bigermaps update `?
Moderator: OpenTTD Developers
bigermaps update `?
is a update in the works or is that project dead ?
Ellrik
Ellrik
- lucaspiller
- Tycoon
- Posts: 1228
- Joined: 18 Apr 2004 20:27
I think a new patch for biggermap is quite possible.
All the source codes (including nightly build) are available now, exe, maybe you could have a try.
"[newgrf]" is a must have feature, so that you could use new trains in the game. "Abandoned Roads" is another very useful feature (if it's available in OpenTTD)...
I just know how to replace graphs for building, don't know much about coding...
Here is one from Michael Blunck!
Edit: I believe MB hasn't released his building set yet. Please don't post his work in progress without getting prior consent from him. - Darkvater
All the source codes (including nightly build) are available now, exe, maybe you could have a try.
"[newgrf]" is a must have feature, so that you could use new trains in the game. "Abandoned Roads" is another very useful feature (if it's available in OpenTTD)...
I just know how to replace graphs for building, don't know much about coding...
Here is one from Michael Blunck!
Edit: I believe MB hasn't released his building set yet. Please don't post his work in progress without getting prior consent from him. - Darkvater
I am currently working on an good implementation of biggermaps (it even makes possible to pick your own mapsize (even very small ones, REALLY cool )), in the hope it will be implanted in OpenTTD itself. It is finished, but needs finalizing (mostly: making the savegame backwards compatible). Also, I am waiting for ludde what he thinks of it. So I hope that I can finish it pretty soon.
Also, the AI-bugs in biggermaps 0.3.1 (the AI was disabled because of it ) are solved.. it is cool to see an AI work over a 1024x1024 map
Also, the AI-bugs in biggermaps 0.3.1 (the AI was disabled because of it ) are solved.. it is cool to see an AI work over a 1024x1024 map
Can I be the first to ask how long b4 it comes out?TrueLight wrote:I am currently working on an good implementation of biggermaps (it even makes possible to pick your own mapsize (even very small ones, REALLY cool )), in the hope it will be implanted in OpenTTD itself. It is finished, but needs finalizing (mostly: making the savegame backwards compatible). Also, I am waiting for ludde what he thinks of it. So I hope that I can finish it pretty soon.
Also, the AI-bugs in biggermaps 0.3.1 (the AI was disabled because of it ) are solved.. it is cool to see an AI work over a 1024x1024 map
Thats great! So if its gonna come out within two weeks i see no use for making biggermaps from svn.TrueLight wrote:I am currently working on an good implementation of biggermaps (it even makes possible to pick your own mapsize (even very small ones, REALLY cool )), in the hope it will be implanted in OpenTTD itself. It is finished, but needs finalizing (mostly: making the savegame backwards compatible). Also, I am waiting for ludde what he thinks of it. So I hope that I can finish it pretty soon.
Also, the AI-bugs in biggermaps 0.3.1 (the AI was disabled because of it ) are solved.. it is cool to see an AI work over a 1024x1024 map
Hold your horses, can't tell if the devs are going to accept it.. but Exe, come to IRC, so we can talk.. Darkvater told me you worked on it as well.. sharing experience is always a good thingexe wrote:Thats great! So if its gonna come out within two weeks i see no use for making biggermaps from svn.TrueLight wrote:I am currently working on an good implementation of biggermaps (it even makes possible to pick your own mapsize (even very small ones, REALLY cool )), in the hope it will be implanted in OpenTTD itself. It is finished, but needs finalizing (mostly: making the savegame backwards compatible). Also, I am waiting for ludde what he thinks of it. So I hope that I can finish it pretty soon.
Also, the AI-bugs in biggermaps 0.3.1 (the AI was disabled because of it ) are solved.. it is cool to see an AI work over a 1024x1024 map
Hehe, altering the AI took a lot of time, but it looks pretty cool now.. they almost look smart Here some shots..
ps: I just pressed fast forward and watched the AI going
ps: I just pressed fast forward and watched the AI going
- Attachments
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- Look at the amount of vehicles..
