Hello,
I've just now started a server, it's played on a big european map, 1820's. It wasn't so hard :) and it's really not cool that there are no experimental games (or any) with free slots. I hope some people join. No walking pax, no pausing with no clients, no overcrowding.
I'm a rather new player, hope to learn a bit from playing with others, so be gentle :P
Asaph
server on simu.zapto.org
Asaph,
welcome! It is splendid to see a new server map up and running. I keep meaning to get my Pak128.Britain-Ex map up and running again, but I have to do some work on the pakset first. I shall be very interested to know how this works out for people and how this game progresses!
PS: I have moved this to the game servers board, as that is the better place for it, I think.
I too will be interested to hear how pak64.experimental fares in such a setting. I'd be very keen to hear about any bugs or problems arising with the pakset, either here or in the pakset's own forum.
thanks jamespetts - did i mention this was a feature european map with hopefully real places?
hey carl I actually just reported something today, though I'm not sure it has to do with the pak rather than the engine.
also, I might restart the game at some point soon, once I figure out some mistakes in setting it up. avoiding exploits etc.
any tips on good settings, esp. such that can't be changed after start?
asaphxiix
Sorry. Your Simutrans Server work not.
Your fall on a liar in.
And it gives no info what for Simutrans version on the server run.
A good Simutransserver cost in month 150 US Dollar.
The server most certainly works! I am trying it out. Never really played experimental much before so it will be interesting!
I Have Testing the Server and must said that he very slow it.
A playing on the server make no fun. ::'( ::'(
Greenling,
what is the specification of your computer? That might be the cause of the slowness.
I Have a AMD Athlon II Dual-Core M320 with 2,10 GHZ
and 4,00 GB Ram.
Operatingsystem Windows 64bit home Premium.
My Internet it's a 1 MBIT line Download and Upload 250kbit.
I must over 30 seconds wait until the server gives a answer.
And all ten minutes goes the server a unsencron.
Simutrans exp 1011 and pak64 exp v0.4 have i use.
@asaphxiix
Tip: about these icons (http://forum.simutrans.com/Themes/default/images/post/network_online.gif) (http://forum.simutrans.com/Themes/default/images/post/network_offline.gif), see http://forum.simutrans.com/index.php?topic=6000.0 (http://forum.simutrans.com/index.php?topic=6000.0).
hey guys, i'm very glad you have joined!
greenling, I have had problems connecting to other servers before, losing sync mostly, so this might be an issue with me. The server runs in Israel which is a long way to go, but I have played many other multiplayer games without much problems, so this may be a game specific problem (or even settings?), perhaps concerning my router or ISP. But then, Fifty is saying he has a good connection? Where are you guys in the world? james, would a debug help you pinpoint me or greenling to some specific settings that can help this issue, regarding frames etc.?
right now i'm trying to find info on running and playing multiplayer in simutrans, but I do have a hard time finding it, especially for experimental, with the new access system. but some experimenting on the server has led me to believe that given access, pax route through different companies, which is indeed very nice, I have given access to you, feel free to do the same :) but not mandatory of course.
I think the game can be moderated according to the usual rules (http://forum.simutrans.com/index.php?topic=7764 (http://forum.simutrans.com/index.php?topic=7764)), since walking is off, pax can't move between networks with no access between them. we can change that, but I think competition is important for the game, to prevent us from routing London to Leicester through Istanbul, but we should keep it fair play. Please tell me your thoughts here. we should also communicate using signs near Udine and elsewheres.
igor, thank you, duly noted! I've also registered my server on the germany list.
I don't think that we need debugging - it's not unusual to have to wait a bit to join a game if the map is quite large. Greenling - is it fast enough once you've connected?
greenling says he has 30 second latency - that sounds more than just slowness to connect initally. but maybe I understood wrong due to language problems. Anyway I think he's been playing today successfully. (was that you there greenling?)
I myself lose sync with the server every now and then, but not enough to be really bothered. I enter it as the FQDN (simu.zapto.org), and not as localhost, but I'm not sure whether it goes to the internet and back to connect to the server on the same computer. I can check that actually, later.
