Updated extra-large-maps patch, version 12 (for r23992)
Moderator: OpenTTD Developers
Re: Updated extra-large-maps patch, version 10 (for r16601)
I bet the collisiondetection work A LOT when there is A LOT of trains so i would say that is a really good thing to make fast code for
Re: Updated extra-large-maps patch, version 10 (for r16601)
Sorry for the question, I read the whole topic before, and it seems most persons can handle big maps well. I have a decent computer (Compaq E4400 2 Duo @2Ghz, 2GB RAM and a 512MB GeForce 8800GT graphics card) but it seems I have problems playing with a 4096 x 2048 map even. Is this normal for a computer with this performance? If not, is there anything I can do about it? I would love to play with really big maps.
Oh and does the type of climate matter for the performance?
Oh and does the type of climate matter for the performance?
Re: Updated extra-large-maps patch, version 10 (for r16601)
Your configuration is fine, you should be able to play fine even with 8192 x 8192 :)
Though it depends on number of trains and map complexity too, 10000 trains can eat quite a lot of CPU, even on small map like 256 x 256
How many trains and other vehicles do you have in your map?
Though it depends on number of trains and map complexity too, 10000 trains can eat quite a lot of CPU, even on small map like 256 x 256
How many trains and other vehicles do you have in your map?
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Updated extra-large-maps patch, version 11 (for r16679)
I have updated the patch to match current trunk (parts of the patch were already added to trunk: some enumification and train collision speedup)
Get the patch from first post in this thread.
Get the patch from first post in this thread.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Updated extra-large-maps patch, version 10 (for r16601)
I was just beginning, so even with one train my OpenTTD was slowing down. I'll try it again though.Bilbo wrote:Your configuration is fine, you should be able to play fine even with 8192 x 8192
Though it depends on number of trains and map complexity too, 10000 trains can eat quite a lot of CPU, even on small map like 256 x 256
How many trains and other vehicles do you have in your map?
Re: Updated extra-large-maps patch, version 11 (for r16679)
Sorry for minor gravedig, but could we please get an update to trunk?
Re: Updated extra-large-maps patch, version 11 (for r16679)
Was patching with trunk (yesterday) and cargodist and I got this error message:
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp: In member function `virtual void GenerateLandscapeWindow::OnPaint()':
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:656: error: `STR_RED_NUM_1' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:657: error: `STR_RED_NUM_2' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:656: warning: unused variable 'STR_RED_NUM_1'
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:657: warning: unused variable 'STR_RED_NUM_2'
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp: In member function `virtual void CreateScenarioWindow::OnPaint()':
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp error: `STR_RED_NUM_1' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp error: `STR_RED_NUM_2' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp warning: unused variable 'STR_RED_NUM_1'
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp warning: unused variable 'STR_RED_NUM_2'
make[1]: *** [genworld_gui.o] Error 1
make[1]: Leaving directory `/ottdsrc/trunk/objs/release'
make: *** [all] Error 2
Is that 'fixable'? Thanks.
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp: In member function `virtual void GenerateLandscapeWindow::OnPaint()':
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:656: error: `STR_RED_NUM_1' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:657: error: `STR_RED_NUM_2' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:656: warning: unused variable 'STR_RED_NUM_1'
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:657: warning: unused variable 'STR_RED_NUM_2'
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp: In member function `virtual void CreateScenarioWindow::OnPaint()':
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp error: `STR_RED_NUM_1' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp error: `STR_RED_NUM_2' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp warning: unused variable 'STR_RED_NUM_1'
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp warning: unused variable 'STR_RED_NUM_2'
make[1]: *** [genworld_gui.o] Error 1
make[1]: Leaving directory `/ottdsrc/trunk/objs/release'
make: *** [all] Error 2
Is that 'fixable'? Thanks.
- planetmaker
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Re: Updated extra-large-maps patch, version 11 (for r16679)
Trunk is no revision number. Always state the revision you have problems with...Wasila wrote:Was patching with trunk (yesterday) and cargodist and I got this error message:
Latest trunk is at the time of my writing around r16825. The patch is made, according to the title, against r16679. Errors can be expected...
OpenTTD: manual | online content | translations | Wanted contributions and patches
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Re: Updated extra-large-maps patch, version 11 (for r16679)
Is there an svn path for an older revision?
- planetmaker
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Re: Updated extra-large-maps patch, version 11 (for r16679)
uhm... path?
I only call
svn up -rXXXXX
and I get the revision I want (where XXXX is the revision number). I guess you should get aquainted with the tools you use.
I only call
svn up -rXXXXX
and I get the revision I want (where XXXX is the revision number). I guess you should get aquainted with the tools you use.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Updated extra-large-maps patch, version 11 (for r16679)
I probably should . I just downloaded the sourcecode for r16686, but unfortunately that seems to be too old for cargodist. Which is why I would like to request an update to trunk. Where do you type 'svn up'?
EDIT: Actually, the maps patch is working perfectly with latest source. Cargodist is going funny now.
EDIT: Actually, the maps patch is working perfectly with latest source. Cargodist is going funny now.
Re: Updated extra-large-maps patch, version 11 (for r16679)
perhaps you should get acquainted with the source too, the source of openttd, and both patches in question. then you can perhaps better judge what you are doing.
Re: Updated extra-large-maps patch, version 11 (for r16679)
Are there any good guides I could get started on? Or should I just tinker?
Re: Updated extra-large-maps patch, version 11 (for r16679)
Well I'm in year 2250 on 2048*2048 map and I covered up only cca 1/16 of the map. So I think bigger maps are just for experimentation.
Re: Updated extra-large-maps patch, version 11 (for r16679)
Oh i have grown out of 2048*2048 maps.
But then i use copy&paste A LOT and love making extreme networks that connect the entire map to one single network and making it work well.
I have some systematic junctions and cachesystems that cover something like 0.5% of the map each
One that cover exactly 1.49XXXX% so far but that one isnt finished yet, it's a cachesystem but there isnt any station big enough for it, i like the looks of it tho
But then i use copy&paste A LOT and love making extreme networks that connect the entire map to one single network and making it work well.
I have some systematic junctions and cachesystems that cover something like 0.5% of the map each
One that cover exactly 1.49XXXX% so far but that one isnt finished yet, it's a cachesystem but there isnt any station big enough for it, i like the looks of it tho
Re: Updated extra-large-maps patch, version 11 (for r16679)
Hello ...
Can you please relaease a new version from the map patch.
I have probelms the patch with the r18350 to run.
greetings
negulus
Can you please relaease a new version from the map patch.
I have probelms the patch with the r18350 to run.
greetings
negulus
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Re: Updated extra-large-maps patch, version 11 (for r16679)
A problem for me too.
MSVC says some definitions are used multiple times in english.txt...
[xxx]
MSVC says some definitions are used multiple times in english.txt...
[xxx]
Last edited by oberhümer on 12 Feb 2012 07:51, edited 1 time in total.
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Re: Updated extra-large-maps patch, version 11 (for r16679)
Yes, that's what happens when running a patch over 2000 revisions old...
Re: Updated extra-large-maps patch, version 11 (for r16679)
Guess I'll have to update it - once (if) it gets into trunk then changing maximal allowed map size would mean just changing three constanst and recompile :)
(OK, in few places you'll need ot modify GUI as well for large sizes, since mostly there is space only for 4 digits.)
(OK, in few places you'll need ot modify GUI as well for large sizes, since mostly there is space only for 4 digits.)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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