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41
Simutrans-Extended gameplay discussion / [New release] Simutrans-Experimental 10.16
Last post by jamespetts -
A new version of Simutrans-Experimental is available to-day: Simutrans 111.2.1 Experimental 10.16. See here for more information on how to download, install and set up the latest version. For those already familiar with the installation and setup, here are some quick links:

Note that the Windows binaries contain the Windows version of the no-graphics server, Makeobj and Nettool.

This is a bugfix release, with some minor feature changes. See here for information on the 10.12 release, which was a very substantial upgrade on the previous 10.11 release. See here for information on the previous bugfix release, 10.15.

I have included the version compiled with IPv4 only in the Windows binaries, as some users were reporting frequent desyncs when using Windows XP in 10.4.



A full list of changes follows.

Changes since 10.15
  • CHANGE: The button for ownership on the map legend was too dark for the text to be legible - changed to turquoise
  • FIX: Upgraded factories did not spawn fields.
  • ADD: city attractions and town halls can be defined to be build for more than 65535 citizens (Dwachs - from Standard)
  • CHANGE: Reduce from an to a warning when an impossible average speed is detected to avoid clogging logfiles.
  • FIX: More responsive GUI in the player list for allowing/withdrawing access to other players.
  • FIX: Crash on rebuilding stops in the same place as a different player.
  • CHANGE: Update the credits
  • CHANGE: Increase the rate with which obsolete industries close down, to make them more likely to close or be upgraded before the long-stop date for doing so (which resulted in many industries closing all at once).
  • FIX: The actual industry density was not adjusted when industries were upgraded.
  • CHANGE: Where there is a deficiency of industry, ensure that there is at least an 8% chance of a new industry chain being generated every month so as to restore the correct level of industry within, on average, a year. (1/12 = 8.33%)
  • FIX: Crash on upgrading industries in some cases
  • FIX: Rounding errors in the industry density code resulting in inadequate precision of detection of industry density on loading and saving, resulting in turn in slow industry growth relative to the population.
CHANGE: Normal distribution for randomised journey time tolerances (needs further work).
  • FIX: Crash when the ground under a stop is removed in some cases.
  • FIX: Diagonal tracks became invisible when the season changed.
  • CHANGE: Some slight refinements of the p****enger generation algorithm to make finding towns within range slightly more efficient and effective, especially for local p****engers.
  • CHANGE: Increase the number of retries for finding a destination within range in a town
  • FIX: Unusual timetables would sometimes result in anomalous point to point journey times.
  • CODE: Slight optimisation in convoy loading code (Bernd Gabriel)
  • FIX: Reduced cost of building on one's own land was not applied properly (overwritten before being used; thanks to Lefthand for the fix)
  • FIX: Crash on calculating braking distances in some cases.
  • CHANGE: Do not charge refunds to overdrawn players.
  • ADD: Players' roads will be adopted by towns if they are built within the boundaries of a town. This does not apply to the public player.
  • FIX: In some cases, the maintenance cost of roads was not correctly adjusted for the diagonal.
  • CHANGE: Players can now allow access to the public service player. This will allow private cars to use their roads. Otherwise, private cars will not use players' roads.
  • ADD: Private cars will now provide a toll of 1 SimuCent (0.01c) per tile of player's road traversed.


Feedback and testing

Thanks also to all those who have tested Simutrans-Experimental and provided useful feedback: it is very much appreciated. Any feedback from this version would, as ever, also be very much appreciated, including (1) the new features introduced in 10.12 (braking physics, Carl's new timing/spacing features, the elevated way restrictions, underground station and signal restrictions); (2) online play (see here for a list of Simutrans-Experimental servers); (3) general bug reports; (4) information as to how well-balanced that the game is; (5) any difference in approach/strategy needed for Simutrans-Experimental as over Simutrans-Standard; and (6) any other useful feedback.

I shall bid people good playing, and look forward to any feedback!

Note

This topic is locked, as it is intended to serve as an announcement. To report a bug or otherwise give feedback, please start a new thread for each bug/topic. To ask a question about how to obtain Simutrans-Experimental, use this thread.
42
Larger Projects / Re: German in the code
Last post by whoami -
I guess it would be useful to share the current state of the little tool and the tables, no matter how messy and incomplete the whole thing still is (the translation table started as a quick setup to be able to evaluate the whole approach, therefore needs to be restructured). WARNING: RUN THIS ONLY ON A COPY OF THE FILES! They are expected in .\trunk-copy (I advise to use "clean"ed source code, the IDE, if any, must not keep the files open). The script needs Perl >=5.8, for Windows e.g. the free "Community Edition" from ActiveState: http://www.activestate.com/activeperl -

The file tr.cmd is a frontend to save typing on Windows, the actual file translate.pl should run on any platform (EDIT: but the file names will be shown with \'s). You might need to adapt the paths in it and then call:
tr phase1 check
tr phase1 sim
tr phase1 translate
tr phase2 check
tr phase2 sim
tr phase2 translate
The sim and check calls are optional and do not change the files. But if "check" shows warnings, sim/translate will fail. EDIT: A lot of output is printed on the screen - you better minimize the cmd.exe window or switch off debug output in order to achieve acceptable performance. If additional translations have been entered in the text tables, a delta update can be run with the same commands, but a check is not possible after translation, and phase 1 must not run after phase 2 changes have happened.

I do not have access to a (commercial) refactoring tool, which could do the whole job or at least help a lot. For parsing C++ (in Perl), I did not find much (as opposed to plain C), but if I use GCC's dump function, it would still be much easier (and probably faster at runtime) than writing a C++ p****r and dependency tracker on my own.
But this kind of understanding of the code would only save the unnecessary phase1 changes (due to false conflicts) and allow for better texts in some cases.

EDIT: the current version translates single words in comments, but not in strings of any kind.
43
[PT]Português (Portuguese) / Re: Discussão sobre o PT-SubFórum
Last post by IgorEliezer -
Gostaria de fazer um comentário sobre o Fórum Internacional do Simutrans:

Parece que quebramos duas vezes em seguida o record de número de posts desde Outubro de 2009. :::)

Era 2643 em Fevereiro de 2010
Era 2770 em Janeiro de 2012
Agora 3059 em Fevereiro de 2012
44
Simutrans-Extended closed bug reports / Query about quickstone error
Last post by jamespetts -
In debugging an error, the origin of which I have not been able to trace, in Simutrans-Experimental's recent server game, I found that the program would crash in the following lines in quickstone_tpl.h:

Code: [Select]
if(  data[id]!=NULL  &&  data[id]!=p  ) {
                dbg->fatal("quickstone<T>::quickstone_tpl(T*,uint16)","slot (%d) already taken", id);
            }

It appeared to come from the code for loading stops, and when I manually moved the line of code execution past the error in a debugger, it would simply return to the breakpoint that I had set there many times over, indicating that, for a particular saved game, the error recurred many times. This was consistent on loading one particular saved game. I commented out the dbg->fatal line, expecting the game either to crash with some access violation when loading or the actual map to be corrupted or missing lots of data (I was hoping that it would help in diagnosing where the problem occurred), but, curiously, when loading the game with that line commented out, it seemed to work fine. More curiously, when then re-saving the game and opening in the released version without that line commented out, that new save also worked without difficulty, with the error not recurring.

Do any of the developers who have more understanding of how the quickstones work than I have any idea what might be going on here? I must admit to being quite mystified.