The current -devel version, which I was originally planning to release at the same time as the next version of Pak128.Britain-Ex (on which there is still a fair bit of work to be done) does address some desync issues, but the physics are tuned differnetly, so a new pakset version would potentially be necessary to support it properly. I wonder whether there would be some benefit in releasing the new executable version earlier now that there is an online server going...?
The server it crashed!
hi, it's not exactly crashed - it's still online, but in my workplace I am having trouble connecting to it (took a few attempts before) - and worse, terrible latency while playing (I put a railway a few minutes before using the work computer - I could see it in the VNC of my home computer after a few seconds, but still not come up on the work computer).
how was your time playing today? did you have better speed? and what happens now exactly?
thanks for the alert about my trains! not enough platforms lol :)
ok - it seems there really was a problem with the server - I restarted it and the latency issue is resolved, playing normal now from my workplace. I also lost some changes I made when trying figure out the slowness, even though I quit a client before I shut down the server (i.e it was supposed to save the game).
James, any ideas why this happened and if it can be prevented?
greenling once again thanks for the heads up - please message me again if this happens again.
edit: the problem arises again shortly afterwards. I don't know why, but restarting no longer seems to help much.
There were some issues with the the current version that have been fixed on the current development branch. Perhaps when I get a chance I should release the new version even though I have not completed the next version of Pak128.Britain-Ex yet so that you can run this server more smoothly?
sounds great!
will I need to restart the game in order to use it?
I could do that, and use the chance to cancel city cars (I understand it causes a lot of problems later in the game).
City cars don't cause a problem later in the game with the new version - that is one of the fixes. You won't have to restart the game entirely, but you will have to update the software on the server side and get all of your users to update theirs.
cool. will do.
It'll be a bit of a while before I'll be able to release the new version, alas, as I am currently away from home, staying with my parents whilst my bathroom is refitted. I shall see what I can do on my return...
you're lucky to have parents that are bearable to live with :)
should I use the RC in the mean time?
Hmm - you could try that, but you might be better off sticking with the released version for now - although you say that you can't keep it running at all...? If so, the RC might be the best option.
However, if you do use the RC, the final version might very well be incompatible with saves generated by the RC, so you would either have to save manually as an earlier version, or restart the map completely when the final version is released.
I have had no latency problems at all (and I am connecting all the way from the United States). Just occasional, but tolerable, desyncs.
My experience with Simutrans standard is that latency is caused by some constriction on your computer, and not by the connection or the server. If you are using a laptop, make sure that your power is plugged in. Make sure that all power saving or eco modes are turned off (on max performance), and that the CPU and GPU are unthrottled. 90% of the time this is the cause for lag.
You might want to see if the same thing occurs to on Timothy's entropy server using standard Simutrans. If so, it is likely something with your client setup. Asaphiix, I have a player on b.64 if you would like to test, PM me and I'll give you my password.
(I am RF&P in game)
JamespettsCan you be lok on this please:
http://forum.simutrans.com/index.php?topic=10647.msg101979;topicseen#msg101979
Thanks a lot Fifty, I tried recreating on Timothy's server but the problem didn't happen. We'll continue to examine this issue, if you guys are having fun and not suffering from bugs this is what's important :)
If we continue to have major problems, we'll try the release candidate, or wait until the release. but right now I understand the game is running well for both of you. greenling, yes?
Asaphxiix - what are the specifications of the server that you are using?
what do you mean, james?
the engine is simutrans 111.0 exp 10.11 r1011
pak64.exp 0.4
No, I mean: is it a virtual server or a dedicated server? What are the CPU/RAM specifications, etc...?
ah ok. it's my personal pc, I don't use a vm... :)
running windows 7 ultimate, pentium dual core e5300 2.6 gHz 3GB of RAM
I used to work in QA, so whatever you need from me that doesn't require programming or graphics, I'm your man :)
Good Night.
I go in beed now,come morning at 20:00 clock german time to play.
good night greenling, great playing with you!
