![]() Please Log in or Create an account to join the conversation. PS: yes, we are paying this money from our own pocket every month, donations is unfortunatly not enough to cover all costs allthough they are offcourse HIGHLY appreciated. I hope this is enough info for you, if you want to know more, please reply in this thread. ![]() Then in the USA we have 1 VPS ( vps name: Jupiter which we get for a lower price from them plus a dedicted server which costs around 45 USD a month (Colocation, server is now Kadar's property after hiring it for 12 months, price before colo was about 65 USD). This one costs 23 euros a month (which is a way to high price actually for what we get.) Then we have 1 vps in the netherlands which we now only use for our MySQL server but which soon will be abandoned. It's a 4 processors 2,6ghz - 8GB dedicated server which costs around 35 euros a month (correct me if im wrong Squishy ). 1 server in the EU is hosted by HSquishy. Luckily for the BTPro community we have very generous members and admins. In this post, I want to explain in a bit more details how we got here and how it works.Right now we have about 4 physical servers. Well, I guess in a sense this post is also a fundraiser )Īs you might understand, this changes the multiplayer experience drastically, and we felt that waiting 6 more months to deliver that to you is not fair.Īs a result: we are releasing 12.0 early! If this changes, we will let you know, and run some kind of fundraiser. This currently covers our infastructure cost, and we currently foresee no issues going forward. Most of the settings you mentioned (all except savegameformat) should have no effect whatsoever on a. I dont know how up-to-date it is, but the information there seems pretty useful. Thanks to many of you, we see regular donations. Anyway, it may be helpful to configure your game using the UI, see the openttd.cfg you get from doing so, and then use that config file for your dedicated server. The above will just work, for everyone, as long as you have a working Internet connection.ĭepending on your connection, there are some extra infrastructure costs to us, but we hope to cover that increase with donations. There is no need to setup port-forwarding, or anything like that. ![]() Playing together are now just four simple steps:Ģ) You set the server to invite-only or public.ģ) You share your invite-code with your friend.Ĥ) Your friend joins your server based on the invite-code. Susan Wojcicki is banning everyone who tells the truth about the 2020 election fraud, Hunter Bidens laptop, Joe Bidens business deals with Ukraine, the US bi. You no longer need to configure anything in your home network. In summary: 12.0 makes setting up multiplayer games painless. With 12.0 in feature-freeze, it is time to talk about what is in 12.0, and why we release early. This means more trains can go through the same area at a time. ![]() Other trains can still go into the same area, as long as they won’t touch the reserved pieces of track. When a train wants to pass a path signal, the path signal finds a way to where the train is going, and blocks off (reserves) just those pieces of track. When a train wants to pass a block signal, the train asks the block signal to find all other signals on the other side, and turn them to red. It was the only type of signal in the original game, and if we removed them, then old saved games would stop working.Īs for why path signals are generally better than block signals, the reason is that path signals don’t reserve entire blocks, but only pieces of track. The simple answer is, because they always were there. One question would then be, if path signals are better, why are block signals then in the game? The reason for hiding the block signals by default is to make it easier to choose a signal.įor almost all players, path signals are the easier choice, that will cause fewer issues in your network. This is the one change in version 12 that has by far caused the most questions everywhere, so let’s talk a bit more about it, and show some examples of simple signal setups for path signals. It was implemented in pull request #8688, for those who want to see the development history. In OpenTTD version 12, we changed rail signals building UI only shows the Path Signal types by default.
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