To Ludde: OpenTTD and Multiplayer
Moderator: OpenTTD Developers
-
- Traffic Manager
- Posts: 136
- Joined: 07 Jun 2002 08:43
- Location: Radolfzell at Lake of Constance in Germany
- Contact:
To Ludde: OpenTTD and Multiplayer
Hi,
love your game and all these great new features! I am a great fan of playing TTD in multiplayer and now I am wondering if OpenTTD is designed to do multiplayer better than TTD in the future when it is implemented?
TTD over a slow connection lags badly. Can this be avoided with OpenTTD or did you just copy Sawyers Assembler into C and have to deal with the same problems?
love your game and all these great new features! I am a great fan of playing TTD in multiplayer and now I am wondering if OpenTTD is designed to do multiplayer better than TTD in the future when it is implemented?
TTD over a slow connection lags badly. Can this be avoided with OpenTTD or did you just copy Sawyers Assembler into C and have to deal with the same problems?
OpenTTD has the same problem. Since the source is available it should be possible to fix if someone comes up with a good protocol.
http://sf.net/projects/openttd/
Post all your patches and feature requests here.
Post all your patches and feature requests here.
I intend to take that job.
http://sf.net/projects/openttd/
Post all your patches and feature requests here.
Post all your patches and feature requests here.
You are on the internet and the code should support that. When multiplayer is done, we should have somewhere to find eachother. I have never tried multiplayer either for the same reasonZetor2003 wrote:MP worcing in OTTD won't help me a iddy bit...
Noone in steigen plays TTD
(Steigen=The small place i call home)
Owen is working on some kind of a Lobby for TTD internet play, maybe he can also get it working for OTTD.
GoneWacko. Making [url=irc://irc.oftc.net/tycoon]#tycoon[/url] sexy and exciting since 1784.
- orudge
- Administrator
- Posts: 25218
- Joined: 26 Jan 2001 20:18
- Skype: orudge
- Location: Banchory, UK
- Contact:
Well, I was... as usual, it's still "in progress" and not likely to be completed for a while, at least. It would probably be better if OpenTTD had its lobby feature built in to it anyway - we can do that, now.GoneWacko wrote:Owen is working on some kind of a Lobby for TTD internet play, maybe he can also get it working for OTTD.

Mostly to Owen and Vurlix: I'm willing to help and I will help. With multiplayer of course. As you can see I'm somewhat new on this forums but have experience programming C, C++, Winsh*t, graphics, AI and some things related to web services not needed here. Yeah, I didn't mention 'bout network programming, becouse I'm learning it right now.
My point is we should stop talking 'bout multiplayer, but start doing it
. And not just do it to have it, but do it good, so we can setup server and play with each other, with low latency, low bandwidth use, like it should be done.
And here are some of my thoughts regarding multiplayer problem:
- Bigger maps - if we want to play more than two player games, this is a must, and this should be done before trying to start programming MP. Why? If anyone of you played with someone using TTDPatch on LAN (2 players), then you could tell, that around 1985 (1990) there's nothing to build, just to modify and upgrade old routes, and I'm speeking about fully developed railroad system, all stations connected to one or two massive-massive railroad lines. That's how looked my game with my roommate in tropic climate.
- Design first, coding next - it's the most importand aspects of multiplayer programming and network code. If communication over network is badly designed, there's not much that can help, but rewriting network code again. I propose that some of developers working on OTTD should focus on designing multiplayer, and the rest should increase map size, debug and implement features like usual.
I have some ideas about how the multiplayer could be designed. And I'm looking forward to share my ideas, but I don't know where to meet to discuss it.
Is anybody else interested in helping with multiplayer?
Guyver
My point is we should stop talking 'bout multiplayer, but start doing it

And here are some of my thoughts regarding multiplayer problem:
- Bigger maps - if we want to play more than two player games, this is a must, and this should be done before trying to start programming MP. Why? If anyone of you played with someone using TTDPatch on LAN (2 players), then you could tell, that around 1985 (1990) there's nothing to build, just to modify and upgrade old routes, and I'm speeking about fully developed railroad system, all stations connected to one or two massive-massive railroad lines. That's how looked my game with my roommate in tropic climate.
- Design first, coding next - it's the most importand aspects of multiplayer programming and network code. If communication over network is badly designed, there's not much that can help, but rewriting network code again. I propose that some of developers working on OTTD should focus on designing multiplayer, and the rest should increase map size, debug and implement features like usual.
I have some ideas about how the multiplayer could be designed. And I'm looking forward to share my ideas, but I don't know where to meet to discuss it.
Is anybody else interested in helping with multiplayer?
Guyver
Who is online
Users browsing this forum: No registered users and 19 guests