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Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 01 Apr 2010 10:37
by fanioz
Congratulation Bram ! :D ( ::Applause )

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 02 Apr 2010 10:29
by Kogut
Congratulations!

Nocab loves bridges, part II

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 02 Apr 2010 12:52
by planetmaker
I'm unfortunately the bringer of bad news (r19536), I don't manage to get the AI run:

Code: Select all

dbg: [misc] [squirrel] Failed to compile '/Documents/OpenTTD/content_download/ai/NoCAB-2.0.0.tar/nocab-2.0.0/pathfinding/include.nut'
dbg: [ai] [6] [S] Your script made an error: cannot open the file
dbg: [ai] [6] [S] 
dbg: [ai] [6] [S] *FUNCTION [main()] NoCAB-2.0.0.tar/nocab-2.0.0/main.nut line [5]
dbg: [ai] [6] [S] 
dbg: [ai] [6] [S] [this] TABLE
dbg: [misc] [squirrel] Failed to compile '/Documents/OpenTTD/content_download/ai/NoCAB-2.0.0.tar/nocab-2.0.0/main.nut'
dbg: [ai] The AI died unexpectedly.
Also it runs in the 0.7 compatibility mode.

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 02 Apr 2010 15:03
by Morloth
Hey planetmaker,

Could you please download it again? Because I downloaded it and it worked fine (both from the forum and the ingame download manager). Please remove all the nocab versions from your online_content/ai directory and see if it works then.

I'm not sure how to get rid of the compatibility issue, anyone has an idea?

Thanks! :)

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 02 Apr 2010 15:17
by planetmaker
Morloth, sorry, you're right. I downloaded a truncated tar via bananas. Unfortunately a re-download doesn't solve it atm, I get the same (truncated) file again. Trying to investigate...

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 02 Apr 2010 18:13
by Kogut

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 02 Apr 2010 18:40
by planetmaker
Kogut wrote:There was similar problem: http://www.tt-forums.net/viewtopic.php?f=65&t=47754
Sounds pretty much like that, yes; my tar is also truncated according to what tar tells me. Also NoCAB 2.0.0 works fine, if I download it here from this thread. But it doesn't explain why I always download a broken nocab when using bananas... strange thing but I'm out of ideas.

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 03 Apr 2010 07:42
by fanioz
Hello Bram, there was a crash on AI start. However clicking Restart AI immediatelly and no crash anymore.
NoCab, 20 Des 1950.png
NoCab, 20 Des 1950.png (17.33 KiB) Viewed 2688 times

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.0

Posted: 03 Apr 2010 08:09
by Morloth
fanioz wrote:Hello Bram, there was a crash on AI start. However clicking Restart AI immediatelly and no crash anymore.
NoCab, 20 Des 1950.png
Thanks for the bug report. I'll fix it with the next release :).

Changelog for NoCAB 2.0.1:
* Fixed a deadlock during demolition.
* Allow trains to be replaced quicker.
* Fixed some other small issues.

Cheers,
Bram

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 04 Apr 2010 17:31
by Timmaexx
A friend and myself played in a LAN Multiplayer.
After a while we thought about adding an AI and chose NoCAB 2.0.1 !
Then the message showed, that the company started...
He looked on my desktop and saw there are different faces!
Also in the Company Windows! Two different faces in the same company in the same game...
Bug or Feature?

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 04 Apr 2010 18:00
by Zuu
Two company manager faces? IIRC that as not possible in OpenTTD. Please send a screenshot/savegame if you can.

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 04 Apr 2010 23:05
by SirkoZ
I have observed the following problems with 2.0.1:
-double orders to the same buoys and ship depots,
-double depot orders sometimes mean that ship that has travelled nicely along the buoys from A to B that it goes back to depot A without going via the buoys.

So much for now. :-)

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 05 Apr 2010 13:05
by badidea
I got some big traffic jam :-)

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 05 Apr 2010 13:25
by Zuu
Good news: The front vehicles in the queue are at a bus stop which means that eventually those buses will get fully loaded and departure. It would have been much worse if those were goods trucks at a factory where all the supply trucks are stuck in the queue. Then you have a real challenge. ;-)

Bad "news": Detecting jams and then trying to resolve them is far from easy as an AI. Still, not impossible to accomplish. My AIs do detect the jams at stations and reduce the vehicle fleets (or expand the stations) to cope with that. But there is still many jam situations that I don't detect or can't resolve.

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 05 Apr 2010 19:16
by Timmaexx
Zuu wrote:Two company manager faces? IIRC that as not possible in OpenTTD. Please send a screenshot/savegame if you can.
Sorry cannot!
It's not a aprilfool!

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 05 Apr 2010 23:04
by badidea
Now, 4 years later, the traffic jams have gone. Instead of 25 busses stopping at the station, only 6 stop there now. Maybe with the help of my trains, because car/train-collisions seem part of daily life of these poor commuters. :-)

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 06 Apr 2010 10:29
by Morloth
badidea wrote:Now, 4 years later, the traffic jams have gone. Instead of 25 busses stopping at the station, only 6 stop there now. Maybe with the help of my trains, because car/train-collisions seem part of daily life of these poor commuters. :-)
You b******!!! ;)
SirkoZ wrote:I have observed the following problems with 2.0.1:
-double orders to the same buoys and ship depots,
-double depot orders sometimes mean that ship that has travelled nicely along the buoys from A to B that it goes back to depot A without going via the buoys.

So much for now. :-)
Thanks for the bug report, I was running a game the other night and at the end I observed that some ships got lost but I didn't understood why. A fix is in the making, should be done somewhere this week :).
Timmaexx wrote:A friend and myself played in a LAN Multiplayer.
After a while we thought about adding an AI and chose NoCAB 2.0.1 !
Then the message showed, that the company started...
He looked on my desktop and saw there are different faces!
Also in the Company Windows! Two different faces in the same company in the same game...
Bug or Feature?
Nice! Hope the AI didn't disappoint :). It's pretty strange that it has different faces but I suppose it is picked randomly as I don't give any instructions as how they should look. But this is a bug report for OpenTTD in general (the network part in particular) than anything to do with NoCAB.

Thanks again for the reports and hope you all enjoyed your easter! :)

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 06 Apr 2010 12:53
by Zuu
I've been running my last CluelessPlus developments against NoCAB 2.0.1 and your AI is really good. It's not hard to note that NoCAB really loves bridges and do not hesitate to add another road or bridge next to an existing one. Let me share a picture of a tripple bridge/road going from bottom right to the top left. I've marked road built by NoCAB with pink and roads built by CluelessPlus as red as that was their company colors in this game:
Unnamed, 29th Mar 1964.png

Still your AI do not own the exclusive rights to build interesting bridges. In this pic, I think my AI tried to avoid the farm fields when it built the bridge marked in this screenshot:
Unnamed, 22nd Nov 1959.png
Unnamed, 22nd Nov 1959.png (135.97 KiB) Viewed 2517 times

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 06 Apr 2010 21:09
by NekoMaster
Crashes in Nightlies or at least in CargoDist r19561

Re: NoCAB - Trains, Trucks, Busses, Aircraft and Ships! v2.0.1

Posted: 06 Apr 2010 23:48
by Zuu
This error is because either NoCAB reports that it wants to use 1.1 version of the NoAI api, but uses the old HasNext function that has been removed in 1.1 or it is because OpenTTD can't find the 1.0 (or 0.7) compatibility layer that should be in your ai directory. If it is the later, there should be a warning about that when the AI starts. (I noticed that when I moved out too many tar files from my ai directory to see all log messages when starting openttd with openttd(.exe) -d ai=5.)