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Re: Cargo Distribution

Posted: 31 Aug 2009 09:50
by Wasila
I am afraid that it is you who are mistaken. I can understand this as you are a non-native speaker, but that means you should ask before complaining.

The order is 'Go non-stop to *station name*'. This means go to that station without stopping anywhere else. Without cargodist, you can just but in the first and last stations on the last and it will stop at all the stations that it passes - but if you do this with the patch then cargodist will not know what the next station is, it cannot see the rail line on the map (unfortunately I only discovered just before I started using cargodist :P).

There is, in fact, a setting that automatically makes all orders 'non-stop'. Go to Advanced Settings --> Vehicles and turn "New orders are 'non-stop' by default" on.

EDIT: Rubidium got there first xD.

Re: Cargo Distribution

Posted: 31 Aug 2009 10:03
by fabca2
edit : removed stupid sentences (I did not understood what "non stop" was).

just in case someone else have difficulties to understand it :

"non stop to" can be understand as "direct to" as Rubidium and Wasila explained : going from A to B non stop, means that if the train need to pass throu station X, it "won't stop at X" (or it will "go directly to B").

Re: Cargo Distribution

Posted: 31 Aug 2009 10:17
by fabca2
Wasila wrote:I am afraid that it is you who are mistaken. I can understand this as you are a non-native speaker, but that means you should ask before complaining.
sorry if you take my msg as agressive or complaining, it's was not my intention.
Wasila wrote:The order is 'Go non-stop to *station name*'. This means go to that station without stopping anywhere else. Without cargodist, you can just but in the first and last stations on the last and it will stop at all the stations that it passes - but if you do this with the patch then cargodist will not know what the next station is, it cannot see the rail line on the map (unfortunately I only discovered just before I started using cargodist :P).
now, I think I better understand it.
note that I did not pay attention to the "TO" in "non stop to", maybe a native english could not make such mistake.

ok, cargodist need that nonstop, now I better understand what "non stop" means, thank's to this example.
ok, cargodist cannot "see the rail on the map", I have to play with it.
Wasila wrote: There is, in fact, a setting that automatically makes all orders 'non-stop'. Go to Advanced Settings --> Vehicles and turn "New orders are 'non-stop' by default" on.
this is a great new, I've just set it up by now.
Wasila wrote:EDIT: Rubidium got there first xD.
yes, and your post was usefull too, thanks.

thank you,
Regards.

Re: Cargo Distribution

Posted: 31 Aug 2009 14:27
by huss
First of all, thanks a lot for all your great work fonso! I got so hooked on the old cargodest that I lost interest in the "normal" ottd, but your cargodist is imho way better already.
And thanks to Tvel for the build!

Unfortunately, I have encountered a major problem. In the attached savegame, if you follow Aircraft 6 it will unload and transfer passengers, producing a "transfer" text above itself. However, upon completed loading it produces another "transfer" and also a "cost 0" on August 23rd 1952. This apparently costs me approximately 8 600 000 000 dollars... :? Aircraft 9 does the same thing on september 1st 1952 and again on September 3rd 1953. If I just let the game run it will happen later too, but I'm too lazy to find every single incident. :P Not 100% sure this is a cargodist problem though, so if not, I'm sorry.

I have another problem, which could be due to some mistake on my part I guess, but if you look in the left corner, I'm having some problems with the minimap displaying the routes. Although passengers are generated correctly (as far as I can tell) to all destinations in the railway-circle, only two lines are displayed. The bus lines in Sarfingbourne and Nedingville/Lunttown are also not correctly diplayed.

If you need some additional information just tell me, and thanks again for all your hard work!

Re: Cargo Distribution

Posted: 31 Aug 2009 18:46
by PetasIII
For everyone who got problems with posted binary r17268 ("no compatible sound driver found") I compiled (after the patching trouble - use notepad++ and convert to windows format) proper binary files.

Re: Cargo Distribution

Posted: 31 Aug 2009 21:08
by audigex
fonso wrote:
audigex wrote: AMD Phenom X3 720BE 2.8gHz (@3.6gHz currently, 1.5125v, rock solid stable)
Please set your CPU to its specified clock frequency and try again. Also please run memtest86+ to see if you have broken your RAM. If you're brave you may want to try cpuburn (http://pages.sbcglobal.net/redelm/) to see if your CPU has taken permanent damage. It won't "catch any flaws", but will likely crash in some way or another if your CPU is broken. If you haven't cooled it enough your system may also take permanent damage from this excercise.

Also make sure you have all the GRFs before starting example.sav. If you don't want to mess around with those, have a look at example2.sav.
Sorry for the slow reply, I wanted to be thorough, and it seems my system isn't the issue. It's fairly new so I'd run stability tests recently anyway but I repeated to be sure.

At stock I get exactly the same problem, memtest comes up clean and individual sticks retain the problem.