How large is your map?
857*1000
360 towns, 150297 citizens, 151 factories, 218 vehicles and 124 stops.
That's quite challenging for your setup...
Edit: Make sure that you have set assume_everywhere_connected_by_road=1, or else you will find that you will not get usable performance out of it.
the server takes 00-03 cpu %, and only 75MB of RAM, so I didn't think this was a performance issue, unless a serious spike or something. But I also found that assume everything was off! If I set it on from the 'i' key will it affect the ongoing game?
anyway, it looks like other players are not facing game-blocking difficulties, so I'm quite happy with it :)
If you change it with the "i" key settings (I am not sure whether the "i" key is assigned to this in Pak64.Experimental), the change will not propagate to the clients, who will have to disconnect and reconnect.
asaphxiix
I Can today not with you a networkgame play.
Have a Privat problem to solve.
sorry guys, I had to bring down the server for now - it became unplayable. The basic symptom is that the client stays connected - but actions clicked on are mostly executed - but the execution is not seen for a very long time (if at all). Sometimes the actions are not executed at all. Sometimes on one client (in the local computer of the server) I can see the actions made on the other client (at work), sometimes I can't even see that. Sometimes I can perform actions on the local computer where the server is but not on the distant work computer, sometimes I can't work on neither.
I will try to bring it back up in 3 hours when I am back home, if I won't I will try to run it with the release candidate file. This means that you will have to use the release candidate file as well, and when the next version comes out, we will save the game again with the current version (released) and the upgrade to the new version. Did I get that right James?
Thanks
Let's hope for a quick restoring of the game
Asaph
greenling, until a few minutes ago when I shut it down, were you able to play at all?
james: the 'i' button isn't configured. Is there another way to change the setting? are there other settings I should try?
Also - is there a command line exe of the new RC?
Asaphxiix and the other
Can we Today please the networkgame be paused!
I have by me a many privat problems.
It is currently offline, meaning, paused.
Asapkxiix
can we collect all passworts that i load the other player on the map?
On my computer lay a savegame form the last game.
I'm not sure I understand what you mean. You want the passwords for the other players to be able to play on your own computer locally?
I can give you mine, but I don't have theirs.
I've started the server now using the RC. To play, please download it from here http://simutrans-germany.com/files/upload/simutrans-experimental-rc.zip and extract the executable to your simutrans directory.
the user input to action displayed lag is a known bug. It happens when the server's time runs ahead/behind of the client. Usually just restarting the client and servers will fix the problem.
it helped at first, but got to a point where it doesn't help anymore
now with the new version someone just joined, and the server froze for a minute or two (time stopped moving), but now it looks like it's working well. Let's see how this goes from here.
This is a very useful network test of the RC - I shall be interested to know how this goes!
it was working well at first - no more disconnections - but then started being a little crazy (a stop was removed physically but the stop sign remained), and very slow, I couldn't play no more. Will check again when I'm home.
Hmm. Are you sure that your bandwidth is up to it, and that assume_everywhere_connected_by_road=1?
for me, it is working like a charm.
I've noticed that stop removal bug too, actually -- though I thought I might be mistaken -- sometimes when a stop is removed, its marker remains.
assume is off james, unfortunately I can't change it because 'i' isn't assigned. Could be bandwidth issue from my work place. They block and QoS stuff.
Good Night.
I go to Beed now.
seems like there is an additional pak file(s) in the server.
Meat ?
i'm not sure what you mean?
yeah, it was strange.
for some reason the client kept saying there was a mismatch in pakset, and that I was missing "Meat".pak, but it disappeared mysteriously too.
Quote from: asaphxiix on October 15, 2012, 08:49:17 PM
assume is off james, unfortunately I can't change it because 'i' isn't assigned. Could be bandwidth issue from my work place. They block and QoS stuff.
You can assign it to dialog_tool 27 in the menuconf.tab file. I should check whether this is assigned in the default pakset menuconf; if it isn't, it should be.
