Rubidium wrote:
If saving the savegame on the server takes more than 10 seconds I would rather blame the server for being way too slow for serving that game. If the server is fast enough, then it's even worse because then the clients can't even autosave without being kicked for being too slow.
Clients can be kicked for the server being too fast?
I always assumed that the server had to be the fastest machine.
By going by your reply the server should be the middle one? (in terms of processing power)
As I mentioned before, my online experience is zero.
Maverick wrote:
Hi Guys, Not a bug, just looking for some advice on speedups.
...
What are some changes I can make to see things improve in speed?
I had a quick looksie at your savegame.
- You have a very big map.
- You have about 800 trains and 200 trucks. That is about where the coopsavegames stop because of the game slowing down too much IIRC.
- I have not checked your ships but if bouys are to far apart or non-existant they will have a negative impact on pathfinding
- You have signals on every tile, IIRC that will also have a negative impact on pathfinding. The coopguys can tell you more on the subject than I can.
As for speeding up your game:
- Try enabling the "forbid 90 degrees turns" for trains so that the pathfinder does not consider these paths and does not have to calculate if that route is shorter or not.
- Disable all details and animation.
- Disable vehicle effects. Every puff of smoke, spark and steam plume is a vehicle for as far as the code is concerned.
- Try a different blitter.
- Do a forum search on the subject as it has been dicussed many times before and more useful answers may be found.
As for disabling AIs completely: Just leave the setting at zero and no AI will start.
Cadde wrote:
ChillCore wrote:
What patch are you talking about exactly?
The one in the first post or the different "true_daylength_patch" near the end of the thread?
The one near the end of the thread does not seem to have such a setting ...
I didn't know it had changed, i would guess the one with the most features if possible.

Either way, as long as one can select the income multiplier i am all happy.
Yes the new version has changed. Read the last few pages in the thread to know why.
I will have a looksie at he patch in the first post to see what code is multiplied/devided there that I have not yet modified.
I am all having the values calculated correctly according to the daylenght factor but for having a seperate setting ... there are grfs outhere that can/should be used for that. (As you kow since you are already using them.)
Cadde wrote:
ChillCore wrote:
I meant a big map to be sent back and forth between clients in a multiplayer game.
Oh, that stuff

Well, i rarely have those issues with a 100MBit line and Quad core, 4 GB, 260 GTX machine.
ChillCore wrote:
Was it OpenTTD complaining or your OS? It has been a while I have tried generating such big maps ...
I don't recall what it said. It just complained about out of memory with a MsgBox style error. And then a crash dump.
ChillCore wrote:
If it was OpenTTD there might be a hardcoded limit somewhere. If it was your OS then there is little I can do about it.
Pretty sure it wasn't OTTD though as it should be possible, have been done before. Might be because i never restart my PC or whatever.
And it's not my OS either, probably just some random issue i couldn't be bothered to fix. I just wanted to play at that point in time. (Took me 2 hours just to find all the stuff i wanted to play with)
Running Win 7 Ultimate 64bit.
ChillCore wrote:
I remember Bilbo telling me about the memory usage for big maps but I can not remember if it was in this thread or in the More Height Levels thread ... I'll check later if I can find the discussion.
Think it was ~450 for 4096² and 1.3 gigs for 8192²
I think it was ~800MB and 1.3 gigs but I would really have to look it up to be sure.
I can not test as I only have 1 gig on my machine.
If OpenTTD would use virtual memory I could test but I do not think this is the case.
Also have a looksie at Maverick's savegame and tell me if you really need such big maps.
I mean, the map looks amazing but I do not think it will ever be filled completely before your fast machine falls apart.
/I wonder how Wasila is doing as IIRC he was playing the same map as Maverick.
Kogut wrote:
Cadde wrote:
"Without actually digging into the ground", yes i love 2CC and NuTracks but i am talking more along the lines of just building underground without disrupting what's on the surface.
I know it's not gonna happen for the next couple of years unless someone crazy enough just makes it happen ignoring all those "limitations" that developers like to and keep talking about.
As much as i can appreciate and understand that the map array is the reason we can't I also am a man that thinks that NOTHING is impossible if you only have the time and energy to code it.
It is also possible to code OpenTTD on Turing machine - only enough energy and stamina is required

. Limitations mentioned by developers means rather "It would take about 35 years to code" than "it is impossible to do due to limits of universe".
Cadde wrote:
Except I wouldn't go as far as saying it would take 35 years to code... The problem doesn't lie in how long it would take to convert it but how much work it is to convert it and the amount of knowledge one needs to have to be successful in doing so.
And ofc the necessary motivations. Neither of which i possess
But i would assume someone, with the proper motivation and knowledge, could cook something up in less than 10 work hours. It's just a matter of getting it operational first and then refining it.
I think that estimate is wrong. By orders of magnitude.
I have to agree with Kogut there. If underground levels could be done in 10 hours someone would have done so a long time ago.
Take for example the More Height Levels patch.
I can tell you that it has taken a LOT of finetuning and bugfixing to get it in the state that it is today.
I have taken a break once in a while but still many, many, many hours have been invested by me personally and I even did not have to start from scratch.
The patch has been two years in the making and it is still not finished, almost but not yet.
No problem, although I did not do very much to help you ...
XaTriX wrote:
We've some desynchros, i think it caused by cargodistribution..
We use Dkarn's version (Chillicore's PP + CD + Dkarn patch + openttd's dev patch on FS#4284 thread)
I'll test with another settings for frame_freq & sync_freq
XaT
Hi XaTriX,
Is your server against recent trunk?
There were some issues with desyncs fixed in trunk after r21336 (If your version is the same as dkarn was running that is).
@see
http://vcs.openttd.org/svn/
ps:
I have downloaded the sources from the french site but I can not pull a patch from it as the zip is not under version control.
If you have a patch, could I see it please?
pps:
The warnings in french.txt can be fixed by changing {STRING1} to {STRING}. The 1 is only to be used in english.txt.
Not yet playtested, just compiled.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.