Today I nothised that servers.simutrans.org is down and that the servers are no showing in game. But my server is still running and accessible via 80.101.25.164:13356 for the people that whan to conntinue playing on it or whan to join.
River's server:
80.101.25.164:13356 temp: 80.101.25.164:13358
pak64
build: 120.2.2 (Stable) temp: can be found in miss matched
only minimal terraforming allowed.
River's region server: offline
River
Hmm - does anyone know for how long that the listing server has been down or when it is likely to be back?
i believe it has been down since 1 or 2 october, i have no clue about how long it will take :)
i was surprised i didn't find any mention of it on the forums
Let us hope that it is reinstated soon. Thank you for spotting the problem.
Thanks @River. Can I suggest that you save this map (and all future maps) with no trees? This will reduce the file size of the map. I have a player in your game but am often unable to load the map.
I also believe the server listing went down on 1 or 2 October. I didn't report it because I have a history of having server access problems that seem to affect me and no one else.
I know how to create a map with no trees and i will do this from now on, but i don't know how to remove all the trees from this map. If anybody does know how to do this, let me know.
Remove trees:
1) Make a temporay folder and more all files "*tree*.pak" into this.
2) Start simutrans, load your game, save your game.
3) Move the tree paks back.
4) Load your game, make some manual forst or plant some eyecandy trees.
done.
This server appears to be down.
Edit: The server is still down. One can assume it has been terminated.
Edit (20/10/2015): Server appears back online now.
I started a new servers on the old address. feel free to play.
removed the tree's now aswel.
version is now: 120.1.3 r7753
Hi rivers
How active is your server and would you welcome another player?
Mark
Hi Mark,
As long as there is space you are welcome to join the server. atm there are 5 companies left. and you can always ask people to share :) I hope you enjoy the server.
River
Though there are some occasional lags and disconnections, the server is pretty fine and playable, with nice people to play with ;)
Server seems to go down each evening.
That shell script I mentioned as a possible solution earlier today looks like this:
# Check if simutrans has stopped running
if pgrep "simutrans" > /dev/null
then
echo "Running"
else
echo "Stopped"
# Insert reboot or restart application
# command after this line.
fi
You would save the shell script in a file named "restart.sh" in your homefolder (or somewhere else if you want), then execute the line:
crontab -e
... to add the script to a timetable that runs automatically every minute or so. "crontab -e" opens an edit window in vim/emacs, where you'd add the following line:
* * * * * ~/restart.sh
Now, every minute the server will check if simutrans is running. If it is not, you can insert lines of code to either reboot the machine, restart a simutrans server instance, email yourself with an error message, etc.
Cron can be installed with `sudo apt-get install cron` on ubuntu-like servers.
Seán
Hello River.
You may want to test the Script: "map divided into regions and points system (by Dwachs (http://forum.simutrans.com/index.php?action=profile;u=2420))".
I not can do it because my internet is depressing. :-[
regions-pak64.zip (http://www.mediafire.com/download/whag5ans8aye5u1/regions-pak64.zip)
@IBM i will set up a script if i get one working, i can't use yours as i'm hosting it on windows.
@Yona, i have seen the topic come by yes, if there is intrest in a map with the script i might be able to host a server for it. I like being able to build cross each other. it might cause some chaos but it makes working together intrestring as you can each do the part that intrest you.
I would like to know what causes the server to crash. I had it before in a different map on a server where it also started to crash when entering the late game.
Quote
I would like to know what causes the server to crash. I had it before in a different map on a server where it also started to crash when entering the late game.
Is the computer crashing? Or just Simutrans? If it is Simutrans it would be interesting to have a stack trace.
It was just simutrans. i tuned on loging last night aswell. what i got from it was:
World destroyed.
World destroyed.
World destroyed.
FATAL ERROR: xmalloc() - Could not alloc 32764 bytes.
Aborting program execution ...
should i also add debuging?
For those that are intrested a server is runing with the region senario. it can be found at 80.101.25.164:13358 using pak 64 and is running at nightly build rr7860.
Quote
what i got from it was:
Out of memory is the cause. This can be both the result of the system running out of virtual memory or Simutrans running out of virtual memory address space.
i will keep an eye on RAM usage but it looks like there is a small memory leak somewhere.
Most of the time i'm running 2 servers at the same time and until now only the public server has crashed so i suspect its the memory of simutrans that ran out.
