it.
Try Alpinist combined with Rough when the patch is disabled for more up down variation with less seperation between peaks..
You can check the smallmap to see there are regions where the terrain goes up to level 15.
Maybe I could include a second array for when the patch is disabled but that will come with more code changes, not only the array, and less chance of trunk inclusion ...
It is from heighmap.ChillCore wrote:Terrain type is your friend. Lower it to mountainous or even hilly or whatever suits your need or combine Alpinist with CommutorZ or Go with the flowKogut wrote: And one more question - is it possible to add option: during map construction simulate maximum heightlevel as x, to avoid maps like this:
Alpinist is for alpine climbers, I do not use it much but some people like it that way.
ALL REPORTS SHOULD BE REPORTED IN THE CHILL'S PATCHPACK THREAD, AND ONLY IN THE CHILL'S PATCHPACK THREAD.ChillCore wrote:I guess there are people that would not mind. Please try not to forget to include the required liscense(COPYING) and optional readme, changelog and known bugs files.Kogut wrote: One question - is anybody interested in windows binary of that patch?
Yes it is buggy. Default values are 24 ( for snowline) and 255 (for tree line height). You can press down button, but up button is disabled. Higher values can be inputted only manually , but not higher than 13/15.Whatmore also tree line and snow line is buggy.
Tree creation is to slow for me too, but only with default (snow line/tree line) values. With 13/15 values generation is much much faster.Why tree creations is so slow?
Thanks a lotKogut wrote:chill_patchpack.zip
Yes they can.Kogut wrote: I think that broken standard features can also result in no trunk inclusion.
Aha, heightmap is not mapgeneration.It is from heighmap.
Known bug in the moreheightlevels patch. Actually not really a bug, the increased snowline height was written for the scenario editor.(*)Whatmore also tree line and snow line is buggy.
For start it is set to 24 (snow), and 255 (trees).
It is impossible to set snow to higher value.
it is possible to lower them to 2/0.
But later it is impossible to set higher than 13/15.
After exiting game and loading, it again set to 24/255.
?? Upload limit is 4MB ...Zip was too big.
Hmm, 256000 is a awful lot of trees to generate.Trees generation strikes again!
That time 2048x2048
Forgive me but I do not understand what you are trying to say here.PS I think that problem with foo lines is far more important.
That is how terrain is generated for the artic climate ... changing that would be a patch other then moreheightlevels.PPS I also noticed that map generations often cuts off tops of mountains, and creates plains with masses of industries/town.
Experiment with terrain types and smoothness settings.How to create map, with height distribution similar to that in attachment?
Feel free to report here after having checked that it is no yet reported: http://bugs.openttd.org/muzzy wrote: Concerning "Assertion failed at line 970".
I have tested it with 1.0.3-rc1. It seems to be problem of 2cc. The same error do occur in 1.0.3-rc1 version too.
I have reported.ChillCore wrote:Feel free to report here after having checked that it is no yet reported: http://bugs.openttd.org/
If you are checking it ... I think Kogut forgot to add COPYING and readme.txt files to a archive. For me it is not a problem I have a binary alreadyChillCore wrote:Thank you for the binary. I will update the second post in a bit.
Thank you for sharing the info you have gathered. It is appreciated.muzzy wrote:I have reported.ChillCore wrote: Feel free to report here after having checked that it is no yet reported: http://bugs.openttd.org/
Problem was because of using font. Using default font, error do not occur. In my case I am using TahomaBold font and game crashes![]()
The renamed version, the one that is posted now, does have copying included. Maybe the version that was up before the renaming did not have it but as I have not downloaded that one I would not know. I was first composing my reply and by the time I was done the renamed version was posted.muzzy wrote:If you are checking it ... I think Kogut forgot to add COPYING and readme.txt files to a archive. For me it is not a problem I have a binary alreadyChillCore wrote: Thank you for the binary. I will update the second post in a bit.But "the big boss" is authorized to remove such attachments.
I zipped it using 7zip.ChillCore wrote:?? Upload limit is 4MB ...Zip was too big.
Anyway may I suggest to use http://www.7-zip.org/ instead. It is freeware, open source and the zips are smaller.
Also it reads many more formats besides 7z:
- Packing / unpacking: 7z, ZIP, GZIP, BZIP2 and TAR
- Unpacking only: ARJ, CAB, CHM, CPIO, DEB, DMG, HFS, ISO, LZH, LZMA, MSI, NSIS, RAR, RPM, UDF, WIM, XAR and Z.
I never had similar slowdowns (even ECS industries on my previous computer was less irritating)ChillCore wrote:Hmm, 256000 is a awful lot of trees to generate.Trees generation strikes again!
That time 2048x2048
The mapgeneration will also slowdown if you try to generate 3000 towns and 5000 indusries ...
Sometimes it is slow, sometimes it is fast.Kogut wrote: I never had similar slowdowns (even ECS industries on my previous computer was less irritating)
Thank you, I tend to take the same thing.And heightlevels are amazing!
I have no idea. So report: New refitting in nars, for wagons and HEQS is not working. You can refit only to first cargo in the list. (fagon for wood cannot be changed to logs/pulp, HEQS trams cannot change length). There is chance but very unlike that it is interfering with my own patch (I changed towngroth and only towngroth).ChillCore wrote:Then another thing ....
Where did your report about refitting NARS' wood wagons go ??
It is indeed a bug, but I need to do more testing to know where it comes from and I think there is two bugs in one ...
Firstly there is NARS. I can select the refit options and I can't depending on which engine is attached in front of the wood wagons. I think this one is a bug in NARS but like I said I need to do more testing to be sure ...
Secondly I can make a crash happen with the split_refit patch. I will report it later in the split_refit thread but untill I have done so here's how to do it.
While having the refit window open drag the wagon away from the engine and tattaa ...
Assertion failed at line 258 of ~\src\core/smallvec_type.hpp: index < this->items.
I can reproduce it with clean split_refit patch against r19699 (Same assertion but in line 270(*: see edit)) but I cannot reproduce it in clean trunk.
In clean trunk r20225 the refit window closes(**:see edit) while removing the wagons. I have not yet tested in clean trunk r19699 so I do not yet know if it was a bug in trunk or it is really a bug in the split_refit patch.
Thank you for the report even if it went up in smoke (or steam).
EDIT:
(*)It also crashes in line 258 in r19699 with the refit window open and removing the wagon from the engine.
(**) Hmm, the refit window does not close in clean trunk the list is emptied.
Now towns require food + goods to add interesting challenge. So far it is private pack because now it is working only in arctic, there is no option to disable that behaviour and I messed with save format (whatmore I thought that crashes during abandoning game are caused by my patch, but now I known that it is a fault of split refit).ChillCore wrote:Feel free to share the changes you have made(*) when you are happy with them, If I feel they are an improvement I might include them in the patchpack.
(*) By posting what you have changed. Please do not post a changed patch(**) as that will make it too complicated for me if people make bugreports.
(**) You should feel free to change whatever you want within the patchpack but if you feel the need to post a changed patch then please make your own thread. Do not let me stop you trying stuff.
What makes you think so?Kogut wrote: whatmore I thought that crashes during abandoning game are caused by my patch, but now I known that it is a fault of split refit
ChillCore wrote:What makes you think so?Kogut wrote: whatmore I thought that crashes during abandoning game are caused by my patch, but now I known that it is a fault of split refit
The same assertion.Assertion failed at line 258 of ~\src\core/smallvec_type.hpp: index < this->items.