Page 1 of 5

Bigger Maps 0.3.1

Posted: 15 Apr 2004 13:27
by Korenn
Bigger Maps for OpenTTD 0.3.1

Based on OpenTTD 0.3.0 and thus also released under the GPL (see LICENSE.TXT).
Extract into working ottd 0.3.0 directory to play.

Features:

- 1024*1024 mapsize
- save game extension .bsv for big maps
- For cargo payment rates transit days count 1/4th
- large map window size + 50%
- generating land in scenario editor also generates towns/industries
- planes maximum speed times 4 with slow acceleration
- high towns/industries settings produce really large amounts of towns/industries
- towns less likely to build fountains / statues... nothing to do with bigger maps but I just hate statue towns =]
- ai starting immediately means they start IMMEDIATELY. (I implemented this for testing, but I quite like it as a feature)

Bugfixes:

Fixed: Town names were double (it crashed sometimes when you click them)
Fixed: lower land option didn't work well ('it's already at sea-level', 'too close to the edge of the map', both not true)
Fixed: When creating a scenario it didn't save/load well.
Fixed: raise large land over edge bug
Fixed: some towns had 0 inhabitants
Fixed: desert map generation crash
Fixed: scroll bug: fast scrolling on maximum zoom out
Fixed: tileloop was too slow, now sped up to normal

Avoided: ai bug: buildtrackrecursive crashes / turned off ai train building
fixing this will mean a complete rewrite of the ai, which will be necessary anyways, but by the time that's done bigger maps will be in the official release ;)
I realise that this now permanently cripples the ai, but it couldn't handle the big maps anyway...

Not fixed: scroll bug - wrap around from extreme left tip to extreme right... No idea what causes this. Doesn't do any real harm.

Remarks:

- incompatible with small map savegames.
- incompatible with 0.3.0 bigmap savegames
- save games are ~ 1 Mb in size even when using zlib.
- map generation will take longer with industries or towns set to high.
- the sorting in the town list is turned off, qsort didn't work properly, I'm still looking into this.
- Any bugs that are part of Openttd 0.3.0 are part of the bigger maps version, please check if any found bugs aren't already posted on the sourceforge bug tracker.

Any bugs that were not reported for 0.3.0 can be posted at the Ottd forums at http://www.tt-forums.net/viewforum.php?f=29 in the bigger maps thread. (which is this thread)

have fun :mrgreen:

Bigger maps 0.3.1 win32 executable + files
http://home.student.utwente.nl/m.j.a.pl ... igmaps.rar

Bigger maps 0.3.1 source
http://home.student.utwente.nl/m.j.a.pl ... source.rar
(You also need the files from the win32 rar)

Posted: 15 Apr 2004 13:52
by Snorbuckle
:shock: That's enormous! Why do we need maps this big?

Anyway, I've found a few scrolling bugs. Scrolling to the far, far left point of the map sometimes makes it wrap round to the right, but you cannot go from the right to the left. Also, on the farthest zoom, scrolling rapidly, especially at the edges of the map, tends to cause a fatal error.

Posted: 15 Apr 2004 14:10
by Korenn
Snorbuckle wrote::shock: That's enormous! Why do we need maps this big?

Anyway, I've found a few scrolling bugs. Scrolling to the far, far left point of the map sometimes makes it wrap round to the right, but you cannot go from the right to the left. Also, on the farthest zoom, scrolling rapidly, especially at the edges of the map, tends to cause a fatal error.
I don't look at it like the maps getting bigger, more like the scale getting smaller :D

also for multiplayer you will need bigger maps because the normal ones get filled up in no time.

Bug noted.

Posted: 15 Apr 2004 14:43
by Roman
I really love those big maps, Korenn ( :bow: ), but would it be possible to add a switch to the difficulty settings window or the patch settings window where you could choose between, let's say, Small (256*256), Medium (512*512) and Large (1024*1024)? That would be really great! :)

Re: Bigger Maps 0.3.0

Posted: 15 Apr 2004 15:16
by dominik81
Korenn wrote:- tile updating on the map also takes longer.
Doesn't that mean the game will slow down enormously, at least when playing with many vehicles?

Re: Bigger Maps 0.3.0

Posted: 15 Apr 2004 15:40
by Nem
Korenn wrote:I have some features planned for the bigmaps so keep your eyes open for later (better) versions.
Hi Korren
I suggest you two modifications:

Could you split the land in four continents? This will make more naturally to use ships and airplanes instead of trains.

