Big Christmas present from OpenTTD

Hello folks,

just yesterday I’ve been browsing through the change logs of OpenTTD and stumbled over some remarkable changes Rubidium commited just then. The network code underwent heavy changes – and now a game may have up to 255 clients!

(svn r14730) -Codechange: remove the need for networkclientsockets and networkclientinfo structs to be in a contiguous piece of memory and put them in a pool.
-Note: 255 should really be enough for now… making it any more means network protocol bumps.

and another commit just today:

(svn r14735) -Codechange: remove a bit of bit-waste in the map array (without changing the map array) and make the CompanyIDs contiguous.
-Note: 15 should be enough for now… making it any more means adding more bytes to the map array and thus wasting more bits instead of reducing the bit waste.

which allows now up to 15 companies instead of the usual eight 🙂 .

With the next available nightly our servers will, of course, feature as many clients – and we’ll no longer have the problem that the server might be too full when starting a new game 🙂

A big thanks from #openttdcoop to all devs of OpenTTD for the great work.
merry Christmas

The magic of SRNW (Self-Regulating Networks)

As you might have seen a guide about self-regulating SBahn was recently added to our Wiki. As #openttdcoop thinks large, we took it a step further and created a complete Self-Regulating Network (SRNW) in our current PublicServerGame (#121). You should definitely check the guide first, to get a better idea of what this article is about.
Though the key points stay the same and I’ll explain them to give you an overview how the network works.
Self-Regulating Network Teaser

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#openttdcoop.association – Christmas Assembly coming!

Dear fellow ‘coopers,

the association has set a date for the upcoming general assembly – it will take place on December 18th, 21.00 CET.

Every member of the association is invited to take part – contact me for requests regarding the agenda!

Have a nice time until then,
Mucht

Progman strikes back

After the inefficien detour grid I tested a new crazy network idea: a 80-line ring.
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Creating a good new game – Call for scenarios and maps

As we currently have started a new game, prior to that – as usual – the discussion about what kind of map should be chosen, which newgrf we should use and which – if at all – boundary conditions should be used. This may drag a bit – to the dismay of a few persons, wishes may even be mutually exclusive – or result in less than optimally configured games.

Introduction screen of OpenTTD

Start screen and main menu of OpenTTD

Therefor I’d like to encourage all people to consider setting up a nice new game and providing a savegame from which a new public server game (or possibly also pro zone game) might start.
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