@River
modified file for maps of 1024x1024.
did you also mange to fix the problem with the borders in this file?
i restarted the server with a map of 1024x1024. its much beter now.
Quote from: River on August 23, 2016, 04:55:16 PM
did you also mange to fix the problem with the borders in this file?
Upgrade:
Now it is possible the connection at the borders.
River: Please do not doublepost, meaning if you have the last reply in a thread and it's been less than 24 hours since you posted - edit your post, don't add a new one.
I don't have time to merge the posts right now - have to go to bed - busy. So just a note for future. :)
Upgrade:
I had not noticed some errors.
restarted the server but the changes didn't take effect as i expected. i will have to recreate the map for it to take effect. Let me know if you would like me to do that
Quote from: River on August 24, 2016, 09:13:47 AM
restarted the server but the changes didn't take effect as i expected. i will have to recreate the map for it to take effect. Let me know if you would like me to do that
For me there is no problem. ;)
DrSuperGood, today i got this error from the server: https://s4.postimg.org/oihn1bhkt/error.png
Looks like that assertion happens if the next tile is equal to the current tile of a line route. I am unsure how this could happen and even what sort of convoy caused it without a stack trace.
Might be worth splitting this thread into a bug report.
unfortunately i forgot to save the log file before restarted the game. so now its gone ::( also something that would be nice to have changed
Edit: I got the same error again but there is no message in the log file.
Edit: and again, found a hopefully usfull log file now: https://www.dropbox.com/s/1w4co6ikircnjga/simu-server13356-crash-26-8.log?dl=1
Edit: so same error again with logfile: https://www.dropbox.com/s/9zeay7oislbonge/simu-server13356-crash-27-8.log?dl=1
The log files do not appear to show anything glaringly obvious going wrong, at least to me. I assume these crashes happen at different times (restarting allows the game to progress past the crash)?
Are they both for the same assertion failure crash you reported on the 24/08/2016? If so then I am guessing one will have to find the cause by looking at how the assertion could fail, something that will warrant as a bug report.
yes the server gets past the point it crashed after a reboot. It is the same error each time yes.
This time i got a crash without specific error message. log file is attached. it doesn't seen to have anything relevant i think.
https://www.dropbox.com/s/o22yks55bk292tl/simu-server13356-crahs-1-9.log?dl=1
Quote from: River on August 23, 2016, 09:40:29 AM
For those that are intrested a server is runing with the region senario. it can be found at 80.101.25.164:13358 using pak 64 and is running at nightly build rr7860.
There's an extra r in the revision compiled into your exe preventing the game from finding the server on the listing...
i'm familiar with the problem, this is however the version i downloaded from (and is still available on) the nightly build site.
Region senario has an update and the server has been reset.
Update:
The map from River's server has been reset.
a new rules has been added to the server to create more of a challenge and less problems. You are only allowed minimal terraforming.
the save game from the last map can be downloaded here: https://www.dropbox.com/s/fentgind1y53sn2/riversserver.sve?dl=1
A new version of the region senario is out for testing there for the region server has been reset and now requires nightly build version rr7875 that can be downloaded here: http://farm.openttd.org/artifact/SIMU-NIGHTLY/W9X/build-210/Simutrans-Bundle/simuwin-7875.zip
a new version of region senario is out. you new require nightly build rr7880. this can be found at www.nightly.simutrans.com
I'm enjoying a lot playing on River's Server over the last months and seasons. It's really addictive - and that's why sometimes I need to stop for a while ;D
But there's a new player, Patch, who's not acting fair with other players. They build roads and new bus operations in cities which already have players running and will ignore each and every warning, even when we say their constructions and new operations may wreck what has already been established.
I'm usually fair, collaborative, and willing to learn and share expertise with all players, but since they didn't go fair, I'll not be fair with such player as well...
Great to hear that your are having a good time Mobilerod.
I Will take a look at Patch his actions. But he is allowed to compete with you but not allowed to block or destroy your lines.
I hope to see you in game!
Thanks for the reply, and thanks for the fast action as well :)
By the way, they might be able to compete, but not to block others' bus stops, right?
Quote from: MobileRod on September 22, 2016, 05:07:04 PM
By the way, they might be able to compete, but not to block others' bus stops, right?
you are not allowed to block stops, remove used roads/rails or even collect goods with the purpose of having the max goods in transit stored without moving them.
