| --- | Log | opened Fri May 18 00:00:35 2007 |
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| 02:24 | <robert___> | hi all |
| 02:24 | <robert___> | I am getting desync errors when playing on local lan |
| 02:24 | <robert___> | the server does not run a firewall |
| 02:24 | <robert___> | anyone has an idea on what to try next? |
| 02:25 | <robert___> | im playing 0.5.2-RC1 |
| 02:25 | <@Rubidium> | can you reproduce them reliably? |
| 02:26 | <robert___> | well |
| 02:26 | <robert___> | if i connect to the server |
| 02:26 | <robert___> | i get thrown off within 2 mins |
| 02:26 | <robert___> | every time |
| 02:26 | <robert___> | so i guess yes :-) |
| 02:27 | <robert___> | can it be because we set the map size to 512 * 512? |
| 02:27 | <@Rubidium> | nope |
| 02:27 | <robert___> | hmmmmm |
| 02:27 | <robert___> | on my client should i do special firewall things? |
| 02:27 | <@Rubidium> | desyncs are mismatches in the game state (thus a bug somewhere) |
| 02:27 | <robert___> | ic |
| 02:28 | <robert___> | perhaps i should role back to 5.1? |
| 02:28 | <@Rubidium> | can you reproduce it "from" scratch, i.e. saving the current savegame of the server and restarting the server and then joining after a few seconds |
| 02:28 | <robert___> | ok let us try |
| 02:28 | <@Rubidium> | robert___: rather not, because I want to debug the desync ;) |
| 02:28 | <robert___> | ok :-) |
| 02:31 | <@Rubidium> | and to be of any use for debugging, the desync should preferably happen in the first minute after starting the server and joining the client |
| 02:32 | <@Rubidium> | oh, are you using any newgrfs? |
| 02:33 | <robert___> | no |
| 02:33 | <robert___> | somehow it seems to work now... |
| 02:33 | <robert___> | strante |
| 02:33 | <robert___> | strange |
| 02:33 | <robert___> | the first time, we just opened a new map |
| 02:33 | <robert___> | new game |
| 02:33 | <robert___> | with only 2 players |
| 02:33 | <robert___> | each player running an own company |
| 02:33 | <robert___> | on our lan |
| 02:34 | <robert___> | and i tried to connect in the start of the game for like 4 times, every time got disconnected |
| 02:34 | <robert___> | but now it seems to work |
| 02:34 | <robert___> | is the game perhaps in some kind of start-up phase in the beginning? |
| 02:34 | <robert___> | still initializing stuff? |
| 02:34 | <@Rubidium> | no |
| 02:34 | <robert___> | mmmmmmm |
| 02:34 | <robert___> | strange |
| 02:34 | <robert___> | i will try to start a new game ok |
| 02:35 | <robert___> | and see whether it still goes wrong |
| 02:35 | <robert___> | when i got disconnected, i didn't built anything; i was just panning over the map |
| 02:35 | <@Rubidium> | the error was something with the word desync in it right? |
| 02:36 | <robert___> | on the client side it was dbg: [NET] Sync error detected! |
| 02:36 | <robert___> | and the server side said desync error |
| 02:36 | <robert___> | (according to my girlfirned) |
| 02:37 | <@Rubidium> | ok, that's a genuine desync, not somebody who interprets disconnecting *always* in desyncs ;) |
| 02:37 | <robert___> | lol |
| 02:37 | <robert___> | i'm a programmer ;-) |
| 02:37 | <@Rubidium> | the problem is that I've seen to many people saying the game desynced when they just lost they wireless connection for too long or so |
| 02:38 | <robert___> | oic |
| 02:38 | <@Rubidium> | oh, what hardware are both machines (OS + processor type) |
| 02:39 | <robert___> | client: opensuse 10.0, AMD 2 gig |
| 02:39 | <robert___> | server: opensuse 10.2, AMD 2.4 gig |
| 02:40 | <@Rubidium> | did the player on the server or the player on the client do anything before the desync that changes the game state (looking at the map etc doesn't do that) |
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| 02:41 | <robert___> | the player on the server was building |
| 02:41 | <robert___> | i was only panning |
| 02:41 | <robert___> | of course i did launch a new company |
| 02:41 | <robert___> | so that appearantly changed state |
| 02:41 | <robert___> | but further i did nothing |
| 02:41 | <robert___> | how do i get rid of the game console?? |
| 02:42 | <robert___> | ah ` |
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| 02:48 | <@Rubidium> | any idea what was build on the server before the client joined? |
| 02:48 | <@Rubidium> | oh and can you send me the savegame? |
| 02:52 | <robert___> | yes but it doesnt give the crash anymore |
| 02:52 | <robert___> | and we are playing for quite a time now, and all works correctly |
| 02:53 | <@Rubidium> | I know, but you said it started to desync from the beginning of the game, right? |
| 02:54 | <@Rubidium> | and the seed to generate the map and all settings that influenced that are stored in the savegame IIRC |
