"Day to day" freeze
Moderator: OpenTTD Developers
"Day to day" freeze
I have a company on OpenTTD that isn't that big but i'm having a problem with it: the screen freezes for 1 second in a period of 3-4 seconds (one day in the game). I was using 0.4.1 with nightly Sub2173 and yesterday downloaded the latest Sub2412. The stuttering has been reduced, but is still present. NPF or something like this are disabled, and I have 120 trains, 200 buses and 230 planes on a 6X11 map. What can be happening? Excess of vehicles? I heard something about bad track layout, but so how to solve this?
Thanks in advance.
Thanks in advance.
- LordOfThePigs
- Route Supervisor
- Posts: 435
- Joined: 01 Jul 2004 10:28
- Location: Jura/Switzerland
Hello,
It would be nice if you could check out with the nightly builds (that is without subsidiaries patch), so we can identify wether the problem comes from the official version or from the subsidiaries patch.
And It would also be nice (actually, it would be needed) if you could post the savegame which shows this behavior.
Please also post any newgrf you are using so we can test it out correctly (the savegame won't load if we don't have the same newgrf as you installed)
It would be nice if you could check out with the nightly builds (that is without subsidiaries patch), so we can identify wether the problem comes from the official version or from the subsidiaries patch.
And It would also be nice (actually, it would be needed) if you could post the savegame which shows this behavior.
Please also post any newgrf you are using so we can test it out correctly (the savegame won't load if we don't have the same newgrf as you installed)
Sometimes I'm told "Brilliant"...
Sometimes I'm told "Charming"...
And Often I'm told "Shut Up"!
Sometimes I'm told "Charming"...
And Often I'm told "Shut Up"!
The latest nightly I found (r2437, without subsidiaries patch) didn't helped too much. The stuttering continued... Attached is my savegame you asked. I only use newshipsw graphic, and my company doesn't have any ship either.
- Attachments
-
- Transys Corp., 15th Sep 2090.sav
- The savegame with subsidiaries.
- (275.57 KiB) Downloaded 174 times
- LordOfThePigs
- Route Supervisor
- Posts: 435
- Joined: 01 Jul 2004 10:28
- Location: Jura/Switzerland
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
its probably something small and stupid in your network. we've had a simular situation before, mwe spend about 30 mins working on the railway network without NPF then when we turned it back on, it was running normal again.
its usually caused by something on your network when a train(or other vehicle) has too many choices to make, or can't get to its destination.
its usually caused by something on your network when a train(or other vehicle) has too many choices to make, or can't get to its destination.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
System specs: Pentium3 800MHz, 256 MB RAM Windows XP Pro with Service Pack 2.
About the CPU usage, it stays at 30-40% levels and jump until 60% during the freezes.
About the CPU usage, it stays at 30-40% levels and jump until 60% during the freezes.
- Attachments
-
- openttd.cfg
- My OpenTTD config file.
- (3.86 KiB) Downloaded 159 times
I expect this problem to be caused by too many road vehicles.
Everytime a road vehicle comes at a junction, it needs to do pathfinding to choose its next move. If a bunch of vehicles do this at the same time, you might experience the game being unresponsive for a short time.
The solution to this would be to do pre-emptive pathfinding, ie start the pathfinding a few ticks before the vehicle enters the new tile and spread it out over a few ticks. I have been doing some work on this already, but there are catches...
Matthijs
Everytime a road vehicle comes at a junction, it needs to do pathfinding to choose its next move. If a bunch of vehicles do this at the same time, you might experience the game being unresponsive for a short time.
The solution to this would be to do pre-emptive pathfinding, ie start the pathfinding a few ticks before the vehicle enters the new tile and spread it out over a few ticks. I have been doing some work on this already, but there are catches...
Matthijs
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
Path finding is done on all vehicles every day.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
Do you have any competitors? In one game I had problems with one competitor making buses that had an invalid route so the game would block every day because that route was in an infinite loop.
Try to enable the new ai (in the game) to see if the slowdowns are gone
Try to enable the new ai (in the game) to see if the slowdowns are gone

Uncle Dex Says: Follow the KISS Principle!
This save is from a multiplayer game. It started going sluggy in a similar way and continues to do so when loaded in the single player mode.
Game version here is 0.4.0.1, pc specs are Athlon XP 2500 with 512 megs ram running linux.
Game version here is 0.4.0.1, pc specs are Athlon XP 2500 with 512 megs ram running linux.
- Attachments
-
- The Transport, 16th Apr 2036.sav
- (172.44 KiB) Downloaded 124 times
So pathfinding is the problem? But isn't being improved?
I don't have competitor in my company. Actually I reduced to half the amount of road vehicles in the map, and I can say the stuttering almost disappeared. There is still a very little freeze, but the game is playable anyways! Thanks very much for the tips from everybody!!! 


well my pc is intel celeron 2ghz(probably 64bit becouse the CPU is very small) 128mb ram(333mhz) video card is geforce fx5500 128mb agp x8
i do see some stopings but when i turn off details then it's back to normal.
Maybe your videocard just can't draw thath much sprites in that small time without stopping???
i do see some stopings but when i turn off details then it's back to normal.
Maybe your videocard just can't draw thath much sprites in that small time without stopping???
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
All intel chips are 32bit you fool... only 64 bit chips are the AMD Athlon/Opteron/Semperon 64s. small chip would mean less than the 900 pins required for 64bit.(intell tend to use multiprocessors, but they do have some 64 bit processors available, just don't seem to be publicly available yet, because they are buisness orientated.)
(don't know why but current CPUs need about 450 pins for 32bit and 900 for 64bit. this is stringe because imo, you should be able to easily do a 32bit processor with only 32data lines, 32 address lines, power, and some control lines, making less than 100. it is possable they could repeat lines for seperate speeds, but i thought this was all done VIA the north bridge of the motherboard chipset.)
(don't know why but current CPUs need about 450 pins for 32bit and 900 for 64bit. this is stringe because imo, you should be able to easily do a 32bit processor with only 32data lines, 32 address lines, power, and some control lines, making less than 100. it is possable they could repeat lines for seperate speeds, but i thought this was all done VIA the north bridge of the motherboard chipset.)
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
Ugh.. the stupidity of the cars is disgusting. I've had exactly the same error as Bigboo (with NPF on) and after reading this, I stopped all of my vehicles (no selling), and the game ran sooooo muchs smoother. Now, a question. Do my AI opponents also benefit from NPF? Because if they do, then I would have to somehow kill off all their cars (easily done with the patch configuration, but that wouldn't be fair would it?) or else my game will never be playable. Oh, and does the size of the map have anything to do with it, because the path-finding is 'global' isn't it? I'm running on a 512x512 map. The fact that Bigboo has solved his problem gives me new hope, because I was considering to quit OpenTTD just because of this NPF slow-down! 

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