- BigMap AI Trains.png (32.62 KiB) Viewed 6661 times
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- Here you can see how amazing good more then one AI is doing..
- BigMap AI Overview.png (128.53 KiB) Viewed 889 times
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- A bigmap with multiple AI working their way.. looks pretty cool not?
- BigMap AI Mapview.png (32.13 KiB) Viewed 6661 times
Truelight, have a talk with msalters, who is also working on AI. Might result in some interesting stuff http://www.tt-forums.net/viewtopic.php? ... sc&start=0TrueLight wrote:Hehe, altering the AI took a lot of time, but it looks pretty cool now.. they almost look smart Here some shots..
ps: I just pressed fast forward and watched the AI going
TrueLight: "Did you bother to read any of the replies, or you just pressed 'Reply' and started typing?"
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
Hehe The only thing I did was fixing the bugs in the AI.. wrong algoritm for picking an industry or a city.. and stuff like that What he is doing, that is amazingDarkvater wrote:Truelight, have a talk with msalters, who is also working on AI. Might result in some interesting stuff http://www.tt-forums.net/viewtopic.php? ... sc&start=0TrueLight wrote:Hehe, altering the AI took a lot of time, but it looks pretty cool now.. they almost look smart Here some shots..
ps: I just pressed fast forward and watched the AI going
Great Work! TrueLight, what you have done so far is quite impressive! I can't wait anymore! Hope to see the first release very soon!TrueLight wrote:Hehe The only thing I did was fixing the bugs in the AI.. wrong algoritm for picking an industry or a city.. and stuff like that What he is doing, that is amazingDarkvater wrote:Truelight, have a talk with msalters, who is also working on AI. Might result in some interesting stuff http://www.tt-forums.net/viewtopic.php? ... sc&start=0TrueLight wrote:Hehe, altering the AI took a lot of time, but it looks pretty cool now.. they almost look smart Here some shots..
ps: I just pressed fast forward and watched the AI going
-
- Engineer
- Posts: 2
- Joined: 26 Jun 2004 21:28
@truelight: I applied your "TileIndex and SmallBugFixes (BigMap 1)" to the current SVN version under Linux.
When starting a new game, after some seconds (up to about 1 minute) of playing, the game aborts with:
ttd: station_cmd.c:478: GetAcceptanceAroundTiles: Assertion 'y1 < y2' failed.
Aborted
The Climate doesn't affect this. One time, a competitor built an aircraft, but aborted soon after. When applying only your AI-Fixes Patch ("BigMap 2"), it all
works fine.
When starting a new game, after some seconds (up to about 1 minute) of playing, the game aborts with:
ttd: station_cmd.c:478: GetAcceptanceAroundTiles: Assertion 'y1 < y2' failed.
Aborted
The Climate doesn't affect this. One time, a competitor built an aircraft, but aborted soon after. When applying only your AI-Fixes Patch ("BigMap 2"), it all
works fine.
About that first problem.. I guess you mean line 378? Else check if you used a clean SVN before aplying the patch..miargep142 wrote:@truelight: I applied your "TileIndex and SmallBugFixes (BigMap 1)" to the current SVN version under Linux.
When starting a new game, after some seconds (up to about 1 minute) of playing, the game aborts with:
ttd: station_cmd.c:478: GetAcceptanceAroundTiles: Assertion 'y1 < y2' failed.
Aborted
The Climate doesn't affect this. One time, a competitor built an aircraft, but aborted soon after. When applying only your AI-Fixes Patch ("BigMap 2"), it all
works fine.
The main problem: I can not reproduce your problem. I myself am using Windows, 2 compilers, both no problem. Works like a beauty.. will look into it.. tnx for testing
About that aircraft, you mean after patching? I did not touch aircraft control, so I guess it has always been there.. the AI needs some way of first checking it has the money to do stuff, before doing..
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