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MPFever 0.4.5

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@dkdknight dkdknight released this 23 Oct 22:32
· 265 commits to main since this release

Town streets that stay in sync, speed x2 and x3 back, faster joins. This version fixes the resyncs that came after upgrading streets in towns and placing bus stops, found thanks to your reports and savegames.

MPFever is still in active development: back up your savegames.

Two archives

  • MPFever-0.4.5.zip: for players.
  • MPFever-0.4.5-server.zip: the same, plus what a dedicated server needs (start-server.bat, SERVER.txt).

MPFever 0.3.15 and later update themselves to 0.4.5 when the game closes. Every player needs the same version.

Fixes

  • Upgrading several street segments at once (#79). The other games upgraded them one segment after the other: the ground was shaped and the town buildings were moved differently, and the towns drifted apart. The whole upgrade is now one build on every game, exactly like the player's (same cost, same ground, same buildings), streets with trees included.
  • Streets in towns. When a new street moved town buildings, the other games put them back in other places. They now move the same buildings as the player's game.
  • Junctions of an upgraded street. The lanes and crossings of the junctions are now exactly the player's.
  • Bus stops on the other pavement (#79, #81). When a street ran the other way round on another game, the stop was placed in the mirror place there, on the other pavement, where it could remove town buildings. It is now placed exactly like on the player's game.
  • Speed x2 and x3 went back to x1. The game limits its speed to what it estimates the PC can keep up with, and in multiplayer that estimate dropped to x1. MPFever paces the games itself, so the estimate is no longer applied during a session.
  • A player joining a running game waited for two reloads in a row. One is enough now.
  • « Savegame not found » when hosting (#80) on a game that keeps its data outside Steam's folder: MPFever now asks the game where its savegames are. The problem report also includes the game's log in that case.

Checked

  • The players' own builds replayed on a test map: every upgrade gives exactly the builder's result.
  • Two games on one PC: bus stops on streets that run the other way round (out of sync before, in sync now), vehicle purchases assigned to lines at x2 and x3, speed x3 held.
  • Tested by players on a large map with mods: the street upgrades now stay in sync.

Known limitations

  • A street and a stop built at once can leave one junction slightly different on the other games (corrected by a resync if it lasts).
  • One company per player: a company can't go bankrupt yet, and the fees of shared stations don't show in the finances.
  • Tested with: game builds 40420 and 40423, Steam, Windows only.

Thanks to kingplay98, theop, Vogel, Alex, simon21-la, JustGamma and everyone who sent reports, logs and savegames!

If you enjoy MPFever, you can support it on Ko-fi, or leave a comment or a like on Nexus.

Files:

  • MPFever-0.4.5.zip, SHA-256 B9F751A34E6EA3A2952F2C2C22DCC29375F34C5E515C6E9C0FD7E9AAF8D59756
  • MPFever-0.4.5-server.zip, SHA-256 D7F2B802F9B525E4BDCD0BEE36A61FD9D11A02A29AED8431686CE20B8B6C6DC3