Quote from: MobileRod on September 22, 2016, 04:06:18 PM
But there's a new player, Patch, who's not acting fair with other players. They build roads and new bus operations in cities which already have players running and will ignore each and every warning, even when we say their constructions and new operations may wreck what has already been established.
I'm usually fair, collaborative, and willing to learn and share expertise with all players, but since they didn't go fair, I'll not be fair with such player as well...
That's why I decided to create the maps divided into regions, always players who do not follow the rules !.
@River
Script: regions-v4.4
- Now allows connections of power lines and rails.
I do not think I can keep playing as I have no internet. :-[
I always build massive subway loops under cities I want, independent on if anyone else is already vaguely trying to transport the passengers or mail. The result usually is a massive increase in passenger and mail pickup.
My password seems to have changed ???
Quote from: DrSuperGood on September 23, 2016, 05:30:04 AM
I always build massive subway loops under cities I want, independent on if anyone else is already vaguely trying to transport the passengers or mail. The result usually is a massive increase in passenger and mail pickup.
That wouldn't be any problem since you don't destroy roads or mess up with existing lines. As River remembered, competition is allowed.
I have merged the double post.
Seems that the server is down...
I am Alphen ingame and want to mention also another problem:
When i pickup goods at the fabrics i usually reserve the last tiles of my road with private road signs because there my trucks will be waiting when no cargo is available. Some players connected their road within this area and sometimes even built a bypass to go around the private road signs which finally provokes a traffic jam or even renders my truck lines useless (when trucks change their route due to the new roads and access the target from the wrong/not indented side and mess up with other waiting lines there).
Please respect other players constructions and don't block or destroy other lines.
Another issue that we have since the beginning are the empty company slots. every day certain players use them to terraform, to build roads over the whole map, to place new cities (i guess we have around 50 cities created by players, 90% created by empty company slots which bankrupted after that single action.)
The servers are back online.
Quote from: 5045 on September 26, 2016, 10:29:13 AMAnother issue that we have since the beginning are the empty company slots. every day certain players use them to terraform, to build roads over the whole map, to place new cities (i guess we have around 50 cities created by players, 90% created by empty company slots which bankrupted after that single action.)
This off course is not allowed but its hard to monitor. The only option i see is to lock all slots and people have to request a company slot. This is not full proof but i'm more worried that people find it to much work to join in. I want to keep the server easy accessabel and fun.
Quote
I am Alphen ingame and want to mention also another problem:
When i pickup goods at the fabrics i usually reserve the last tiles of my road with private road signs because there my trucks will be waiting when no cargo is available. Some players connected their road within this area and sometimes even built a bypass to go around the private road signs which finally provokes a traffic jam or even renders my truck lines useless (when trucks change their route due to the new roads and access the target from the wrong/not indented side and mess up with other waiting lines there).
Use the truck stacking trick. This consists of a through stop followed by a terminal (cannot be tampered with). Place private way sign on through stop to prevent public traffic from breaking it. Order convoys to unload at the terminal and then load at the through stop (if line has same stop listed twice in a row the first will be for unloading and the second for pickup). Up to 64 or some unreasonable number of convoys can wait in a single tile using this trick. Absolutely critical for massive truck lines. Only way other players can tamper with it is if they break or jam the roads used by the line, the stop and stacking itself is completely tamper proof.
Quote
Another issue that we have since the beginning are the empty company slots. every day certain players use them to terraform, to build roads over the whole map, to place new cities (i guess we have around 50 cities created by players, 90% created by empty company slots which bankrupted after that single action.)
I plan to fix issues like this if I can ever connect to the master SVN repository. Specifically a setting to limit city creation to the public service provider player only and better finance checks to prevent actions which will cause, or when at negative net wealth. Possibly settings to limit players to controlling 1 company at a time might be worth looking into.
Quote from: DrSuperGood on September 26, 2016, 02:53:38 PM
I plan to fix issues like this if I can ever connect to the master SVN repository. Specifically a setting to limit city creation to the public service provider player only and better finance checks to prevent actions which will cause, or when at negative net wealth. Possibly settings to limit players to controlling 1 company at a time might be worth looking into.
Imho it would be enough to just require that the player who builds a new town really has that money. In our case all this towns which cost 5.000.000 $ were just built with new players that had only 200.000 $ net value. After each city creation - instant bankcrupt.