Like real world, could you modify the code of landing generation in a way that puts the 70% of resources concentrated in a few, different, areas? (in a continent if you follow my first suggestion) For example non all the nations have coal mines, but every nations use it. With this feature you must transport resources across the entire map.

As I said these are only suggestions.

Nem

Re: Bigger Maps 0.3.0

Posted: 15 Apr 2004 15:44
by Korenn
dominik81 wrote:Doesn't that mean the game will slow down enormously, at least when playing with many vehicles?
no it means that when you build a rail road it will take longer for the grass to grow back and fences to appear. nothing vital iaw.

Nem: changing the map generation is already an idea I'm working on.

but if you really want a nice map it can already be done with the scenario editor ;)

Posted: 15 Apr 2004 15:50
by wiggo
Korenn:
why don't you make so it update the tiles as fast as the 256x256 landscape? shouldn't be hard.
great work anyway =)

Posted: 15 Apr 2004 15:57
by Gustav
it's really buggy:

-the town names are all double (it crashes sometimes when you click them)
-lower land option doesn't work well ('it's already at sea-level', 'too close to the edge of the map', both not true)
-when creating a scenario it doesn't save/load well.

Posted: 15 Apr 2004 17:32
by Korenn
Gustav wrote:it's really buggy:

-the town names are all double (it crashes sometimes when you click them)
-lower land option doesn't work well ('it's already at sea-level', 'too close to the edge of the map', both not true)
-when creating a scenario it doesn't save/load well.
the double town names is only when you start a map with towns "high" - I know what is causing this and working on it.
lower land bug noted.
scenario saving / loading noted. hmm I thought I fixed that...

like I said it's a beta, I'm still working on ironing all the bugs out. Thanks for the feedback

Posted: 15 Apr 2004 19:34
by MagicBuzz
I think a good way to do "bigger map" better : do not change the amount (or very few) of cities/industries but make theim more far each together.

And when generating islands, doing biggers ones, with larger sea.

I mean that the big map should be an "enlarged" version of small map.

I think it should be great and very simple to change in the map generator :)

Posted: 15 Apr 2004 20:07
by GoneWacko
Korenn wrote:like I said it's a beta, I'm still working on ironing all the bugs out.
Tip: Try squishing. It generally works better with bugs.

Posted: 15 Apr 2004 20:11
by SHADOW-XIII
it is full of bugs ....
- towns are listed twice but there is 1 town on the map
- towns list doesn't have all towns
- I cannot rais lower tterrian, it either giving my "building on the way" or raise square giving me blank (no sprites there) parts of maps

edited: forgots to add it gives error while saving map

Posted: 15 Apr 2004 20:11
by MagicBuzz
It can't work on my computer.

When I launch a new random map (temperate), game freeze and nothing happens.

I killed 3 times the game after waiting 2 minutes each time.

Piv 2.8 Ghz with 2 GB DDR so I think after 2 minutes, even if it should be longer to build bigger map, the game hanged up.

Posted: 15 Apr 2004 20:55
by Korenn
bugs noted.

magicbuzz: I can't test it on other systems so sorry if it doesn't work...

most bugs solved already.

Posted: 15 Apr 2004 21:34
by MagicBuzz
Korenn wrote:bugs noted.

magicbuzz: I can't test it on other systems so sorry if it doesn't work...

most bugs solved already.
tell me what information you should need and i'll give it to you.

Posted: 15 Apr 2004 21:53
by MagicBuzz
I don't understand :)

I launched the game again, and changed city number from "high" to "low".

And now it works (and it's really fast to create a new game : less than half a second :)

Posted: 15 Apr 2004 22:07
by Korenn
ah yes.

high amount of towns was experimental, the same with high amount of industries.

both will work next version.

Posted: 15 Apr 2004 22:25
by MagicBuzz
got it.

I don't know if it's he speed of the compter, the amount of memory or the fact i'm using windows xp, but the game works only when setting "low" for both industries and cities. As soon as I change to normal (or higher) one of these setting the game hang when generating the map.

Posted: 15 Apr 2004 22:27
by MagicBuzz
edit : only town number raise the bug. But it appears when changing fro "low" to any other value, and not only when setting "hight"