Asaphxiix
Your server need a Pakset update.
greenling, not pakset, but the new release candidate of the game engine
please download it here
http://simutrans-germany.com/files/upload/simutrans-experimental-rc.zip
btw I had to disconnect London :\ it couldn't keep up with the pax
Asaphxiix
Those link have i be use but by the pakset gives a problem it gives no train loks more .
Edit: Can you install this Addon : https://sites.google.com/site/000002expend/19th-Century-Experimental.zip?attredirects=0&d=1
ah ok yeah
it's a bug with the pakset, there's a gap of some years between 1857-63 where no trains are available
I moved the time to 1863 now there's trains
Asaphxiix
can you view on those Addon : https://sites.google.com/site/000002expend/19th-Century-Experimental.zip?attredirects=0&d=1
i'd be happy to add addons but I don't think I can do it in the middle of the game... Can I??
Quote from: asaphxiix on October 16, 2012, 07:48:15 PM
ah ok yeah
it's a bug with the pakset, there's a gap of some years between 1857-63 where no trains are available
I moved the time to 1863 now there's trains
I'd be interested to know if this bug is present in pak64 standard, or whether this is an error that I've introduced.
Asaphxiix
Do you update the pakset?
Edit: the bug gives in pak064.german exp. too.
I will check if this is possible greenling
if it is, I'll update it gladly
is it just me, or is the server down?
crashed
game crashes upon loading too
I'm reverting to a save from two hours ago, hope we don't get this again
http://simutrans-germany.com/files/upload/server13353-network.sve - this is the crash
i loaded from 1861
but now we have many vehicles from 19th century experimental addon
let's hope this doesn't cause other problems
and that the problem that crashed the server doesn't repeat
I think you may have added the older version for experimental 7.0 and earlier.
asaphxiix,
thank you for the crash report with the saved game - that was most helpful. I have found and fixed the crash on my -devel branch. The fix should be incorporated into the next release.
I think the server might have crashed again, due to the same problem.
that's great to hear james!
Anything we can do to go around and stop the bug from happening in the current game (loading an earlier save)?
anyway i think we may all benefit from a short hiatus... I didn't know a game could be so compelling, I have to play at all times, so the server will stay off for the night
It was very interesting looking at the game when I was fixing the bug - it was particularly interesting to see people sharing railway lines (the blue/purple in central Europe). This is interesting to watch!
yep it's pretty cool, what drove me at first to go multi was the notion that the only think to stop me from taking pax from London to Birmingham through Istanbul would be competition. That is, make very large detours segmented to different trips (lines). I haven't been really able to understand the behavior of 'too slow' yet, but it doesn't seem to significantly reduce the desire to voyage to a destination, even if the journey takes much longer than it should, as long as trips within the voyage are not slow, and there's no shorter alternative.
This is why I promoted open access in the game and offered to others to connect to my network anywhere. Others are more concerned with the choice of exchanges and impose certain limitations, which doesn't reduce the fun and realism. Some problems with the access system though, mainly the domino nature of pax movement which makes it hard to expand one's network when the other player is not around, since the growth of passengers carries on to the other network and requires constant adjustment. And I can only envy the Red network for its amazing efficiency, it's been great to learn from you.
so james, do you think there's a way to bring the server back up and avoid the crash?
The crash happened twice - the second time after I loaded a previous save from two hours back - which made it seem inevitable, but later I loaded that save in single player and played through with no problems. So maybe there is a way? If not, we will hold the game until the release comes out, I guess.
Asaphxiix
It my Fault that the server not more work, i have gives a addon that i not be test have.
I Post from those addon now the PNG and Dat: https://sites.google.com/site/000002expend/19th-Century-experimental-src.7z?attredirects=0&d=1
no greenling, actually this happened right before I put the addon. it looks good to me.
asaphxiix
it your server out?
yes currently I can't run it, until the next release version I think. Maybe I'll start a new uk128 game.
Asaphxiix
You want be start a game with pak128.britain exp ?
yeah why not
i wonder if my pc can take 2040*834. It's a hell of a map.
if you do, you should turn off trees, because trees actually eat up quite a lot of the file size.