Another thing that should not be possible are private road barriers on other players bus or cargo road-stops. We had a funny player who put his private road barrier exactly on the busstop of another player which was constructed on a public road. All buses had "no route" after that. That should also be prevented technically ;)
Quote from: DrSuperGood on September 26, 2016, 02:53:38 PM
Possibly settings to limit players to controlling 1 company at a time might be worth looking into.
This is tricky as i don't only play with my own company but also with the public player. next to this its nice if you are able to help a friend with there company if they need the help.
Quote
This is tricky as i don't only play with my own company but also with the public player.
Public player obviously is exempt as it is an "administrator" company.
Quote
next to this its nice if you are able to help a friend with there company if they need the help.
What?! Help a company you did not start yourself? This is not OpenTTD, people do not share companies!
One could exempt companies founded by other players (limit is only on starting new companies, not using existing companies). The definition of a player would be an unique IP address, or any other unique identifier one can grab. IP might be a problem for IPv4 when users are on carrier-grade NAT.
Regions v4.5 http://www.mediafire.com/file/u1jf50wrufhvyk8/regions-v4.5.zip (http://www.mediafire.com/file/u1jf50wrufhvyk8/regions-v4.5.zip)
Change:
Text labels are now automatically placed.
error with region 4.5
https://www.dropbox.com/s/o8le8ckxz3ghmk4/region4.5crash.PNG?dl=1
@River
This should fix the problem.
I've improved some things in this version. ;)
updated the server but i'm unable to change the game settings with the public player station in the right corner.
when is the next restart planned?
Quote from: 5045 on October 15, 2016, 07:21:12 PM
when is the next restart planned?
There is no planed for now. if most people want a restart it is possible.
With the non-nightly server now full, would it be possible for people to start sharing companies? I would not mind playing a little bit maintaining somebodies company as I do not have time to run my own.
server is down since 3 hours at least...
Quote from: River on October 15, 2016, 09:05:20 PM
There is no planed for now. if most people want a restart it is possible.
Oh, pleeeeeeeease do it :D
Quote from: 5045 on October 19, 2016, 09:52:59 PM
server is down since 3 hours at least...
The server is back up again.
This is possibly the last version (if there is not more errors of course) :P
You must use the r7919, and update all files.
changes:
Solved some bugs with text markers.
Some spelling corrections.
Are you going to update the region game version? 7875 is not longer available at the nightly page...
The region server has now been updated to version r7919 and the latest version of region.
Regions map is broken. People can build anywhere they like.
I know there is a bug in the script, yona has been informed, just waiting for a update
You can not be a mistake, this part of of the code I've never touched. :o
Please try a new map to see if the error appears.
Quote from: Yona-TYT on October 23, 2016, 12:57:29 PM
Please try a new map to see if the error appears.
This had no effect, i still get the same error
Create a new installation of simutrans using r7919 or r7920.
In a new folder.
Can someone test this ?. I do not get any problem.
the error is caused by the pause when no one is online setting on the server. If you can fix that it would be great, for now i will run it without
Try with region-4.6, I'm suspecting of an error with simutrans. :o
i'm sorry to say that i accidentally used 4.6 as the new version on the server instead of 4.7 got confused in the list of versions of the senario i got. but fix it now.
the error is in both 4.6 and 4.7.
That means it is a error with simutrans because before updating this did not happen.
You can return to the previous version while the problem is resolved.
I have reported here: http://forum.simutrans.com/index.php?topic=15388.msg155380#msg155380 (http://forum.simutrans.com/index.php?topic=15388.msg155380#msg155380)
Is fix :P [size=78%].[/size]
Is the server now using another game version or still 7919?
It would really be helpful if you could compile your server game with the version string activated, river ;)
I'm still using 7919 for the region server and the stable build for the other server. I keep all this information up to date on the initial post of this thread.
My server is running the build provided by http://nightly.simutrans.com/ This is a problem in the nightly builds
The nightly build server must be building with the wrong compiler flags for some reason. One has to explicitly turn on version builds.
The region server has been updated to Nightlybuild rr7923.
I removed the code that gave problems. No need to remove bridges from other players. :P
The problem seems fixed.
Quote(https://www.dropbox.com/s/s9b0m9dv3k6bijj/senariocrashafterremovecompany.PNG?dl=1)
Try this, I'm not sure if this solves the problem.
