Infrastructure sharing 2.1.1
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Re: Infrastructure sharing 2.1.1
I figured it out, you can not make a switch into another network, you have to connect at an "open end" or station.
Re: Infrastructure sharing 2.1.1
This is a version that leave bankrupt company's rail related infrastructure. Just really tiny patch.
diff: https://github.com/koreapyj/openttd-1.5 ... 2ff25.diff
Code: https://github.com/koreapyj/openttd-1.5.3/tree/IS2.2
diff: https://github.com/koreapyj/openttd-1.5 ... 2ff25.diff
Code: https://github.com/koreapyj/openttd-1.5.3/tree/IS2.2
Re: Infrastructure sharing 2.1.1
Some questions:ksora wrote:This is a version that leave bankrupt company's rail related infrastructure. Just really tiny patch.
diff: https://github.com/koreapyj/openttd-1.5 ... 2ff25.diff
Code: https://github.com/koreapyj/openttd-1.5.3/tree/IS2.2
1) Once the company is removed from the game, is there any owner to the rail?
2) Is there any way for an active company to take ownership?
3) If not, how do you you handle removal of track?
4) If it remains unowned, do other companies continue to pay to use the track? If so, where does that money go?
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Re: Infrastructure sharing 2.1.1
Like roads, OWNER_NONE will own rails.kamnet wrote:1) Once the company is removed from the game, is there any owner to the rail?
Currently that is impossible. I have some plans about that.kamnet wrote:2) Is there any way for an active company to take ownership?
You can't. I can make them removable but that makes possibility of sabotage. Maybe we can make "buy unowned assets" feature to avoid it.kamnet wrote:3) If not, how do you you handle removal of track?
Currently unowned track is free to use. I know that will make abuse in network games. Should I make options about unowned track fee?kamnet wrote:4) If it remains unowned, do other companies continue to pay to use the track? If so, where does that money go?
Re: Infrastructure sharing 2.1.1
3) Is going to be your problem for abuse. Some jackhole comes in, runs rails everywhere and then bankrupts his company and leaves, with no way to remove his infrastructure? If the rail is marked unowned, then just like with roads, anybody should be able to remove it.ksora wrote:kamnet wrote:You can't. I can make them removable but that makes possibility of sabotage. Maybe we can make "buy unowned assets" feature to avoid it.kamnet wrote:3) If not, how do you you handle removal of track?
Currently unowned track is free to use. I know that will make abuse in network games. Should I make options about unowned track fee?kamnet wrote:4) If it remains unowned, do other companies continue to pay to use the track? If so, where does that money go?
4) Isn't an issue, since the same case exists with roads - nobody owns it, it's free to use.
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Re: Infrastructure sharing 2.1.1
Nearest town inherits ownership of track? Players can then remove track according to same means they can remove town owned roads?
Re: Infrastructure sharing 2.1.1
Nope, Nobody owns like roads. I'll make it removable very soon.supermop wrote:Nearest town inherits ownership of track? Players can then remove track according to same means they can remove town owned roads?
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Re: Infrastructure sharing 2.1.1
You sure that "is2.1.2_r27462_160124.diff [70.24 KiB]" applies well to OpenTTD r27462?ksora wrote:I fixed some annoyances.
- Can be set sharing settings individually. Settings are stored by company.
- Can be crashed with trains belong to other company.
Right now I'm getting game crashes in the settings dialog, when I apply the file to the OpenTTD svn r27462 and compile/run it. The full source code from ksora's github works fine, but I need to apply it to a repository with other patches as well.
Will probably have a more thorough look later, but would be nice if anyone could confirm if it worked for them.
Re: Infrastructure sharing 2.1.1
crashing in the settings window is usually due to incompatible settings strings. some parameters got shuffled around, and this shuffling must be done in the patch as well.
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Re: Infrastructure sharing 2.1.1
I looked a little further into it this morning and noticed that the patch has been built on the 1.5 branch of the svn and not trunk. Trying to get around this right now...
Update 1: The deciding difference seems to be config.lib:
Which also fits well that it crashes with the assert error: "Assertion failed at line 59 of src/strings_func.h: size <= parent.GetDataLeft()". So I guess the error have been in IS all the time but never found because asserts are turned off in the OpenTTD releases...
Let me see if I have the same error in Linux (this being Windows, compiled from Linux), so I can get a proper stack trace for it.
Update 2: Eddi was right, settings_fix.diff seems to be the fix for this problem.
Update 1: The deciding difference seems to be config.lib:
Code: Select all
60,61c60,61
< enable_assert="1"
< enable_strip="0"
---
> enable_assert="0"
> enable_strip="1"
Let me see if I have the same error in Linux (this being Windows, compiled from Linux), so I can get a proper stack trace for it.
Update 2: Eddi was right, settings_fix.diff seems to be the fix for this problem.
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- settings_fix.diff
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Re: Infrastructure sharing 2.1.1
Fairly exploitable, I can use it to build most infrastructure for free:kamnet wrote:4) Isn't an issue, since the same case exists with roads - nobody owns it, it's free to use.
- Start a second company.
- Use the starting loan to build all the roads and track I need.
- Connect those to my existing network.
- Let the company go bankrupt.
- Repeat when convenient.
If you avoid leaving unconnected ends, no other players can gain access to share it.
I wonder why this isn't commonly used for roads already. Maybe it's just not worthwhile - long roads aren't very competitive.
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Re: Infrastructure sharing 2.1.1
there are server admins who can combat that kind of abuse by banning players.FLHerne wrote:Fairly exploitable, I can use it to build most infrastructure for free
also, this "unowned" property is free to alter and remove by all players, so that exploit is fairly dangerous
and if you're talking about single player, you might just disable infrastructure costs instead.
i see this as a fairly weak issue.
Re: Infrastructure sharing 2.1.1
Maybe maximum velocity of 'abandoned' infrastructure should be decreased, because no maintenance is paid?
By the way, similar should apply to roads.
By the way, similar should apply to roads.
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Re: Infrastructure sharing 2.1.1
I've yet to try this. First of all, will this work with OTTD 1.6.1? Next, how do I install this thing?
Re: Infrastructure sharing 2.1.1
No, it will not work with 1.6.1. In fact, it is a completely separate version.TheAmir259 wrote:will this work with OTTD 1.6.1? Next, how do I install this thing?
Go to the very first post in this thread, follow the first link in that post, download the pre-compiled version that matches your system, and unzip the file somewhere. You'll find openttd executable file in the unzipped location.
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Re: Infrastructure sharing 2.1.1
If a player has not put a password on their company, anyone can join it, so if the company bankrupts, and the player leaves, just join the company, remove the track, and switch back to your company, then let server admin remove that company. Or if you are the server admin, do it yourself.
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Re: Infrastructure sharing 2.1.1
So, using this patch, it mean I could crush AI owned trains on the shared track?
That's not good, I think.
That's not good, I think.
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Re: Infrastructure sharing 2.1.1
You could. But if that was your goal, why would you be playing with IS?ir1n1o57 wrote:So, using this patch, it mean I could crush AI owned trains on the shared track?
That's not good, I think.
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Re: Infrastructure sharing 2.1.1
That's not my goal.
Definitely I want to prevent things like this.
Definitely I want to prevent things like this.
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Re: Infrastructure sharing 2.1.1
Crush AI's rv could bankrupt them, but train couldn't
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