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Excellent - thank you for confirming.
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I confirmed today's nightly build(#8d5c4f8).
Vehicle acts slowing down and stop as before and this crash does not occur.
It was fixed. Thank you. (´・ω・`)b
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[FR]Français (French) / Re: Matériel Français
« Last post by gauthier on July 19, 2018, 04:04:29 PM »
J'ai mis ton addon mais je ne vois rien de nouveau dans mes dépôts, peux-tu donner plus de détails sur ce que c'est censé être ?
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I agree that both intro dates should be specified. Let's see if the author (Gwalch) sees this thread or try sending him a private message.
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Quote
Hmm, I wonder how could this work with more than one level, since all information is passed as coord 2d, e.g elevated ways and cliffs.
It currently is done tile by tile. This means all grounds of a tile are refreshed as has always happened. The patch above does suffer from bad ordering however, something my next attempt might do better.
Quote
The is_halt_flag in flags in grund.h is obsolete, since a test for halthandle != 0 is even faster (no need to sort out bits). Maybe repurpose this flag as clean (or dirty) flag for the recalculation.
The next approach I am trying does not even need to use that flag as it keeps track of an area rather than individual tiles. If I must fall back to the previous approach I might try using that instead.
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Bug Reports / Re: [r8544] Is it true version number?
« Last post by HyperSim on July 19, 2018, 03:50:06 PM »
Thank you for answering my question.
In privious "back to nightly" commit, only small version number is changed.
Middle or major number is changed only at the time the new version is released.
So, I wondered there're some changes in polisy or something.
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Bug Reports / Re: [r8544] Is it true version number?
« Last post by prissi on July 19, 2018, 02:10:35 PM »
However, with the bugs fixed in the meantime (especially around local server and IP6), a bugfix release soon might be in order ...

Internally, all that counts is the save game version anyway.
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Hmm, I wonder how could this work with more than one level, since all information is passed as coord 2d, e.g elevated ways and cliffs.

The is_halt_flag in flags in grund.h is obsolete, since a test for halthandle != 0 is even faster (no need to sort out bits). Maybe repurpose this flag as clean (or dirty) flag for the recalculation.
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Bug Reports / Fast Forward Hard-coded Cap (glitch?)
« Last post by TheArchitect on July 19, 2018, 01:42:38 PM »
Hey guys, I've started making some config.tabs and pushed the game... Then I found several glitches regarding time acceleration which you may not be aware of:

As I developed my own config for Simutrans 64, on Steam, the issue arose that I could never get the game to fast forward faster than around 150x, that is despite putting numbers up to 25k on the config file. At first I thought it was an optimization issue, but my CPU is only being used around 10%, and so I decided to try and hold "." to speed up the passage of time and eventually reached speeds of 750x without a hitch. Therefore I assume that, somewhere in the code, is a cap on how fast the Fast Foward button goes. Could someone confirm and, if easy to fix, remove said cap from the game?
(edit: it should be noted the 150x cap happens regardless of map size or complexity and is independent from frame-rate)

Another interesting issue regarding time is that when accelerating time using "." vehicles start breaking speed records at ever increasing pace; In fact, I had several vehicles go some 40% or more above their max speed, such as a carriage team making 36km/h!
Hopefully, that rounding error can also be addressed in a future update.

Hope this report is useful, thanks for developing such a fun game!

PS: here are some images to illustrate:




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Yokoze "crazy" development series, by 128Na(maybe most famous Simutrans play video creator in Japan). Maybe Japanese addon developer that influenced by 128Na are majority.
https://www.youtube.com/playlist?list=PLf07Y1TVCC6bxzzbAmbYPuCCdJ7fm9Int

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