I was first gone wait till the bug in simutrans it self is fixed. then i will add this.
Both server will be down tonight from 17:00 UTC for 4-6 hours.
Is there an easy download link for the pakset required for this server?
I tried using the Online Installer but the default version of pak64 it gives reports being mismatched with River's Server, and arrives in a folder just called "pak" so its hard to know exactly what version number it is.
The server has been reset. for the people that are interested here the last save game of the map can be found here: https://www.dropbox.com/s/2b9iqe4ai2li978/server13356-network%2011-12-2016.sve?dl=1
@AP your problem is propebly with the region server where we are using a nightly build of simutrans. the current version used is in the first post of this topic. at this moment the version is not available on the nightly servers. i will look at a fix soon!
If using nightly builds one must really restart the server at least once a week with the newest nightly. It kind of defeats the purpose to keep using an arbitrary old nightly.
The region server is gone be offline to make room for a private server.
Public server seems offline.
i was away last night so i cound't fix it before. the server crashed on "assertion failed" again. so i'm expecting more crashes to come. can't wait till the next official release. The server is back up again
The server crashing on failed assertions suggests that you are using a debug build; surely a server should be running a release build?
umm you think the problem was caused by using -debug in start up? would have been nice to have know in september when the problem was first showing up :)
Quote from: River on January 01, 2017, 02:11:36 PM
umm you think the problem was caused by using -debug in start up? would have been nice to have know in september when the problem was first showing up :)
Assertions are a feature of the programming language: they will cause the program to terminate ("crash") when a certain condition is met in the code. This is used for testing/fixing ("debugging") code: the idea is that the conditions that cause the program to terminate should never be true, so that, if they are, the programmer knows that there is a fault and that it needs to be fixed.
Because of their function, assertions only work in debug mode. When debug mode is not defined, assertions are ignored. This may mean that some subtle error is occurring that cannot easily be traced (or not, depending on whether the assertion was aptly set), but the program will not crash for an assertion failure.
Also, depending on your makefiile settings, you may well find that a non-debug build is faster than a debug build - are you using optimisations, for example? For an actual game on a server (i.e. where the idea of the server is to play, not to test), I do recommend using release rather than debug builds.
i'm using the official release but i had -debug turned on cos of some crashes that happend, hoping to find the cause.
Quote from: River on January 01, 2017, 02:24:38 PM
i'm using the official release but i had -debug turned on cos of some crashes that happend, hoping to find the cause.
The -debug runtime flag will not make a difference: what matters are the flags set at compile time. I thought that Simutrans-Standard had some years ago switched to release builds for the official releases - unless you are using the nightlies, which are probably still debug builds?
no this is the official release as you can download from the website.
That is a little odd. There is much to be said for making the official releases actual release builds with debugging disabled and optimisation enabled, and having only the nightly builds with debugging enabled.
Are you able to compile your own? If so, you can disable debugging (and therefore assertions) when you do so.
Was it the same assertion as before?
Quote from: DrSuperGood on January 01, 2017, 04:10:45 PM
Was it the same assertion as before?
hard to say i was to tired to think to save the log.
Simutrans standard was released as debug build for years. Otherwise lots of debug log messages would be gone and the performance hit was not very big.
Also, a failure on assertion usually means the server will crash soon anyway, since something is not as it should be.
Hey River, any chance you could move this server to JIT2 mode? We have a lot of issues on the map right now with factories hitting in transit limits due to long distances, slow routes, multiple players serving the same route, jams, etc. I moved it myself on a local copy and it seems to improve factory dynamics significantly.
Quote from: Fifty on January 02, 2017, 03:53:07 PM
Hey River, any chance you could move this server to JIT2 mode? We have a lot of issues on the map right now with factories hitting in transit limits due to long distances, slow routes, multiple players serving the same route, jams, etc. I moved it myself on a local copy and it seems to improve factory dynamics significantly.
i was under the impression that JIT2 is bugged. But i will consider moving it to it.
There are some issues (and DSG Can tell you more about them) but it is in no way unplayable, which this game is starting to become with the in transit limits as they are.
JIT2 mechanics are not majorly bugged, at least within the pak64 dynamics. They are not optimum though and that is something I want to look into later this month for the next release. I want to make some pretty big revisions to it to fix some mechanical issues but I guess we will have to see.
