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Ver. 1.4.0 RC1 Slow landscape generation time in Scenario Editor #5840

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DorpsGek opened this issue Dec 30, 2013 · 5 comments
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Ver. 1.4.0 RC1 Slow landscape generation time in Scenario Editor #5840

DorpsGek opened this issue Dec 30, 2013 · 5 comments
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@DorpsGek
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Aycliffe opened the ticket and wrote:

Whenever I try to create a new 2048x2048 scenario it takes a long time generating both rivers and towns both automatically and manual placement on a map. When creating many random towns it freezes for ~ 1min before becoming responsive. I had ver 1.3.3 before and it was a lot faster than it is now.

I am currently unable to supply a save game as I am mobile and have no access to a pc.

Reported version: other
Operating system: Windows


This issue was imported from FlySpray: https://bugs.openttd.org/task/5840
@DorpsGek
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DorpsGek commented Jan 2, 2014

frosch wrote:

What NewGRF are you using?
What is the game year when you try to generate towns?

Some NewGRF provide hard restrictions for spawning stuff, and may make it very hard to spawn a medium sized town in early years.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5840#comment12887

@DorpsGek
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DorpsGek commented Jan 4, 2014

Aycliffe wrote:

This was the active GRF list used:

Game start year was set to 1980.

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This comment was imported from FlySpray: https://bugs.openttd.org/task/5840#comment12894

@DorpsGek
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MJP wrote:

Interesting case, it reminds me what I've seen this weekend while I wandered in
_GenerateWorld(). In the process, I happened to switch from a very old and bloated
openttd.cfg to a freshly generated one. I observed great differences and I thought
it was due to an old parameter with a wrong value. Reading this case made me wonder
why such a difference occured. Per chance I kept my old .cfg so I compared and
pinpointed as follow:

[game_creation]
town_name = english
landscape = temperate
snow_line_height = 7
starting_year = 1950
land_generator = 1
oil_refinery_limit = 32
tgen_smoothness = 1
variety = 0
generation_seed = 129574796
tree_placer = 2
heightmap_rotation = 0
se_flat_world_height = 1
map_x = 11
map_y = 11
water_borders = 15
custom_town_number = 1
custom_sea_level = 2
min_river_length = 16
river_route_random = 5
amount_of_rivers = 2

Time to generate a 2048*2048 (seed 1234) is 7 583 ms.

Now, I change:
1/ town_name = english, variety = 2 -> 12 178 ms
2/ town_name = french, variety = 0 -> 141 513 ms, industry generation takes ages
3/ town_name = french, variety = 2 -> 60 956 ms, industry generation takes ages
4/ town_name = danish, variety = 0 -> 7 170 ms
5/ town_name = danish, variety = 2 -> 10 320 ms

All previous is done with "French Town Names r5" in my "Inactive NewGRF files".
I delete the NewGRF file on disk.
It is not in the "Inactive NewGRF files" list anymore.

I do again the game creation with "town_name = french":
1/ variety = 0 -> 134 573 ms
2/ variety = 2 -> 57 533 ms
Same problem: industry generation takes ages.

That was with r26235... And a few patches I forgot to remove, ruining the test validity :(

OK, trying again with the same config and a clean r26246:
1/ english -> 9 303 ms
2/ danish -> 9 021 ms
3/ french -> 156 854 ms
Same problem with industry generation. Does OpenTTD take into account the real economic crisis?

And the maps generated with same seed + game creation options differs greatly in
industries and towns disposition when I change the language. Surprising.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5840#comment12919

@DorpsGek
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Rubidium wrote:

I guess the problem is that there are only about 80 possible French town names, so the likelyhood of a name collision is pretty high. With higher variety there are more flat areas, so a higher chance a town can be build.

On a 2048 by 2048 map it wants to build a few thousand towns, but can only manage about 80. With not much flat land and the high name collision it might even be significantly less than that.

Anyhow, few towns means many attempts to build industries when there's simply no town that does not have a specific industry type. As a result lots of attempts (up to 2000) per single industry count it should build. This then results in the slow industry generation.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5840#comment13318

@DorpsGek
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andythenorth closed the ticket.

Reason for closing: Won't fix

Caused by content, not OpenTTD.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5840

@DorpsGek DorpsGek added Core flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) labels Apr 7, 2018
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