I haven't used that specific burn tool, but Prime95 will clear 12 hours on any test (large/small fft or blend) and 24 hours of blend was fine. Cooling is definately not an issue, I get max temps (idle/load) of 25/45 overclocked, 20/40 at stock voltage and clock. The previous owner also ran the chip with similar temperatures (2nd hand cpu) and verified manually.

I can run absolutely anything else for as long as I want no problems at all on much larger games than that, and it's been running F@H 24/7 other than when I'm on the PC.

Edit: I've just started a new game, made about 25 stations in a city and approx 15 trams, there were two ships running too - after about 5 mins of running I get the same sort of crash: details below

Problem signature:
Problem Event Name: BEX
Application Name: openttd.exe
Application Version: 0.8.0.17268
Application Timestamp: 4a928bbb
Fault Module Name: StackHash_0a9e
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Offset: 0028f012
Exception Code: c0000005
Exception Data: badc0de1
OS Version: 6.1.7100.2.0.0.256.1
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Re: Cargo Distribution

Posted: 01 Sep 2009 21:08
by DaleStan
OpenTTD should generate a crash.log and crash.sav. Please post them.

Re: Cargo Distribution

Posted: 01 Sep 2009 21:12
by Rubidium
DaleStan wrote:OpenTTD should generate a crash.log and crash.sav. Please post them.
Only when the build is made with MSVC. Looking at the report it's not compiled with MSVC because then OpenTTD's crash handler would have taken control and not Windows' generic one.

Re: Cargo Distribution

Posted: 02 Sep 2009 00:10
by audigex
Yup, I did indeed look for those but couldn't find anything.

As long as nobody else is getting it I'll just put it down to being a quirk of my system and that build... I'll try the next binary to appear and see how it goes :-)

Re: Cargo Distribution

Posted: 02 Sep 2009 08:39
by 3iff
Fonso,

re: my 'bug' report a couple of pages back. I see now. Works as expected once I get the orders in the required format. What fooled me was the extra order info that I never normally use.

Thanks.

Re: Cargo Distribution

Posted: 03 Sep 2009 11:34
by bokkie
Tvel's build kept crashing on me so I changed to Teeg's build (31th of august). Same problem, crashes every few minutes. Too bad that all of these crashes weren't reproducible until the last one I encountered. Savegame attached, game crashes in a few seconds (29th of august).

(Funny thing is that I don't really use cargo destinations in this savegame. I don't transport passengers in this savegame yet since it's a lot more fun with vehicle autoseperation and for most cargo I find building loading stations for multiple destinations a hassle because of the queueing it produces.)

Re: Cargo Distribution

Posted: 03 Sep 2009 12:20
by tsjook
Strange, Teeg's compilation works like a charm for me, and I already have a very much extended passenger transport network!

@Bokkie: What is "vehicle autoseperation"? Searching forums and wiki produced absolutely no returns.

edit @ Bokkie: Tried out your savegame. Immediate AI-crash (see screenshot) but it kept running fine afterwards.

Re: Cargo Distribution

Posted: 03 Sep 2009 16:06
by PetasIII
Had anyone seen "stuck in train" cargo bug ?
Using latest binary files i am experiencing strange bug with stuck cargo. Train just loads and sometimes unloads a little but its still almost full. Watch for Train2.

Re: Cargo Distribution

Posted: 03 Sep 2009 16:56
by huss
PetasIII wrote:Had anyone seen "stuck in train" cargo bug ?
Your trains' orders are nondeterministic, meaning that they will stop at any station in between the stations in their order list (if any, but the train does not "know" whether there are any intermediate stations). Since the trains do not know in advance which is the next station it will stop at, this will cause problems with loading/unloading of cargo which has a specific destination. To avoid this, make sure all your trains use non-stop orders, meaning that they will go directly to the order in their list, ignoring any other stations.
There is a setting in Advanced Settings under Vehicles; "New orders are 'non-stop' by default" which you can use to make all new go-to orders automatically non-stop.

Re: Cargo Distribution

Posted: 03 Sep 2009 20:27
by bokkie
tsjook wrote:Strange, Teeg's compilation works like a charm for me, and I already have a very much extended passenger transport network!

@Bokkie: What is "vehicle autoseperation"? Searching forums and wiki produced absolutely no returns.

edit @ Bokkie: Tried out your savegame. Immediate AI-crash (see screenshot) but it kept running fine afterwards.
Now that's strange! Didn't have unstable games before (unless caused by an unstable build). Will have to test it further...

Vehicle autoseperation: I ment something like http://www.tt-forums.net/viewtopic.php? ... &start=220, http://www.tt-forums.net/viewtopic.php? ... +timetable, http://www.tt-forums.net/viewtopic.php? ... 4&start=80 or http://www.tt-forums.net/viewtopic.php?t=37166. Different names were used for the same feature.

Re: Cargo Distribution

Posted: 08 Sep 2009 06:24
by id10terror
Cargodist Binary built with vc++ 2008 + directxsdk.

