Presignal Bypass Station
In a local game and now on the public server I have tested a new stationlayout named as “Presignal Bypass Station“. Read the article on the wiki how to build it.
“Rails? who needs rails…” a new kind of game for coopers
This is a bit unusual picture for any game, especialy #openttdcoop ones, however it turned out to be quite fun. 1000 trucks and busses… no trains… small revenue of about $15,000,000… 180,000 units of cargo delvierd yearly… quite nice actualy considering tiny amount of networking required and it definately a good learning experience. I did not know that road vehicles can not overtake eachover at bridge rams and tunnel entracnes, as well as at any point when speed changes. And hence arrangement for slopes and tunnel/bridge length is quite different from regular railroad kind of networking.
City Grow Sandbox Game moving fast
Not long ago we began a new game on the public server with only one purpose. Covering the map with cities of 500 dollar payday loan today. The game year 2063 and we are not even near covering half the map!
The network design works quit well and Osai’s Terminal concept makes it even better. At the start we took awhile too vote what type of voting we would do. After lots of votes and lots of talking we had chosen Phazorx Plan which involved many terminals and S-Bahn. After a while we transformed everything too Tran rapid and still lots of Pax are waiting at some stations. God know how this is going to end when the cities are so large we can’t see them in one screen anymore. The map is also totally flat giving the city’s unlimited space too expands! Many people had problems following Phazorx guidelines our didn’t even hear of them, for making Shift-ML’s… It caused allot of confusing and slowly e are improving the wrong build hub’s.
Well I personally hope we get too cover the map. And please let Ghost’s city not become the largest one! ( again… He’s so good at it 🙁 )
Latest Nightly will fix the Issues
We had a lot of trouble with the latest revisions of OpenTTD and our games suffered from de-syncs. In the last three days we did a lot of debugging and gave information to the developers, they finally found the problems which tend to those symptoms. Today they will be gone. It was a hard journey to locate the problem, sometimes it occurred and sometimes it didn’t, depending on OS, CPU architecture and compiler version. In first place it was a compiler issue, but we also thought some memory bits of the Servers RAM might be broken, also 32bit vs. 64bit was a question. I don’t want to do it so detailed. But here is the final rev.
-Fix [YAPF, r10301]: INVALID_TRACKDIR causing buffer overrun leading to desync in MP game (many thanks Rubidium)
A lot of thanks to KUDr and Rubidium for locating and fixing this issue. Lets continue our games now 🙂