Recent Posts

Pages: [1] 2 3 4 ... 10
1
The server has now been restarted with a fixed version. I will compile downloadable executables for the fixed version soon. Apologies for the difficulties.

Edit: The fixed versions are now available for download.
2
Simutrans Extended Development / Re: No passengers generated
« Last post by jamespetts on Today at 11:06:19 AM »
I have split this from the other post as this is an entirely unrelated issue. I am currently investigating.

Edit: I think that I have identified the problem and I have just pushed a fix to the Github repository.
3
Excellent, thank you. Do let me know when you have updated your code.
4
Simutrans Extended Discussion / Re: Copy an existing line.
« Last post by jamespetts on Today at 11:04:43 AM »
But if I'm not mistaken, Promote to Line doesn't turn the convoy into anything - a new line, a copy, is created but it's empty. You have to manually assign the convoy to it.

That sort of enhancement may well be a project for the future, one day.
5
Simutrans Extended Discussion / Re: How to catch the commuters?
« Last post by jamespetts on Today at 11:03:39 AM »
You could introduce a Minimum Staff level for industries - the amount of workers who live on-site. If a coal mine is within walking distance of a town, it automatically gets only 10% of its labour supplied. If it isn't, it gets 50%.

I do not think that that makes much sense, as people never did live in a coal mine. That also fails to account for the visiting trips that those on-site passengers would make.
6
I do not have comprehensive data on that, but it equally affected at least one other Linux server set up to test this very problem.

Edit: Taking advantage of the lack of use of the server caused by the earlier bug relating to passenger generation, now fixed, I compiled a profiling build of Simutrans-Extended on the Bridgewater-Brunel server, started it with the usual saved game, connected to it with a client, and then stopped the server shortly afterwards.

This is the profiling text generated by that run. I have yet to analyse this, but I should be interested in any views on what the issues might be here.

Edit 2: It seems that grund_t::calc_back_image() is taking a huge amount of computational effort on the server. I also notice that this version has changed in Standard recently (including replacing a number of static casts with plain casts). I am incorporating those changes into Extended to see whether this helps.

I have to say, it is odd that a non-graphical build should have to be calculating images at all. Does anyone know whether this method/function is actually necessary in a command line server build, or whether it can safely be set to do something trivial or even just "return" if the colour depth is defined as 0?

Edit 3: Tests on my Windows machine show that, on a command line server build, using the COLOUR_DEPTH preprocessor directive, it is possible to replace the entire contents of grund_t::calc_back_image() with "back_imageid = IMG_EMPTY;" with no adverse effect.

Edit 4: I have now restarted the server with this optimisation: I shall be interested to see whether it makes any difference.
7
Patches & Projects / Re: Sort Vehicles in Depot Window
« Last post by HyperSim on Today at 08:00:06 AM »
Is there any opinions for this modifying?

The former layout is smaller but I removed the information to show how many vehicles in the depot.
The latter one is the layout based on the current layout.
In my opinion, the latter is better.

I restored the text block for now, but I think that block should be modified.
Vehicles without engines (ex. carriages and freight cars) do not have "Power:", "Gear:" information, so these space are useless. (Figure1)
And the same for vehicles without "Retire Date". (Figure2)
8
Due to a bug with the current nightly, do not play on the server.

Cities currently produce no passengers at all. Since all the companies depend heavilly on passengers for their income this means that all companies are making huge losses at the moment. Playing is pointless until this is fixed and will harm all companies by burning away their money and potentially bankrupting them.
9
Simutrans Extended Development / No passengers generated
« Last post by DrSuperGood on Today at 07:31:42 AM »
The most recent nightly seems to have messed up passenger numbers. From my lines running near 100% capacity they now run near 0% capacity. In fact generating passengers at all is extremely hard now. From over 4,000 passengers per month at some docks they are now hitting a massive 150.

In fact most towns now say they have produced 0 passengers (attempted trips, the potential passenger generation for a city) in total all month. Something is really VERY broken now, passengers are not being generated at all.
10
Seems to have made very little if not no difference at all to the server.

Does this problem affect all Simutrans Extended Linux command line servers or just yours?
Pages: [1] 2 3 4 ... 10