TGP - Merged

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

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Rubidium
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TGP - Merged

Post by Rubidium »

TGP has been merged with trunk. The next nightlies will therefor contain TGP.

Any bugs found in TGP can be reported at http://bugs.openttd.org

Thanks for testing!

Rubidium & TrueLight

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The last few weeks we have been working hard on a new feature, nicked TGP. Today we release the first test-version of this new feature.

In order to make sure the new feature is without bugs, we ask all of you to give it a spin. Download the binary (see below), run it, check the new features, try them a bit, and report back to us what you think of it.

TGP brings the following new features:
- New optional landscape generator (TerraGenesis Perlin)
- Loading of heightmaps (needs either SDL or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made created with OpenTTD TGP)
- Many new, world generation related, things
- Many internal cleanups and rewrites
- New console command 'getseed': get the seed of your map and share it with others
- Stats: 555 lines changed, 3609 new lines, 89 new strings

You can download this test-release (and heightmaps) from here. Or, for the users of SVN, from svn://svn.openttd.org/branches/TGP
Bugs, problems and suggestions you can either post here or mail {truelight or rubidium}@openttd.org

Warning: savegames created with this version of OpenTTD are not loadable in other OpenTTD versions!!

Via this way we want to thank the people who helped making this possible: Belugas, DaleStan, KUDr, RichK67, Rubidium, and TrueLight (alphabetic)
Many thanks to those people who helped testing: Arnau, Bjarni, glx, and tokai (alphabetic)

Thank you for testing and we hope to bring more cool new features soon!

Rubidium & TrueLight
Last edited by Rubidium on 19 Aug 2006 10:07, edited 4 times in total.
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skidd13
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Post by skidd13 »

First of all awesome work. The svn (5758) works realy fast and create's an amazing landscape.

Generation time (max. mapsize):
  • toyland ~ 25 sec.
  • temperate ~ 30 sec.
  • desert/tropical ~ 40 sec.
  • arctic ~ 70 sec.
Generation PC:
  • AMD Athlon 2600+
  • 512MB RAM
  • Debian GNU Linux (SID)
  • Kernel 2.6.17 (adapted one)
  • no changed compile args @ ottd_tgp complieing
Just a small thing there should be a similar thing like the snow level in the desert/tropical to create maps more desert like or more tropical like maps.
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Post by Mateo »

Thanks, looks great!

However, found one bug. If I select a completely black heightmap, then Windows style error box was displayed: "could not create any towns" (or something like that) and after that OpenTTD completely hang and I had to kill the application from Windows.

There is also one usability issue. Size of the map selection boxes were removed from the main screen, but still terrain type selection is still remaining. If you select "create new scenario" from the main screen, you don't know what is currently the size of the map. So, my suggestion is to remove the terrain selection buttons from the main screen too and replace it with just an OpenTTD logo. When scenerio editor is started, show automatically the landscape generation window, but also include an option to generate just an empty land.

I also have another feature suggestion: To be able to scroll the map with arrow keys while the map generation is in progress.
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Post by TrueBrain »

Mateo wrote: (..) "could not create any towns" (..)
Nasty bug, nice found :) Will fix it ASAP.
Mateo wrote: There is also one usability issue. (..)
You are right, we need an other dialog here!
Mateo wrote: I also have another feature suggestion: To be able to scroll the map with arrow keys while the map generation is in progress.
This will never be possible. Because the game isn't designed with so called Threads in mind, it is very hard to implement it later on. Now what happens when you can move around in the map, while generation, is that the draw function can read a tile, while the generate function is writing in it, at the same time!! So then you get memory corruption, nasty and weird crashes, etc etc etc... so sadly enough, this is a technical limiation of the way we are handling the progress bar :)

Tnx for your feedback!!
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Post by fOrfRieNds »

Can you implement an elrail off switch? :P
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Post by Mateo »

I think I found another bug too. If I select 64x2048 (or 128x2048 or 256x2048) map, there are typically too many lighthouses near the short edges (see the screen shots). Not always, but very often. But if I select eg 64x256 map, I cannot reproduce the bug.
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Post by Rubidium »

Mateo wrote:I think I found another bug too. If I select 64x2048 (or 128x2048 or 256x2048) map, there are typically too many lighthouses near the short edges (see the screen shots). Not always, but very often. But if I select eg 64x256 map.
This bug should be solved in SVN; it placed about as many lighthouses on each edge of the map, now it places them randomly around the perimeter.
It is, however, still (theoretically) possible to have groups of lighthouses, but the chances are much much smaller.
Mateo wrote:I cannot reproduce the bug.
You can when you remember the seed you used to generate the map. If you enter that seed for the next generation, you should get the exact map you had before.
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Post by skidd13 »

I noticed a small bug.
If I start with the highmap kamchatka in scenario editor and I want to place a random town in the map an message appears. (Even if there is no town on the map) If I press the button a few times a town will be build although.

