Oh my.Bjarni wrote:one for each steam/diesel cloud anywhere on the map.SirkoZ wrote:I see.
I must mention here, that I tried to play some of the OpenTTD COOP save games with around 1000 diesel/steam trains running at any time and it ran fine. How many vehicles does my patch "steal" from the array?

Oh boy - now how would I - a simple (open)TTD fan - a lousy programmer go about and do that (and I mean that)?Yes, but you will not like this. You will need to split eyecandy effects from vehicles, that affects the game. Overloading the eyecandy one will not affect the game while overloading the vehicle will.SirkoZ wrote:Is there any way to make the patch client-side?
Say we got close to the limit of vehicles in a game. One player (A) got really intense smoke from his steam trains, so he takes up say 20 vehicle space for each locomotive. Another guy (B) only use 8 vehicle slots for each steam locomotive. Eventually B will build a new vehicle and the game will allow him to do so because it can find free vehicle slots. The same goes for the server, so they both build the new vehicle. A already used all his slots for steam and the game will fail to build the vehicle and now we got a game, where all clients will not have the same amount of vehicles in the game -> desync.
I really can't see any easy way out of this one and splitting the vehicles and the "eyecandy vehicles" is a massive job.

No really - was any such task as decoupling of eyecandy vehicles (e.g. shadows,...) and vehicles planned by the OpenTTD developers? Because it sounds to me, that the whole graphics engine would have to be altered.

Now - I would suggest for the time being - let's try and test the worst possible scenario - how many steam/diesel engines could there be on one map that would not affect the buying/selling the same or other vehicles?
I know it's not the best sollution, but what I remember from the internet Mini_IN/Integrated_build games, there were never any problems with buying vehicles...
What say you?