They do suffer minor bugs with a few pak128 factories which involve huge quantities. Specifically some minor rounding errors causing visually unstable output (nothing to do with game stability). Something that I will finally fix this week (that patch has been outstanding far too long).
The major bug we encountered with JIT2 was power system stability and overflow. This occurred for a variety of reasons including wrong power logic (also affecting JIT1 which is what the servers are using) and me making a wrong assumption about power logic. However this does not break JIT2 directly other than a view visual anomalies or the already broke power logic.
I think the servers need rules such as "no over expanding". The pure green player literally has expanded to service everything and in doing so services nothing well. His passenger services are almost always over crowded. His industry services are hitting in transit limits due to bottlenecks. Despite these issues he then duplicates other player lines just because he can, breaking them in the process. He really should be running a company a quarter of his current size and even then he will probably struggle to keep things running well. This is not very multiplayer friendly behaviour. I have no problem with competition, as long as it really is competition and not someone messing around pretending to be competition but rather breaking everything.
I've been playing this exactly a year ago on the previous New Year holidays and there been roughly the same discussion about JIT2... I was so lucky to play on an experimental server with JIT2 then and honestly was very impressed about it. I've came back here now in a hope to find a server that's running JIT2 to my big disappointment that there isn't such a server :( Please! Host something with JIT2 support already!
yesterday i switched the server over to JIT 2
i got another assertion failed for you guys.
https://s24.postimg.org/8adkuulad/assertion_error.png
the .logs final words where:
Quote
World destroyed.
World destroyed.
World destroyed.
lets hope there is an actual fix for this.
Thank you for JIT2! I did something wrong while lowering the ground @(202,391), the underground tunnel that was underneath is visible now :(
P.S. Oh no! It just crashed! I'm sorry if that might have caused the crash. I was unlucky to break my RR connection just before the crash happened :( Hopefully I won't become bankrupt when the server is up...
Exposing an underground ground above the natural ground is not really intended so I am guessing a crash is a likely outcome.
Quote
lets hope there is an actual fix for this.
Either use a non debug build, a nightly or wait until next release. That assertion has been replaced with a logged warning which might be more useful to finding the cause and the results should be harmless anyway.
Unfortunately my pc died today and taking down the power of the server as well causing more problems then I like. It seems a lot of progress was lost on the game. I'm sorry for the inconvenience and I hope you are all able to restore your companies quickly.
Trying to connect, but it it isn't letting me in, trying to transfer the game for a while and then announcing that not enough bytes were transferred.
for me its bed time, I will try to restart it for now and I will look in too it more tomorrow.
Yeah, bed time for me long ago too... I only wanted to login to be sure my company won't get bankrupt. Thank you very much!
P.S. Alright, so the server is preparing the game really quickly and then it's transferring the game for a long time and finishes on the half with the message that "not enough bytes are transferred". Okay, tomorrow is a new day, hopefully everything will be OK.
Lost quite a bit of progress. Here's a savegame from 2054 (https://drive.google.com/file/d/0B70SXPKVMeFvSkVIVl8tUlVXNGM/view?usp=sharing), 18 years beyond where the server is right now. Any chance to restore this save? Thanks as always for your hard work hosting, River!
Here's a savegame from 2057 (https://www.magentacloud.de/lnk/4WrB1rCL)
Quote from: Fifty on January 11, 2017, 04:52:50 AM
Thanks as always for your hard work hosting, River!
+1
Still can't connect to the server... Where simutrans stores save games? When I was playing before the crash it has been saving annoyingly frequently. But I've tried to reinstall the game so probably I deleted them.
Quote from: Wormer on January 11, 2017, 09:52:53 AM
Still can't connect to the server... Where simutrans stores save games?
C:\Users\{accountname}\Documents\Simutrans\save
I restored the save game. gone look more in to the connecting problem right now.
I can connect fine now. But "transferring game" was slow.
Thanks for recovering the game :)
Thank you for location! Although the game have already replaced it when I was trying to connect. I can connect to the server now! Thank you for hosting the game, River!
i'm surprised that you guys can connect to the game as i can't load the game from the same house.
From my point all seems to be working again. if people still can't connect please let me know.
A new map has been started on the server. The reason for this is that the old save game was corrupted.
Everyone enjoy!