Sound works but the current intepolator(resampler) is a bit rough(seems the sound system is currently under overhaul)

Music works

Git Log?

commit 47c8975d3c1e15a33460cb2f2c860f5386677bad
Merge: 22c6930... 5c3d1b6...
Author: Ulf Hermann <ulf_hermann@gmx.net>
Date: Mon Sep 7 19:11:53 2009 +0200

Merge branch 'smallmap-stats' into cargodist

Re: Cargo Distribution

Posted: 08 Sep 2009 08:04
by fonso
Thanks everyone for all the feedback and for building the binaries.

When posting a binary please tell which sources you used. For example patch/r<revision> for patches from the first post or git/g<revision> for direct pulls from git. This makes it easier to find out which version eventual bugs apply to as not all binaries correctly display the version string. I have identified huss' problem and the desyncs, but the fixes are only partly written and not in my git repository yet.

Re: Cargo Distribution

Posted: 10 Sep 2009 09:39
by dbkblk
Hi there !
I don't know if you already seen this strange behavior of the cargodist patch (rev 17268, posted here, but theses bugs were already there previously):
- Take a situation:
We have 7 stations with 3 tram lines: ABC / DBE / FBG, so the B station is the central one. If i want to improve the network because B cannot handle too much trams, i can change it to: ABC / DCE / FAG for example (this is the theorical brain exercice of the morning :p). With that configuration, all the stations are always served.
THE PROBLEM is: Cargodist will discover the new lines and people begin to move with the new tram transport (this part work really great :p) but there will always be people at the B station that want to go at E or D or F or G directly without to take a correspondence. And the worst, is that theses direct connections never disappear in the minimap (there are some capacity left noticed on the minimap whereas there's no vehicles on the direct lines, but the usage of the line is marked at 0), so there is always new people that want to take nonexistent lines. I tested this behavior on all games i played.

- The second one is easier. The automatic separation patch isn't in the trunk, so when i build my train lines, i always build a station with only 2 platforms at the end / start of a line. One is for arrival, and the other for departure. At the departure platform, i put some wait orders, for example "wait for 15 days", so every 15 days, there is a train that start to rail accross the line. THE PROBLEM with cargodist is that the train comes to the platform and load the passengers that wait on the platform (it takes around 1 day), then he continues to wait and passengers continues to come at the station, but the train DO NOT continue to load the new passengers freshly arrived. I think you should already know this but i just want to confirm it !

PS: I ALWAYS use non-stop orders.

I hope my franglais is not so terrible for native speakers :)

H.

Re: Cargo Distribution

Posted: 10 Sep 2009 10:26
by fonso
dbkblk wrote: I don't know if you already seen this strange behavior of the cargodist patch (rev 17268, posted here, but theses bugs were already there previously):
- Take a situation:
We have 7 stations with 3 tram lines: ABC / DBE / FBG, so the B station is the central one. If i want to improve the network because B cannot handle too much trams, i can change it to: ABC / DCE / FAG for example (this is the theorical brain exercice of the morning :p). With that configuration, all the stations are always served.
THE PROBLEM is: Cargodist will discover the new lines and people begin to move with the new tram transport (this part work really great :p) but there will always be people at the B station that want to go at E or D or F or G directly without to take a correspondence. And the worst, is that theses direct connections never disappear in the minimap (there are some capacity left noticed on the minimap whereas there's no vehicles on the direct lines, but the usage of the line is marked at 0), so there is always new people that want to take nonexistent lines. I tested this behavior on all games i played.
1. Savegame
2. It takes some time for the old links to disappear. The higher your moving average unit and moving average length are the longer it takes.
dbkblk wrote: - The second one is easier. The automatic separation patch isn't in the trunk, so when i build my train lines, i always build a station with only 2 platforms at the end / start of a line. One is for arrival, and the other for departure. At the departure platform, i put some wait orders, for example "wait for 15 days", so every 15 days, there is a train that start to rail accross the line. THE PROBLEM with cargodist is that the train comes to the platform and load the passengers that wait on the platform (it takes around 1 day), then he continues to wait and passengers continues to come at the station, but the train DO NOT continue to load the new passengers freshly arrived. I think you should already know this but i just want to confirm it !
Savegame. I have no idea what's going on there but it may well be a bug in the loading optimization.

Re: Cargo Distribution

Posted: 10 Sep 2009 11:37
by dbkblk
Ok, here's my savegame. There are some GRF listed on the picture (they are all on bananas i remember, the most important are japanese stations, german vehicles and 2cc trains for the bug report i think):

- You can see the destination bug between SMarket Gare (or Central) and SMarket Sud. The cap is around 200 and the usage is 0 whereas there's no vehicles for this line. You said it vanish after a long time, but in my previous game, this kind of connections never disappeared. Unfortunalety, i cannot prove it :x

- The second bug is visible on the LGV line, check the station at parhattan. The train load when he enter the station, then he wait without continue to load the passengers.

Oh, i forgot, thanks a lot for you patch ! It gives the game the breath it needs !