SVN-Version 5768
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Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
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Post by Born Acorn »

Rubidium wrote:This bug should be solved in SVN; it placed about as many lighthouses on each edge of the map, now it places them randomly around the perimeter.
It is, however, still (theoretically) possible to have groups of lighthouses, but the chances are much much smaller.
It still happens when there is a large esturary or gap in the water. They tend to clump. (I did an SVN checkout before this post)

Notes/Bugs:
-Still no or very little Oil Rigs in the sea.
-Still no logging mills in Sub-Tropical. This may be intended, but perhaps a checkbox?

Suggestions:
-A checkbox to join towns by road. (May be too much work for little benefit, but I remember this should be easy, as Hackykid once said)
-Re-add Oil Rigs and Logging Mills


Great work though. I am very impressed.
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Post by richk67 »

Logging Mills in sub tropical are meant to be paid for and placed by the player!!

Oil rigs only come along in the late game. I dont know if you generate a game beyond the oil-rig start date (??) whether it creates oil rigs or not. Worth testing.
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Post by Born Acorn »

I've been trying from 1950 to 2050, and no Oil Rigs.

I've also always believed funding industries degrades the game. Hence, placing my own logging mills could count as that. It would be nice if it could be checkboxed.
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Post by Graphite »

When compiling the code from the trunk in Visual C++ 2005 express edition I got the following two warnings:

Code: Select all

d:\external\openttd (tgp)\genworld_gui.c(162) : warning C4293: '<<' : shift count negative or too big, undefined behavior
d:\external\openttd (tgp)\genworld_gui.c(162) : warning C4293: '<<' : shift count negative or too big, undefined behavior
These pertained to the following line in genworld_gui.c:

Code: Select all

if (_patches_newgame.land_generator == 0) w->disabled_state |= (1 << 32 | 1 << 33);
Considering that the disabled_state is a uint32, I tend to agree with Visual C++ that this is probably eronous, since it tries to set bits that aren't even there. Considering that, I wonder whether it even works if you actually compile the game and run it, since it can't possibly read those bits either.
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Post by Darkvater »

Born Acorn wrote:I've been trying from 1950 to 2050, and no Oil Rigs.

I've also always believed funding industries degrades the game. Hence, placing my own logging mills could count as that. It would be nice if it could be checkboxed.
It's called a sawmill and it's the only industry that is supposed to be "planted" by the player. I don't think it should be ever generated, especially when they remove trees from the vicinity.

The only thing the sawmill needs is to give exclusive rights to the player that built it.
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Post by RMJ »

Looks really nice :) generates some fine maps. I was just wondering if you could makeit possible to also change cities and industries by number. As i think there are always to many cities and even the low makes quite A LOT of cities :P
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Post by Villem »

Darkvater wrote:
Born Acorn wrote:I've been trying from 1950 to 2050, and no Oil Rigs.

I've also always believed funding industries degrades the game. Hence, placing my own logging mills could count as that. It would be nice if it could be checkboxed.
The only thing the sawmill needs is to give exclusive rights to the player that built it.
That would degrade the game by A LOT imo, the point of the game is not to have exclusive industries for yourself so you have assured income. Competition should be always possible, no matter who funds the industry.

Think funding of industries as sponsoring it, they have most of the money, and you just give them the final amount they need. You get a industry you can serve, but you do not own it. If you remove chances to compete for resources, you degrade the game. Are you a true Tycoon if you can just sit on your behind, and fund sawmills to insure your income, while nobody can compete for it?
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Post by mike[F] »

This is an amazing OTTD improvement. It generates some trully beautiful landscapes.
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Post by Darkvater »

Akalamanaia wrote:Think funding of industries as sponsoring it, they have most of the money, and you just give them the final amount they need. You get a industry you can serve, but you do not own it. If you remove chances to compete for resources, you degrade the game. Are you a true Tycoon if you can just sit on your behind, and fund sawmills to insure your income, while nobody can compete for it?
Yes, you are right. I meant to say that "the only possible improvement the sawmill might need is...".
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Post by Born Acorn »

Or it could replant it's own trees.

But anyway, I have tried TGP in the following years, with industries and towns both on high:

1925
1950
1975
2000
2025
2050

and had no Oil rigs at all. Is this known, or a bug? For one of the only industries which encourages use of ships, leaving them out would only be further neglect of the shipping part of the game.
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Post by skidd13 »

In tropic, I noticed someting strange with the farms. Look yourself:
SORRY for the huge screenshot
SVN 5773
Map size: 256 x 512
# of t.: low
# of i.: low
r. seed: 1439712134 (not quite the same but similar)
gen.: TG
tree a.: improved
t. type: maountainus
s. level: high
smoth.: very rougth
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Unbenannt, 30. Jan 2000.png
Nice Artwork, but not very realistic. =)
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Post by Darkvater »

skidd13 wrote:r. seed: 1439712134 (not quite the same but similar)
That is totally useless. Even a 1-off seed will yield totally different results with a random number.
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