Please update server to latest Simutrans version. There have been a large number of improvements since 120.1.3. Especially with JIT2, powernets and client performance. It also adds the ability for public service player to bump into any slot once logged in to fix problems.
i nothised it was updated after i restarted the server, i will look in to it soon
UPDATE: Server has been patched to 120.2.1
Great Server, please keep up the good work :).
Anyway, anybody else noticing that it seems that the ST's Master server for the server list seems to be down regularly in the last days?
EDIT: Sorry, just saw there is an own thread about this. http://forum.simutrans.com/index.php?topic=16789.0
Hi there,
was playing on your server. It just crashed right now. I catched this error message, see attachment.
I was just exchanging a train, nothing special done.
Thanks for reporting the error, i got the same message on the server.
Interesting. Server crashed again right now. I was (again) replacing an old train by a new one (in the same depot seen in the screenshot above). In the moment I started it to run out of the depot, the server crashed. This time it was exactly the same. Seems kind of a bug detected.
BUGREPORT:
So what I did was the following. I had an old train in the depot. First I added the new train (it has been attached to the old train), I removed the old train and all the waggons one by one until only the new train was left. I added new waggons and trains (to lengthen the train with higher speed), and voila: Server crash on starting the new train.
EDIT: And sorry for obviously crashing the server. :(
The server has been restarted. please don't try it again.
It is a know bug in stable and has been fixed in the nightly builds.more details on the bug can be found here. http://forum.simutrans.com/index.php?topic=16834.0
Thanks for restarting the server. And sorry to inform you, that the server crashed again (unintentionally). :((
I did as suggested in the bug report topic you linked and created a new train. The old one still existed. To my great surprise it still crashed on starting that new train. I'm not sure what I did wrong this time.
Anyway, sorry again.
Sorry, seems that I crashed the server.
Quote from: River on March 23, 2017, 04:38:27 PM
It is a know bug in stable and has been fixed in the nightly builds.more details on the bug can be found here. http://forum.simutrans.com/index.php?topic=16834.0
I learned from the bug report to avoid modifying a train stored in the depot, so I did not. But I changed the schedule, which may have caused the crash. Are there more actions to avoid when dealing with the depot?
Its oke, i'm trying for a more permanent fix.
the server has been patched to version 120.2.2 this should prevent the game from crashing
Since yesterday evening (GMT -3), everytime I try to connect to the server I receive this message and Simutrans closes...
Have you patches your game to the latest version 120.2.2? besides that the server is running fine and people are able to connect to it. You might wanna try to reinstall the game.
The server has been crashing alot lately. Can some1 check if they see anything in the log? i think i set the max for debug messages (debug 3). i didn't get any other messages.
I hope we can fix this.
log file:
https://www.dropbox.com/s/yeto8jfitrtk0mp/simu-server13356%20crash10-04-2017.txt?dl=0
I saw the server on just before a minute. I decided to join. After logging into my company and watching around (doing really nothing, not even clicking onto one of the building buttons), the game crashed and alongside with the game, obviously the server crashed. SAD. ;D
I don't see anything overly interesting in the log file.
A player connected, the server unpaused, the player unlocked player 10, end of log. No error(s) from Simutrans.
At the beginning of the log is this:
Warning: internal_create_surfaces(): Couldn't create opengl renderer: Couldn't load GL function glBlendFuncSeparate: Failed loading SHCORE.DLL: Kan opgegeven module niet vinden.
Warning: internal_create_surfaces(): Using fallback render software instead of opengl: Performance may be low!
Servers should generally be running posix backend; This warning can only come from SDL2 which uses OpenGL which appears broken on the host computer...
After the unpause I see:
Warning: karte_t::interactive: server lagging by 1042
Warning: karte_t::interactive: server lagging by 923
Warning: karte_t::interactive: server lagging by 803
Warning: karte_t::interactive: server lagging by 683
Warning: karte_t::interactive: server lagging by 563
The slow catchup indicates the server is very close the maximum map complexity it can run. Need more CPU power... Dropping to the posix backend would free up alot by disabling the graphics rendering load...
I don't expect either to be a crash source, although the SDL2 software fallback mode is not well tested yet.
I found the problem, a company went bankrupt. i will make a bug report
The server has been down all weekend because i wasn't home. i put a temporary fix in place for the server but i will try to properly patch the server later. for now you can find the server between the miss matched server.
please help me! I want to play so bad but i cant find the pakset to join rivers servers. can anyone link it for me?