It's not the pakset - it's a bug in the RC version that I have now fixed in -devel. The solution is for me to release the next version, which I shall do when I have a few minutes, hopefully within a week...
ok james! it is definitely worth the wait :)
But in the meantime, being compulsive and all, I am opening a new 128 with a nice world map for us... Please join everyone - uk 128 0.8.4
hmm, I'm getting mismatched pak files again.
Did you copy 0.8.4 into 0.8.3, or is it 0.8.4 only?
how can I check?
on game info says revision 1011 which is funny cuz i'm running 10.12
something is amiss I think
I run the server and choose pak0.8.4 i've just downloaded, but when I run a client from the same directory and pak, there's a mismatch
guess it's a bug - i'll do it on 0.8.3. just wondering whether to use 10.11 or 10.12?
I think it might be the program, rather than the pakset.
what do you say, coverage 2 or 3?
should leave it to 3 for pak britain.
gotcha. and routing on foot?
should i use your settings here?
http://forum.simutrans.com/index.php?topic=10592.0
yeah, that should give good results on larger maps.
I would put city number and industry number to be the same.
set "number city clusters" to 1/20 of number of cities and "city cluster size" to around 15~30
thanks!!
server is online on 0.8.3
tell me what you think of the map and settings
300 cities, 15 clusters, 300 ind
game version 10.11
yeah, looks good.
you could probably add a few cities manually.
server seems to be down
looking...
ok, fixed
perhaps I should open a new thread for this game, it's not even 64...
the game is offline due to some bugs. what took you out AEO?
so we have two games waiting for the next version now, we'll see whether they'll be continued when it comes :)
I dunno, I think it was too much infrastructure cost with ships causing massive refunds and costing too much to operate.
or that would be over expansion of the railways and ships being terrible.
I have now uploaded a new version of Simutrans-Experimental. Might I suggest that you update the server and continue the Pak64.Experimental game? (I suggest the Pak64.Experimental, because I run my own Pak128.Britain-Ex server, and, although it has not yet been updated to the latest version, I plan to reinstate it when I can, and it is good to have variety).
It's worth noting that pak64.Experimental will itself need to be recalibrated to take account of the new and modified features in 10.12 -- though using the current version shouldn't have a detrimental effect on gameplay. I hope to update pak64.Experimental soon.
Excellent! I shall update the .dat reference addendum shortly properly to document the new features as they affect pakset authors.
thank you james! this is very exciting :)
I will load the 64 game an hour or two before the first crash happened, so we lost only a little bit of game play
unfortunately the game seems to be paused in server mode, even when starting a new game. Any workaround for this?
Yes - connect as a client...
Edit: Hmm - doesn't seem to be online at present. I should be very interested to see how this game pans out, however!
ah ok :) I set it to work when nobody online as well, but this can be changed I guess
anyway, should be online now, had to redo the announce settings, you're welcome to join or watch james!
Watching now...
Edit: Might I suggest that, in future games, you set up the default player as a locked observer...?
Edit 2: Hmm - I wonder why that setting didn't save...
yes that was a lesson quickly learnt :P
I am getting pakset incompatibility messages and desyncs, although I think that I have the latest version of the pakset; can I confirm the correct download source for the pakset for this server?
https://github.com/downloads/jha4ceb/pak64.experimental/pak.64-exp0.4.rar + https://sites.google.com/site/000002expend/19th-Century-Experimental.zip?attredirects=0&d=1
waiting time calculation still seems to be off - still getting different waiting times between stops on the same line... also way too long (see warszawa Thorley Park Station to berlin for instance)
hmmm... I think the convoy replacer is broken.
Would people mind posting bug reports for the executable in separate threads in the Simutrans-Experimental development section? It makes it much easier for me to keep track of the bugs that way. Thank you!
