A few multiplayer problems and questions

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lucaspiller
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Joined: 18 Apr 2004 20:27

A few multiplayer problems and questions

Post by lucaspiller »

Ok these issues have probably been raised before so if so sorry.

Firstly the client can connect to the server even when a game is not in progress. When the server creates a game the client doesn't join it. If the client presses the New Game button the window appears on the servers machine.

What does the "!network is desynced" error mean - apart from the obvious.

The pause button can get desynced, wouldn't it be better to just disable it all together for the client.

How much data is sent and would it be suitable for 56k over the net?

Thanks,

Luca Spiller
Vurlix
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Joined: 07 Mar 2004 01:54

Re: A few multiplayer problems and questions

Post by Vurlix »

lucaspiller wrote:Firstly the client can connect to the server even when a game is not in progress. When the server creates a game the client doesn't join it. If the client presses the New Game button the window appears on the servers machine.
We know.
lucaspiller wrote:What does the "!network is desynced" error mean - apart from the obvious.
It means that something happened that threw off the random seed on the client and it is no longer simulating the game world the same way as the server is, and, to avoid inconsistencies, the client is kicked out.
lucaspiller wrote:The pause button can get desynced, wouldn't it be better to just disable it all together for the client.
We know. Will be an option at some point...
lucaspiller wrote:How much data is sent and would it be suitable for 56k over the net?
Openttd uses very little network bandwidth, something like 0.1 kb/s (regardless of how many players are in the game) and so a 56k modem would be fine to play openttd. However, the server should be on a faster connection to avoid latency issues.
http://sf.net/projects/openttd/
Post all your patches and feature requests here.
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