| 02:54 | <robert___> | ok |
| 02:54 | <robert___> | where can i send it to? |
| 02:55 | <@Rubidium> | rubidium @ openttd . org or you can put it on your website or maybe dcc |
| 02:56 | <robert___> | dcc doesnt work cuz im to lazy to set my port forwards :-) |
| 02:57 | <robert___> | i will mail it to you ok? |
| 02:57 | <robert___> | in a few hours ill send it |
| 02:57 | <robert___> | first gotta play :-) |
| 02:57 | <@Rubidium> | yup, otherwise I wouldn't give you that option ;) |
| 02:57 | <robert___> | :-) |
| 02:57 | <robert___> | ok i told my gf to keep it :-) |
| 02:57 | <robert___> | we will send it later today |
| 02:57 | <robert___> | thanks for your help! |
| 02:57 | <@Rubidium> | you're welcome |
| 02:57 | <robert___> | bye |
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| 04:07 | <@peter1138> | tron :D |
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| 04:09 | <ln-> | ain't it impolite to laugh at him |
| 04:19 | <Kittysune> | but but |
| 04:19 | <Kittysune> | this is the internet |
| 04:19 | <Kittysune> | ok wtf |
| 04:19 | <Kittysune> | Ailure been dead for hours |
| 04:20 | <Kittysune> | talk about a laggy IRC oh |
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| 04:20 | <Ailure> | somehow I had joined this channel twice |
| 04:20 | <Ailure> | xD |
| 04:20 | <Ailure> | Or rather |
| 04:20 | <Ailure> | stupid mIRC |
| 04:25 | <@peter1138> | has been! |
| 04:35 | <Ailure> | :( |
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| 05:30 | <Ailure> | http://openttdcoop.ppcis.org/blog/files/pictures/network_psg_40_pr.png |
| 05:30 | <Ailure> | I wonder how that image was generated o_O |
| 05:42 | <@peter1138> | giant screenshot, scale/rotate, then some blobs |
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| 06:09 | <+tokai> | peter1138: seems its not that easy. I had to rotate, skew, crop and scale to get a similiar result (or I did something wrong). :) |
| 06:11 | <+tokai> | right, maybe scaling first does the trick. |
| 06:12 | <+tokai> | ok, thats better.. indeed:) |
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| 06:57 | <kaan> | hi all |
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| 06:57 | <hnsn> | y0 kaan |
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| 09:34 | <CIA-1> | OpenTTD: belugas * r9868 /trunk/src/industry.h: -Codechange: bring external declaration of functions togueter and adjust a comment |
| 10:05 | <Ailure> | togueter? |
| 10:05 | <Ailure> | :) |
| 10:06 | <Ailure> | sounds like french |
| 10:06 | <Sleepie> | funny typo I guess |
| 10:08 | <@Belugas> | let's get TOGETHER! |
| 10:08 | <@Belugas> | Right now |
| 10:09 | <@Belugas> | true... in french, the english "ge" sound wold be written "gue" |
| 10:10 | <@Belugas> | and i guess i've been going some phonetic typing :S |
| 10:10 | <@Belugas> | dong |
| 10:10 | <@Belugas> | doing |
| 10:10 | <@Belugas> | gaaaa... |
| 10:10 | [~] | Belugas minimizes irc |
| 10:10 | <Ailure> | lol |
| 10:10 | <Sleepie> | :D |
| 10:11 | <Sleepie> | maybe buy a new keyboard ;) |
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| 11:07 | <yeti_> | uh, did you raise the amount of time that a crashed plane lies on the runway before being removed from the game? |
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| 11:15 | <@peter1138> | yeah, it's a bug |
| 11:15 | <@peter1138> | 3 * longer |
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| 11:30 | <yeti_> | two other problems i've noticed with latest trunk: |
| 11:31 | <yeti_> | oilfield show "0 litres of oil" as production value, but they do produce oil |
| 11:32 | <yeti_> | and the transported ranking for one of my farms just cannot work. it says 414 pc of livestock (1% transported), but i'm transporting nearly all of it, the station has a 75% rating for livestock |
| 11:40 | [~] | Belugas is checking for 1st industry problem |
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| 12:32 | <CIA-1> | OpenTTD: rubidium * r9869 /trunk/src/ (13 files in 2 dirs): -Codechange: replace some bytes with VehicleType, i.e. more type strictness. |
| 12:33 | <elmex> | hmm, what are the rules production rates go up and down? i've read http://wiki.openttd.org/index.php/Game_Mechanics#Industry_Production but it somehow doesn't reflect the game much in my experience. |
| 12:33 | <elmex> | eg. when delivering 80-90% of a coal mine it wents down like crazy |
| 12:36 | <Patrick> | did you have stable economy on or off? |
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| 12:37 | <elmex> | it's enabled |
| 12:38 | <elmex> | smooth economy that is |
| 12:38 | <Patrick> | sorry, I mean |
| 12:39 | <Patrick> | economy: stable/fluctuating |
| 12:39 | <elmex> | fluctuating |
| 12:39 | <Patrick> | there you go then |
| 12:40 | <elmex> | hmm |
