The new NetworkCode is finished

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

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TrueBrain
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The new NetworkCode is finished

Post by TrueBrain »

[Drums on the background]

The new network code is finished!

Today we merged the network-branch to the trunk, which means that the nightlies that are created after 04-12-2004 19:50 have the new network code. (get them here)


What is so new about it?

- It is much more stable. Desyncs should not happen anymore. When they do, and you know exactly when, report it to us, and we will solve it!
- It is much more visual. We created some pretty nice GUIs, which guide you through the process of joining a server, or setting up a server yourself. Everything is much easier and much more logical.
- It is much faster. One client only uses 1.2 KByte/sec up and the same amount down. So even dial-up players can play realtime (without any noticable delays).
- You can protect your server with a password, so no stranger can join
- You can protect your own company with a password, so no stranger can join your company. You can do it by opening the console, and enter: protect <password>.


Besides this we did a lot of stuff in the background to smooth out the code. I believe we did a pretty good job. So, what are you waiting for, give it a try!

Some technical information:
- By default servers use port 3979 on both TCP and UDP.
- You can launch a dedicated server by starting openttd with: openttd -D (capital D!)

Enjoy :)


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Post by TrueSatan »

Thnx to the developer team :-)
i've compiled it and tested it (only local) but it looks
nice and runs smooth. even my stuff (after figuring out that
you have changed stuff in settings.c *grmpfl* ;-) ) works
with the new network stuff.
i like the kick function most :twisted:
nice work, i'm looking forward for the new map stuff.
keep up the good work.
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Post by Warspite »

downloaded it prolly just after you guys released it, but cant test it till my friend finishes his game of cs:s!
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Post by Moriarty »

now all i need is someone to play against.
i still want big-maps... ;)

Good work folks.
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Post by Mad Dog McKill »

can we have a time when there is surely a game going on?

At least then we won't have to check OTTD every other minute to look for games :P
OT: By FIREMARK: "Limitation disturbs me very sprites. Goes it throw out limitation?"
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Post by teeone »

Yay! what i've been waiting for!

Now time to multiplay!
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Post by SirkoZ »

Thank you very much, developers. Image

This will make the game even more popular and interesting. Imagine all the road vehicles up in flames to get to the last industry to get a good railway connection. :mrgreen:
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Post by Panos »

Great job devs.

Now who's interest for a multi game????? :)
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Post by Warspite »

question - are custom cfgs supported? do all clients need same cfg installed? or will the server sent the cfg to all connecting clients?
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Post by traskjd »

V. Nice!!!

Only been waiting ~9 years or so for stable multiplayer. Excellent job, played the other day for a few hours with my flatmate - great!

For anyone who wonders, for just the two of us, as the client machine, I was using .5K/s download and approx .1K/s upload - very nice.

- JD
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Post by Bjarni »

Warspite wrote:question - are custom cfgs supported? do all clients need same cfg installed? or will the server sent the cfg to all connecting clients?
TrueLight said it is finished. This includes issues like this :D
However that's not the same as it's bugfree, so bug reports are welcome (as always)
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Post by TrueBrain »

Warspite wrote:question - are custom cfgs supported? do all clients need same cfg installed? or will the server sent the cfg to all connecting clients?
In theory it should work, but both server as all clients need to have the same grf-files loaded and active. Currently there is no check for this..
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Post by Bjarni »

And the grf files need to be in the same order (eg the same file should be 0, same 1....)
Otherwise it will not work. The vehicle index will contain the same vehicles, but with different order, so one index might not mean the same on both computers = desync
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Post by Warspite »

tis a shame then that GRF support is not finished (usset still not working for me!), but this is really really good news!
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Post by orudge »

Well, you can't have everything at once. ;) Just be patient, and good things will come. :)
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Company Passwords

Post by GuitarDr »

I had set my password for my company, using console 'password sorehead'.

It saved my password, but then I got disconnected (lost connection, although the server kept running fine), I then tryed to rejoin my game but I could not get past the part where it asked for my company password, it would bring up the box but once i had typed in my password it just sat there with a authorizing box.

Im guessing this is a bug, if not then let me know what im doing wrong.
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teeone
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Post by teeone »

GuitarDr, it might be helpful to join the OpenTTD IRC channel:
/server irc.freenode.net
/join #openttd

this way you can talk to the Developers in realtime and you can tell them the errors, etc.
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Post by Wolf01 »

the game should be in pause mode to syncronize well? i tried in lan and if i start the game and join with the client, sometimes the client exits with the "syncronization error", or may be the map, because in pause mode the client joins, but when i toggle the pause the client exits with the same error
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Post by Oncer »

pause mode is not supported in multiplayer, or am I wrong?
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Post by Wolf01 »

the multiplayer game starts in pause mode, only the server is able to play with pause and speed commands
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