Wow many replies ...
Cadde wrote:
ChillCore wrote:
I will have a looksie at the patch and see where they differ so I can make appropriate changes in my source. Thank you for the link.
You are my hero!
Cadde wrote:
ChillCore wrote:
Too much money eh? Usually people complain about not having enough. Crisis has not yet kicked in in OpenTTD.

If it is really too much too handle you can spend some by bulldozing water ...
Well, the point is to not have so much money one has to resort to arbitrary wasteful methods just to keep it nice and low.
...
I dunno, i might just be the kind of guy that likes it to be painful. But there is something very satisfying with having timetables set up just right and constantly optimizing a network to minimize delays for maximized profits.
My dada is building my network so that all trains can reach all stations while terraforming as little as possible and not having jams ...
Cadde wrote:
And that patch i mentioned also have a setting for train breakdowns so rather than a train breaking down once every 2 days you might set it so you get a breakdown (total) of twice a year. With daylength 16 or something like that it's going to be a fun challenge to take that into account.
What patch are you talking about exactly?
The one in the first post or the different "true_daylength_patch" near the end of the thread?
The one near the end of the thread does not seem to have such a setting ...
Cadde wrote:
ChillCore wrote:
dkarn wrote:
So I create a game on a server with this configuration :
huge map = 2048*2048
city = high
industry = high
without GRF
That is a big map ...
... No, 4096x4096 is kinda big. That's what i run with
I meant a big map to be sent back and forth between clients in a multiplayer game.
Cadde wrote:
I tried 8192x8192 but it complained with out of memory errors even though only 40% of my ram was used at any given time.
Was it OpenTTD complaining or your OS? It has been a while I have tried generating such big maps ...
If it was OpenTTD there might be a hardcoded limit somewhere. If it was your OS then there is little I can do about it.
I remember Bilbo telling me about the memory usage for big maps but I can not remember if it was in this thread or in the More Height Levels thread ... I'll check later if I can find the discussion.
Cadde wrote:
If only i could build stations underground without digging into the ground. At a huge cost ofc!
Have you tried NuTracks? There is a railtype that places houses over the rails ...
For an actual implementation of underground rail and stations you would need a third layer and additional transparancy so you can see where you are building.
For the moment there are two, sealevel and terrain_tileheight.
I think it would be quite hard to implement (Hard in the sence of getting all things behaving correct everywhere).
It wont be me, at least not for as long as the moreheightlevels patch is not in trunk.
MagcBuzz wrote:
Chillcore, I have some good news for you.
Well, good, good... They are not so good, but it looks like we are pointing to the right direction.
CargoDist is already partially compatible with IS
Cool.
MagicBuzz wrote:
BUT :
- There is a problem with the linkgraph display (only connects stations of the current company... it should be really easy to fix)
- May be need a total rewrite of the subsidy attribution system (but it works like this). Need to investigate deeper.
See the attached screenshot.
...
So the link graph correctly works with IS, as cargo (at least passengers) are able to travel accross at least 2 differente company infrastructures.
That's nice to hear (Read: read

).
MagicBuzz wrote:
The bad news :
- PAXLink got awarded with the subsidy. After a deeper investigation, he used a plane to transport people from Tours to Nevers.
=> Ok, but imagine the aircraft isn't there : there is a route from Tours to Nevers via Le Puy. The route is 100% mine, but as a passenger can travel inside Nevers on PAXLink's lines before the linkgraph is re-calculated, this situation could happen : a company could be awarded for a subsidy while she didn't actually do anything. The same situation would happen if I have a line from Tours to Le Puy then PAXLink a line from Le Puy to Nevers.
I didn't investigate in the LinkGraph code, but IMO, the subsidy award may be divided by the distance of each used company. Don't know if it can be done or not.
But this miss-feature isn't really important for the moment I guess.
Hmm, I do not think that the company did nothing. They transported the goods did they not?
Imagine this situation:
Say I have a truck rental company and you hire one of my trucks. Should I get a cut of your profits if you do a paid transport for someone else? You already paid for the rental of the truck and what you do with it is none of my bussiness as long as I get my money as per contract.
IMHO the same applies to IS, the other company pays/has paid for using your infrastructure ...
MagicBuzz wrote:
At last, if you look at the linkgraph map, then you'll see only my Tours-Le Puy line, while my buses actually desserve Nevers using the PAXLink "Nevers Feeder Station 7".
=> This need to be reworked, but I'm quite confident with this, we have two choices :
1/ Draw linkgraph for all companies (screen should be charged).
2/ Draw linkgraph for all link where a vehicle of the current company desserve both stations.
The first one should be really easy, and the second one may require some more work.
Again, this miss-feature isn't blocking at all.
I do no know if Cargodist takes into account all stations where company's vehicle stop or only company's stations where vehicles stop without looking in the code. Have you let the game run for a while so the linkgraphs had time to be recalculated?
MagicBuzz wrote:
Here is the lastest patch (I fixed a problem with opponnent depots)
PS for other people : this patch is for test purpose only, it shouldn't work properly and loose your savegames.
I have not yet compiled and tested but here are a few things I noticed while I was re-arranging your patch to be able to compare with mine.
Missing files: (svn. add should do the trick)
- copypaste_gui.cpp
- linkgraph/linkgraph.cpp
To fix:
- Remove double declaration of strnatcmp from strings.cpp
- Savegame code: Replace IS' 143 by number greater than what is found in saveload.h and or replace by enum. Also adjust saveload.cpp and your game should be savegame compatible with savegames made with the patchpack
- Disclaimer: savegames made with your testpatch will not be compatible with my "official" version untill I include IS too with the same numbers as yours.
In addition to the extra grf I think you should provide the modified png also for people to be able to compile ... (Not tested yet)
Will test in a bit, thank you for the effort.
Dwight_K._Schrute wrote:
Hey guys,
I have to write my thesis the next few months... so if I want to pass or wirte anything at all you have to stop with releasing such great stuff or banish me from the forums
@ Chill: I know: priorities
I'll see if I can modify the code a bit.
Code: Select all
if (time_too_study || _playing_time > 30minutes) {
RefuseToRun();
}
dkarn wrote:
ChillCore wrote:
dkarn wrote:
... clients disconnecting ...
... quote form documentation ...
You are right.
I have the same problem with r21336 trunk

To test it i use the same config, but this time on lan on my computer, and always the same problem during connection or save
So your patch is OK, and mine who use it too
Would you mind testing with recent trunk if it works better?
There have been some codechanges by Rubidium in 21357, 58, 61, 63, 64 and documentation in r21365.
If current trunk works better I will bump v11_1 to current trunk and will add the other changes I am still testing in a later version.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.