will there be more fixes on the network protocol?
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will there be more fixes on the network protocol?
The last timed i tried the network of transport tycoon under winxp it was very unstable, many desyncs and so on. I know about the passage in the manual that tells me, that there will be no fixes, but now i read about the bugfixes, that are in there since alpha 10 and retried. Network is much more stable. I even was able to play a long time without any desync. The first desyncs i was unable to localise why they appeard, but later i found out some kind of system behind them. Most times they are reproduceable and apper ever and ever again.
Cause i'm a programmer myself i know how hard it is to found errors that seem to have no system, but in this time some of them seem to have a system. So my question is, whether there is some one who tries to optimize Multiplayer a bit more. I know Josef isn't able to do. But in another post i read about someone else who also wrote the fixes for alpha 10.
When required i can try to save as much savegames as i can where i can produce with some easy actions a desync. And also write down solvations how to fix this ingame. (For example rebuild a station or such things.)
Cause i'm a programmer myself i know how hard it is to found errors that seem to have no system, but in this time some of them seem to have a system. So my question is, whether there is some one who tries to optimize Multiplayer a bit more. I know Josef isn't able to do. But in another post i read about someone else who also wrote the fixes for alpha 10.
When required i can try to save as much savegames as i can where i can produce with some easy actions a desync. And also write down solvations how to fix this ingame. (For example rebuild a station or such things.)
I believe the network support is felt to be as good as it can be got, but if you manage to catch a problem, it certainly doesn't hurt to post the files. Possibly they would shed light on a fix. Also, you might consider using a more recent alpha, I believe there have been minor adjustments made more recently than a10.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
I was the one who wrote the multiplayer fixes (and Marcin has fixed some things as well). I currently don't have VMWare installed to test multiplayer, but I can install it if needed. Do you have the desynch warning turned on? The saves you make should be done just before the warning appears (or in the position it can be caused). If you send me such savegames (with config files of course), I'll examine them.
yes i have on this warning. so i found out about this bugs, cause all the time an desync appeared i reloaded last autosavegame and did it all the same, like befor and so the desync appeard again.
Cause you aren't able to do everything exactly the same as before i tried to find out, which event could cause the desync. It had to be something that appeared the first time in the game.
So i found out most auf my desyncs appeared when a special train joined a station. One of these cases was when i tried to buy a new engine for an existing train. When these train reached his station the game desynced. Most times this problem was fixed by rebuilding the station.
When the train has finished his route the first time without any desync it never produced a desync. So only new engines where able to produce them.
Same problem when adding a second train to an existing route.
I'm not sure, but it may be there is also a coherence with trains route. So it seems to desync more often, when the train achieves first at a station that is not first in waypoint list. (Often happens when you take over a waypoint list from another train that is driving to unload his goods, then the new train first drives also to unload station.
I'll try to find some example savegames.
Btw. i was using alpha 34 and today switched to 36 i only told about 10 cause most fixes seemed to be integrated at this version.
Cause you aren't able to do everything exactly the same as before i tried to find out, which event could cause the desync. It had to be something that appeared the first time in the game.
So i found out most auf my desyncs appeared when a special train joined a station. One of these cases was when i tried to buy a new engine for an existing train. When these train reached his station the game desynced. Most times this problem was fixed by rebuilding the station.
When the train has finished his route the first time without any desync it never produced a desync. So only new engines where able to produce them.
Same problem when adding a second train to an existing route.
I'm not sure, but it may be there is also a coherence with trains route. So it seems to desync more often, when the train achieves first at a station that is not first in waypoint list. (Often happens when you take over a waypoint list from another train that is driving to unload his goods, then the new train first drives also to unload station.
I'll try to find some example savegames.
Btw. i was using alpha 34 and today switched to 36 i only told about 10 cause most fixes seemed to be integrated at this version.
so i found out why this problem appears 
i also added two savegames that explain the problem. (including my config und grafs)
The problem is: when you create a new train an copy the waypointlist this works fine. But the other computer is not informed about which station has to be reached first. Like i wrote in the post before. So when you copy the waypoint list from a train which next goal is point two in list on computer 1 this is the first goal, but on Computer 2 always the first station in list is the first to reach. So when the train starts it drove in 2 diffrent directions. So the first time the train stops at a station or a signal as well the game detects desync.
I called the savegames Desync1 and desync2. In both games the problematic train belongs to rammbonr5 (savegame from PC 2) in desync1 its Train 7 in desync2 train 16. Both wait at depot, so you first have to start them.
I also added two screenies, both are taken at nearly same time on diffrent PC.

i also added two savegames that explain the problem. (including my config und grafs)
The problem is: when you create a new train an copy the waypointlist this works fine. But the other computer is not informed about which station has to be reached first. Like i wrote in the post before. So when you copy the waypoint list from a train which next goal is point two in list on computer 1 this is the first goal, but on Computer 2 always the first station in list is the first to reach. So when the train starts it drove in 2 diffrent directions. So the first time the train stops at a station or a signal as well the game detects desync.
I called the savegames Desync1 and desync2. In both games the problematic train belongs to rammbonr5 (savegame from PC 2) in desync1 its Train 7 in desync2 train 16. Both wait at depot, so you first have to start them.
I also added two screenies, both are taken at nearly same time on diffrent PC.
- Attachments
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- Train driving left down
- SCR1.jpg (98.76 KiB) Viewed 1858 times
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- train driving right up
- SCR5.jpg (105.41 KiB) Viewed 1852 times
Last edited by CC on 07 Sep 2004 17:20, edited 1 time in total.
ok 1.3Mb seems to be to much for the forum.
The zip is now here avaiable: http://lamer2k.no-ip.org/desync.zip
I also did 2 new screens to illustrate the problem:
The zip is now here avaiable: http://lamer2k.no-ip.org/desync.zip
I also did 2 new screens to illustrate the problem:
- Attachments
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- taken on PC1. Watch at the waypoint list and which waypoint is taken next.
- SCR6.jpg (98.31 KiB) Viewed 1851 times
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- Taken on PC 2
- SCR2.jpg (100.73 KiB) Viewed 1851 times
thx... all this came step by step i think it only came out cause i played the came with a friend who played it first time. So he produced all this funny waypoint collections.
When i remember the desyncs this should fix most of them. I can't remember any desync that was not produced by this problem.
I think compared to your work on TTDX it's only a small work. But so i can give also a bit of mine to the community.
Big thx for your work
Maybe i can check the new version on coming weekend.
When i remember the desyncs this should fix most of them. I can't remember any desync that was not produced by this problem.
I think compared to your work on TTDX it's only a small work. But so i can give also a bit of mine to the community.
Big thx for your work

Maybe i can check the new version on coming weekend.
Wow. Weird. You didn't intentionally put a loco on each end of the train, did you? I take it that that was indicative of the bug.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
No i always use Multiheadtrains in this constellation. I love this simetric compilation. I know it is not realistic, cause steam engines can't drive backwards. The Bug also appears when you only have on engine. Or more engines at different positions, so this has nothing to do with the bug.
In the second savegame the same appears with onehead Train
In the second savegame the same appears with onehead Train
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