
But why it is so laggy? Is it normal?
And desyncs - it isn't real problem, I really enjoy multiplayer cargodist and I woul'd like to play another game.
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Purator wrote:Well, the only annoying thing for me is, ackording to the losing-money-vehicles, that I can't reach 1000 Points...
John wrote:Actually you can use "full load any cargo" to your hearts content in CargoDist. Full load doesn't alter the cargo in anyway, it just increases or decreases station dwell time (potentially meaning a train never leaves a station). The ones you want to avoid are "unload" and its variants (no unload and take cargo and unload and leave empty) as these are affecting where the cargo goes.Arie- wrote: First regarding "full load any cargo".
Not using this is nonsense (imho, i might be wrong) because station ratings depend on it to a large degree! If trains just visit and leave immediately the service level of stations declines a lot.
Confirmed, happens to me too with CD r19561 (Lin32)Creat wrote:Uhm, is it just me or does the game crash for everyone the moment you click on a road vehicle depot?
Crash log/dump/save etc. are attached, but this happens every time I click on any road vehicle depot...
The version was built from an up-to-date git checkout of origin/cd, the version string is: g90e5c92a
It occurs on 64 and 32 bit builds, win7 and winxp. It also happens when I don't load any NewGRFs.
I can reproduce this with yesterdays nightly. I thought it was me messing with grf combinations and I was not done testing before reporting ...NekoMaster wrote:Confirmed, happens to me too with CD r19561 (Lin32)Creat wrote: Uhm, is it just me or does the game crash for everyone the moment you click on a road vehicle depot?
Crash log/dump/save etc. are attached, but this happens every time I click on any road vehicle depot...
The version was built from an up-to-date git checkout of origin/cd, the version string is: g90e5c92a
It occurs on 64 and 32 bit builds, win7 and winxp. It also happens when I don't load any NewGRFs.
So, if I already applied the patch to r19561, then svn update to at least 19563, then configure and make it, will it still be a working cargodist build?ChillCore wrote:Then you can simply do "svn update" with he patch already aplied.
Code: Select all
git checkout origin/cd
git pull
git branch --no-track temp
git checkout temp
git apply "patch from trunk r19561 to r19571.diff"
git commit -a -m "depot crash fix applied"
Saves in multiplayer become a single player game untill you load it back into a multiplayer server.Creat wrote:We've been playing a network game for a while now and we constantly have desyncs. It's getting worse as the game progresses.
How can I enable a more verbose output to provide more helpful information? It would have to be without using a debug build, since that is unplayable on this laptop...
Savegame is attached, I hope it helps somehow! But please note it uses quite a few NewGRFs...
Version information:
Current checkout of origin/cd: 90e5c92a3f6d23120f25477a341755df62f62a7d
With the patch I just posted above applied (it only patches the latest changes in trunk to fix road depots, as mentioned above)
Yes I'm aware of that. I would assume though that fonso might have the same possibility of doing that like I have (virtual machine, multiple PCs, ...).NekoMaster wrote:Saves in multiplayer become a single player game untill you load it back into a multiplayer server.
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