Final Save of a #openttdcoop game
Moderator: OpenTTD Developers
Final Save of a #openttdcoop game
Hello Forums,
there is a map that kept us hypnotized for about 1.5 months. Now, we are proud to have a final save of this very special game. It is the largest network we have built yet. You are very welcome to have a look at it and post some comments here.
http://openttdcoop.ppcis.org/blog/files ... _Final.sav
Note:
NPF = off. Do not turn NPF on (CPU hell). Also, this game is built without NPF and therefore we do not know how it behaves with NPF turned on.
Credits to:
Brianetta, who is so kind to host our mainserver as well as our sandbox server (for our upcoming members).
uLiKo for many many comments on wrong signals and even some buildings in the end.
Osai for his construction skills and our new Blog ( http://openttdcoop.ppcis.org/blog/ )
e1ko for his constructions.
RichK and CuBiC for their Hubs.
And of course all members of #openttdcoop for this weird network.
Edit:
Special thx to peter1138 for doing nothing we can remember
there is a map that kept us hypnotized for about 1.5 months. Now, we are proud to have a final save of this very special game. It is the largest network we have built yet. You are very welcome to have a look at it and post some comments here.
http://openttdcoop.ppcis.org/blog/files ... _Final.sav
Note:
NPF = off. Do not turn NPF on (CPU hell). Also, this game is built without NPF and therefore we do not know how it behaves with NPF turned on.
Credits to:
Brianetta, who is so kind to host our mainserver as well as our sandbox server (for our upcoming members).
uLiKo for many many comments on wrong signals and even some buildings in the end.
Osai for his construction skills and our new Blog ( http://openttdcoop.ppcis.org/blog/ )
e1ko for his constructions.
RichK and CuBiC for their Hubs.
And of course all members of #openttdcoop for this weird network.
Edit:
Special thx to peter1138 for doing nothing we can remember
ty very much Mucht,
it was a lot fun to play this game and it is really an amazing network.
to built 1000 trains is an easy thing, but to let them roll in an extremely complicated network is an test for all your skills in construction.
I really enjoyed gaming with all of you guys and the next game has already its cash-maker-line.
Hopefully a lot of you will be on the tracks again!
Osai
it was a lot fun to play this game and it is really an amazing network.
to built 1000 trains is an easy thing, but to let them roll in an extremely complicated network is an test for all your skills in construction.
I really enjoyed gaming with all of you guys and the next game has already its cash-maker-line.
Hopefully a lot of you will be on the tracks again!
Osai
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- train #1000
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- webfreakz.nl
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Whoohoo! Great map! Very sick indeed
What about increasing the production values? That could be a good idea for your next game! Every farm/coal mine etc produces up to 2040 tons / month. Now that's a challenge! (And this on a 2048x2048 map)
btw: You still don't make 1 billion/year
What about increasing the production values? That could be a good idea for your next game! Every farm/coal mine etc produces up to 2040 tons / month. Now that's a challenge! (And this on a 2048x2048 map)
btw: You still don't make 1 billion/year
# Programming is like sex, one mistake and you have to support it for the rest of your life. (Michael Sinz)
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Getting rid of the giant train in the bottom corner sliced the lag off by 2/3rds on my 100MHz machine.
I like how there are still signs dotted around of people designing parts and discussions on the problems; gives a good insight into how it's made. I also like how turning "TTD-Patch Non-Stop handling" off completely jams up the ENTIRE network.
Regardless, that game was awesome, and I'm suprised it actually loaded, let alone run on my machine.
I like how there are still signs dotted around of people designing parts and discussions on the problems; gives a good insight into how it's made. I also like how turning "TTD-Patch Non-Stop handling" off completely jams up the ENTIRE network.
Regardless, that game was awesome, and I'm suprised it actually loaded, let alone run on my machine.
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- webfreakz.nl
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guiltyvictim wrote:Without NPF I noticed a lot of trains just getting stuck at stations because they're all queuing up for the same platform, so I don't really understand what's going on.
Take a peek at your patches and turn that one on, they'll get past checkpoints much more quickly.Seven Force wrote:I also like how turning "TTD-Patch Non-Stop handling" off completely jams up the ENTIRE network.
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Seven Force wrote:guiltyvictim wrote:Without NPF I noticed a lot of trains just getting stuck at stations because they're all queuing up for the same platform, so I don't really understand what's going on.Take a peek at your patches and turn that one on, they'll get past checkpoints much more quickly.Seven Force wrote:I also like how turning "TTD-Patch Non-Stop handling" off completely jams up the ENTIRE network.
I have that on by default, toggling it doesn't change the problem. Can someone list their entire settings here for me to compare notes?
Trains are picking wrong paths which leads to dead-ends, also at pre-signal blocks they're all picking the same exit which is what's causing the jams, which leads me to believe it's NPF related.
OK, since people are having trouble, here (3.6k) is the openttd.cfg which was used during actual game play on my server. The only change is that I have removed the password lines and server IP specification.
PGP fingerprint: E66A 9D58 AA10 E967 41A6 474E E41D 10AE 082C F3ED
Nice load balancing system.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
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As stated before, you need a nightly. It doesn't work with 0.4.0.1 !Silvan wrote:Loading failed
# Programming is like sex, one mistake and you have to support it for the rest of your life. (Michael Sinz)
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