Quote from: asaphxiix on October 28, 2012, 10:30:24 PM
waiting time calculation still seems to be off - still getting different waiting times between stops on the same line... also way too long (see warszawa Thorley Park Station to berlin for instance)
They will still be different -- it's difficult to avoid this given the way this feature works -- but the variation should hopefully be much less than in previous versions. (In fact, I know it is, because I've tested this extensively ;) ) If you're getting very long times then this may mean that passengers are leaving a station unhappy because they had to wait too long. If they do so, they will post a very long waiting time to simulate the fact that they had to wait longer than they were willing to.
yep after a while it became much better with little variation :)
you should probably remove line 219 manually.
It's stuck and causing a major backup of passengers in london.
or, alternatively, someone should add a train to the platform there.
yeah, i'm waiting for greenling there... I had to remove the stops in coventry since the bus line couldn't handle the traffic, and putting a train there would just move all those pax to clog in london, not good for anyone. I entered greenling's account and removed the line to help, hope this will be forgiven.
I fear london is just too big for the coach lines... maybe if another train is added from portsmouth to the southern city it can work.
alas, I had to suspend the game, the sign bug makes it require constant supervision. We can play when we are both online I guess, till it's fixed.
Hello all.
I can not more play with you. ::'(
I lost my usb stick. ::'(
On those was the Simutrans exp and the pakset with then i have be play. ::'(
Also make me the new simutrans 10.12 some problems. ::'(
Asapxiix i send you a pm with my password for my Company. ::'(
Schade, greenling! Maybe until we start the game again you will solve the problems, for now we are on a break.
yeah, I don't mind starting a new game.
me too!
but still we need to wait for the bugs to be fixed. Maybe you can make a nice map for us AEO?
okay, let me see what I can come up with...
---
http://dl.dropbox.com/u/17111233/howisthis.sve
Map settings:
map#: 7530
size: 1024x1920
cities: 240
big cities: 14
number of clusters: 50
cluster size: 4
median population: 800
road length: 200
industry chains: 200
tourist attractions: 100
climate settings
water level: -2
Mt. height: 200
roughness: 6
cities like water: 60
no trees
other settings
frames per second: 25
passenger factor: 12
city isolation factor: 64
I have now released a new version which fixes the critical bugs reported in 10.12. Hopefully, you will be able to re-start the server now.
thanks a lot james! splendid news to start the week :)
i'll start working on the new server.
Excellent! Do let me know when it is up and running.
I will do that:)
For now though, I'm trying to get the settings right for a new game. I'm thinking, setting travel distances to something sort of real like 20 km for a local journey, 100+ for long distance, then setting local chance for 55% / med 30% may help coping with the sensitivity of network growth, especially as we play with refunds on. Also it's a bit more realistic - I've found that somewhere random in England IRL trips under 20km make up 96% of all trips).
Also I've been modifying the paks a bit. I've already fixed horse cars to be restricted to one wagon that can carry 55 pax; changed intro. date for some factories to be earlier with some wagons and trailers to go along, and I'm considering making some changes in fares, mostly for freight which maybe just a bit too easy, after playing 128britain.
any thoughts or advise are welcome, anything you think may need some tuning up as well. If I learn to do this right, maybe I can help with the paksets some time :)
This is very interesting - any balancing tips that you manage to discover will be most eagerly noted for Pak128.Britain-Ex!
I'm still working hard on balancing the pak, I don't think it ready for a full game yet. I finished balancing the trams, working on airplanes now. Trying to hasten things since James' server is getting busy, but it'll take a while longer, since I also play there most of the time... If anyone wants to start testing the pak a little and point out things that require balancing, that would be cool. Also send out the scenarios for the tests. Here is a good one to start with, where I connected two big cities with planes, and also the current version of the modified pak.
http://simutrans-germany.com/files/upload/pak.64-exp2.rar (http://simutrans-germany.com/files/upload/pak.64-exp2.rar)
http://simutrans-germany.com/files/upload/747.sve (http://simutrans-germany.com/files/upload/747.rar)
Asaphxiix
what have you all adjust in ithe pak64-exp2.rar?
Can you that be post in a PM.
Thank you.
so far just the trams, I think. I have balanced them to work out (in my scenarios at least) to make about 15-30% profit.