| 12:40 | <elmex> | so in fluctuating economy industries also go down randomly? |
| 12:42 | <Sleepie> | yep |
| 12:42 | <elmex> | â
       â
       if (_economy.fluct <= 0) cw = (cw + 1) / 2; |
| 12:42 | <elmex> | hmm |
| 12:44 | <elmex> | http://www.ta-sa.org/files/txt/d81fedcdfa69cae0bc6b6e3647f5eccb.txt |
| 12:44 | <elmex> | so basically fluctuating economy takes the waiting cargo and halves it? |
| 12:46 | <elmex> | hm, ok, i don't understand it :) |
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| 12:55 | <CIA-1> | OpenTTD: belugas * r9870 /trunk/src/ (economy.cpp industry.h industry_cmd.cpp): -Codechange: Silence two compiler warnings and give proper type to the "type" member of industry struct |
| 12:56 | <@Belugas> | yeti, i gave it a try and oil wells are showing proper production. maybe give some more informations? |
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| 13:07 | <elmex> | don't really have more informations, that were only experienced from onliengames where i wondered that productions went down pretty much even thought the transported percentage was at 90% |
| 13:07 | <elmex> | but maybe it was the fluctuating economy indeed |
| 13:08 | <@Rubidium> | transporting 90% doesn't mean that there is a 0% chance that the production goes down |
| 13:09 | <@Rubidium> | like you can flip a million coins and always get tails, only the chance is pretty small |
| 13:10 | <elmex> | well, i know that, but it seemed to go down nearly everytime... but i'm maybe wrong, i will observe it better next time |
| 13:11 | <@Rubidium> | elmex: that's the problem with random, it can go down nearly every time and still be correct |
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| 13:12 | <@peter1138> | also the rate is random (for smooth) |
| 13:12 | <@peter1138> | as someone pointed out |
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| 13:12 | <elmex> | well, even when it affects every industriy i'm servicing with 90%? :) |
| 13:13 | <@peter1138> | if it goes down 10% 4 times, then up 10% 4 times you're left with 96%... |
| 13:13 | <@Rubidium> | elmex: theoretically that is possible |
| 13:13 | <@Rubidium> | as I said, you can flip coins and get tails a million times in a row, it's just unlikely |
| 13:13 | <@Rubidium> | but not impossible |
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| 13:15 | <elmex> | yes |
| 13:17 | <@peter1138> | hmm, max change is 23% |
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| 13:18 | <@peter1138> | after 4 downs and 4 ups you get to 80% of the original |
| 13:20 | <Patrick> | rounded to the nearest multiple of 8 |
| 13:20 | <Patrick> | or however it goes |
| 13:21 | <Patrick> | or are you using shorts now |
| 13:21 | <Patrick> | ints even |
| 13:21 | <@Rubidium> | probably rounded down too |
| 13:21 | <Patrick> | istr at one point industry production used a single byte scaled up so that the max was 4096 |
| 13:21 | <Patrick> | so that'd be multiplied by ... uuh ... |
| 13:21 | <Patrick> | 2**6 |
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| 16:50 | <CIA-1> | OpenTTD: peter1138 * r9871 /trunk/src/ (cargotype.cpp table/cargo_const.h): -Fix (r8826): Some cargo costs were wrong for different climates. Multiple definitions of the same cargo type are sometimes required. |
| 16:51 | <@peter1138> | only a thousand revisions |
| 16:53 | <Sleepie> | lol |
| 16:53 | <+glx> | how testers are bad :) |
| 16:54 | <Sleepie> | I'm a tester, I'm a player so I can't be bothered :P |
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| 16:54 | <Sleepie> | ups forget the 'not' ;) |
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| 17:27 | <skidd13> | Is there a possibility to use HASBIT for a switch? |
| 17:29 | <@peter1138> | no |
| 17:29 | <skidd13> | :( |
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| 18:38 | <CIA-1> | OpenTTD: rubidium * r9872 /trunk/src/ (vehicle.cpp vehicle.h): -Codechange: more type strictness for vehicle types |
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| 20:17 | <UndernotBuilder> | boekabart isn't here :( |
| 20:20 | <UndernotBuilder> | I wanted to ask him if he can redesign the high-level rivers feature so it looks more like the ttdpatch ones (like canals but less artificial-ish) |
| 20:21 | <UndernotBuilder> | also will be good shipstations like this http://www.tt-forums.net/files/scr447_216.png |
| 20:22 | <@peter1138> | ... |
| 20:22 | <@peter1138> | that's a canal and lock |
| 20:23 | <UndernotBuilder> | but something like that can be used for shipstations... |
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| 22:34 | <Touqen> | I'm bored. |
| 22:34 | <Touqen> | Entertain me. |
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| --- | Log | closed Sat May 19 00:00:09 2007 |