Started by jamespetts, January 14, 2012, 09:03:19 PM
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Quote from: jamespetts on January 21, 2012, 07:53:56 PMHmm - I implemented it because people were deleting public roads and leaving cities cut off. It's more realistic this way, I think: if you want the public player (in this game, me) to move roads, post in this thread.Edit: Note that this does not apply to city roads.
Quote from: AP on January 21, 2012, 09:54:57 PMHow do I get it to tell me my ping?
Quote from: AP on January 21, 2012, 10:38:04 PMWell, I'm done for the evening. In some respects it clearly works well, but certain elements - notably trying to do anything in-depot, were slow to the point of being unresponsive. AEO appeared to be having a more successful in-game conversation with James about it. I found my in-game messages had a lag on them - I'd type them concurrently with the discussion occurring, and they'd appear 4 or 5 minutes later. No idea if this was due to haivng 3/4 clients connected.
Quote from: AEO on January 22, 2012, 02:19:07 AMTo repeat what was said in-game, so other can see.For me, it seems like the depot is the number one spot where I will desync. Purchasing new vehicles seems to be more problematic compared to assembling from available inventory.convoy replacement is a guaranteed desync, however the command will be executed.Generally, it seems that 4 clients or more will cause severe instability, while 2 will result in a slight delay between actions.
root@438242:~# ps -ef|grep cronroot 687 1 0 17:16 ? 00:00:00 cronroot 1138 948 0 17:36 pts/0 00:00:00 grep --color=auto cron