Updated extra-large-maps patch, version 12 (for r23992)

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Re: Updated extra-large-maps patch, version 10 (for r16601)

Post by Starbud »

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 :)
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Re: Updated extra-large-maps patch, version 10 (for r16601)

Post by LocArny »

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?
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Re: Updated extra-large-maps patch, version 10 (for r16601)

Post by Bilbo »

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?
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)
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Bilbo »

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.
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)
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Re: Updated extra-large-maps patch, version 10 (for r16601)

Post by LocArny »

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?
I was just beginning, so even with one train my OpenTTD was slowing down. I'll try it again though.
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Wasila »

Sorry for minor gravedig, but could we please get an update to trunk?
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Wasila »

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:1035: error: `STR_RED_NUM_1' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:1036: error: `STR_RED_NUM_2' was not declared in this scope
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:1035: warning: unused variable 'STR_RED_NUM_1'
C:/MSYS/ottdsrc/trunk/src/genworld_gui.cpp:1036: 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.
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by planetmaker »

Wasila wrote:Was patching with trunk (yesterday) and cargodist and I got this error message:
Trunk is no revision number. Always state the revision you have problems with...

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...
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Wasila »

Is there an svn path for an older revision?
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by planetmaker »

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.
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Wasila »

I probably should :oops:. 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.
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by dihedral »

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.
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Wasila »

Are there any good guides I could get started on? Or should I just tinker?
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by dihedral »

google.com
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Skrilax »

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.
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Starbud »

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 :D
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 :D
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by negulus »

Hello ...

Can you please relaease a new version from the map patch.
I have probelms the patch with the r18350 to run.

greetings
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by oberhümer »

A problem for me too.
MSVC says some definitions are used multiple times in english.txt...
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by petert »

Yes, that's what happens when running a patch over 2000 revisions old...
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Re: Updated extra-large-maps patch, version 11 (for r16679)

Post by Bilbo »

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.)
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)
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