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DoorToKaos
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Post by DoorToKaos »

Ahh thanks for the info. Now I used the grf from the data directory that comes with the svn and I don't get any errors anymore. :-)

Now i have to test, if the patch from lucaspiller works for me.

[edit] I have an other little problem: when I try to save I get an error like this:

Code: Select all

 Save game failed: zlib returned error code. 
I fxed it myself. My version of zlib.dll was too old...
Bjarni
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Post by Bjarni »

DoorToKaos wrote:I fxed it myself. My version of zlib.dll was too old...
what version of zlib did you use? It must have been pretty old
DoorToKaos
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Post by DoorToKaos »

I had version 1.1.3.0. :roll:

I must confess that I didn't read the manual at first as there it is said zlib has to be v. 1.2 at least... :oops:


[edit] ok after all I could test the patch. When the games desync and the client should reconnect, at the client the following error pops up:

Code: Select all

 Error!
udp: bin() failed
The client crashes the server runs without problems. There are no firewalls activated and I tested it on LAN and the internet.. each time the same error on the client.

[edit 2] I continued testing and found the following: when I try to use lucaspillers patch (doesn't matter if v. 1.0 or 1.1) with the latest svn version (956 I think) i get the error posted above. When I try svn version 915 (I think that's the stable release 0.3.3) with the patch version 1.0 it works most of the time but the server crashes seldom (I think that happens when the client trys to reconnect to the server). With the patch 1.1 (and svn build 915) from lucaspiller it seems that there are no crashes anymore.

I'll keep on trying and posting my results.
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lucaspiller
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Post by lucaspiller »

The thing about the udp error is because someone added stupid udp which breaks everything. Are the server and client on the same machine? If so thats why you get the error.
rtom
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Post by rtom »

i tried newest openttd 0.3.4 for 2 days in multiplayer and always got a desync after an hour or so. :(

i have not tried the workaround with the commandline yet, that i will do now.

does anybody know if the desync patch is included in 0.3.4 or have i to compile it for myselft?
Bjarni
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Post by Bjarni »

network support is pretty broken in 0.3.4, so the multiplayer code is being rewritten. It's faster and better than repairing the current one
consider it luck if you get anything useful out of 0.3.4 on networks
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Post by rtom »

is the previous version (0.3.3) more stable on network games?
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Darkvater
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Post by Darkvater »

rtom wrote:is the previous version (0.3.3) more stable on network games?
Yes, it is. Altough if you compile openttd yourself, or try one of the nightlies (you know where to find them I hope), it's pretty stable again, as stable as 0.3.3. Nevertheless the rewrite will be made.
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Post by rtom »

yes i know where to find the nightlies ;) but i thought they are a bit buggy because they contain new code/things.

so i try and test 0.3.3 now...

compiling by myself: i'am not a coder and dont understand why i get a more stable version if i compile it on my own?
RotterdamCS
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Post by RotterdamCS »

If I try to build a vehicle then TTDX stops running it's totally locked down then.. Is this a common problem and is there a solution?
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Post by DaleStan »

TTDX or OTTD?
If you did indeed mean TTDX, this is the wrong forum, post in either "Transport Tycoon Problems" or "TTDPatch Problems", depending on whether or not you are using the patch. If you aren't using the patch, the answer will probably be "Go get the patch".
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Wolf01
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Post by Wolf01 »

i tried a lan game, the game worked well until i bought the first wagon, because i had some newgrf sets installed in one computer that aren't installed in the other, so both games shoud have the same config imho, would be cool that in MP games the server shares the config and eventually newgrfs files
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orudge
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Post by orudge »

The patch configuration should be shared now with the latest nightlies. GRF configuration will likely be shared/sorted out in the future sometime. Give it time. ;)
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SkeedR
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Post by SkeedR »

if i have a proxy will that block me from playing?
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Post by Moriarty »

weirdy - depends what you mean by proxy, but generally no. though it could stop you from hosting.
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Post by Jupix »

Yup it seems like the multiplayer in nightly r1924 is completely useless. Didn't know whether to post it here or to the bigmaps problems thread though. Me & my brother have been playing for some 6 game years now, he's the server and I'm a client, and I get constantly kicked out of the game due to the desyncs. Sometimes it's stable for 5 minutes, sometimes it desyncs just after a minute or so.. really frustrating. This didn't happen in a month older nightly we used because of the auml bug, and it didn't happen this often in 0.3.6.

I also tried playing on this server. I created a firm in the first years of the game (well, at least it seemed like the first years), and it was almost fine. I got kicked out only once in about 10 minutes or so, if I was lucky :) .. then, when I left and came back some hours after that (more companies and the map was generally more cluttered with things), I got kicked out almost instantly after joining. Sometimes on join.

What's going on?

Edit: I just played on r1928. Same thing. I started in 1930 (game begun in 1926 or so, I was the second company there), and the game was fine. No desyncs whatsoever. 10 years went by 1 company was founded during that time. Ginzus became available. I rigged the autoreplace vehicles for the first time to replace my Kirbys to Ginzus. The game started desyncing instantly. When I got back in the game, the autoreplace had switched off. Still, I desynced almost instantly and it never got better. Could the autoreplace be the cause?
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acidd_uk
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Post by acidd_uk »

It looks that way....
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Post by Jupix »

Code: Select all

15:58 < Jupix> I just experienced something really frustrating in r1991
               multiplayer.. I just desynced out of a game and my company went
               at least 5 years back in time, my brother's company was intact

// ^^ later found out that 5 years was way more than it really was

15:59 < Jupix> it probably happened because the game was on pause while I
               desynced
16:00 < Jupix> I'm not even really sure it was an actual time rollback.. some
               things disappeared and some didn't
16:01 < Jupix> like for example I lost a station and it's surroundings, but the
               rail that went there was still intact
16:01 < Jupix> and some old already demolished depots and stuff reappeared near
               my another station
16:04 < Jupix> some rail seem to have been replaced by town-built housing..


Then, couple of hours later I got frustrated with the desyncs and we switched to 0.3.6. At the first attempt at multiplaying I somehow joined into the game that runs in the startup screen!
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gkirilov
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Post by gkirilov »

I have a problem with playing multi in internet (haven't tried the network).
1. I can not get a list of the running servers in the game.
2. When I add manually a server(from the web-page with the addresses) the state of the server is given as offline (after refreshing too).

Any ideas?
p.s. tried with 0.3.6 and latest nightlies.
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lucaspiller
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Post by lucaspiller »

Do you get this every time (i.e. doesn't work one day but works the next)? If you don't it is probably just the master server being down. If you do can you provide us some information about your system and internet connection?
No longer active here, but you can still reach me via email: luca[at]stackednotion[dot]com
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