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MPFever 0.5.12
Computer companies (experimental), long sessions that stay in sync, no more tools stuck after "build cancelled", and three crashes fixed.
MPFever is still in active development: back up your savegames.
Archives
MPFever-0.5.12.zip: for players.MPFever-0.5.12-server.zip: the dedicated server.
MPFever 0.3.15 and later update themselves to 0.5.12 when the game closes. Every player needs the same version.
New: computer companies (experimental)
Playing with one or two friends and want more competition on the map? In a game with one company per player, the host can now add computer companies: rivals run by MPFever, with their own money, network, vehicles and colour.
How to add them
- Host a savegame with One company per player on the multiplayer page.
- In the lobby, under Computer companies (experimental), click Add a computer company (up to 8). Each one gets a name and a free colour.
- Change its colour with the palette under its name (a colour already taken by a player or another company is refused), or take it out with Remove.
- Start the game: the computer companies join it with the players as soon as it starts.
Only the host can add, colour or remove them; the other players see them in the lobby as they are set.
Your savegame keeps them. Save the game, host it again later: its computer companies are already in the lobby, with their colour, and carry on with their money and their network.
What they do
The host's game runs them, and they play by the same rules as the players: no cheating, no free money. Their builds and purchases go to every game exactly like a player's, so the session stays in sync. A computer company:
- builds its own bus garage and its stops,
- opens bus lines through a town and between neighbouring towns,
- buys the best bus available in the current year, and adds buses to busy lines,
- sells the buses of empty lines and gives up a line that stays empty,
- keeps money aside, and can go bankrupt like anyone else (its lines then go to auction).
Experimental
- Buses only for now: trains, trucks, ships and planes will come later.
- They start small and grow slowly.
- A dedicated server does not run them yet: host from the game to play with them.
Tell us how they behave in your games: open an issue or leave a comment on Nexus.
Fixes
- Towns drifting apart after 10 to 20 minutes in long sessions (
script:townsfirst, then money, vehicles and the rest, followed by a resynchronisation). The cause was the game's animals: they are moved by several threads at once, and the result could differ from one game to another, which slowly shifted everything created afterwards. MPFever now has the animals moved in one piece, so every game moves them the same way, whatever the PC. The animals move exactly as before. In our long test sessions, about half drifted that way before; with this fix, none did. - A crash in the next game after a session with one company per player (#88). A new game, or another savegame, started without restarting Transport Fever 3 crashed after about 30 seconds: MPFever's native module still pointed the game at the company of the previous world, which is something else in the new one (a group of trees in the report). It now forgets it as soon as another game is loaded.
- A tool that stopped working after "build cancelled: another player built at the same place" (#91). The stop tool, the bulldozer, station modules, streets or tracks then did nothing until the next resynchronisation. Since 0.5.9 (one company per player) and 0.5.7 (one company for everybody), a build made while another player built anywhere on the map could be held back, and its tool waited for ever for the game's answer. Builds are no longer held back: they are applied as the tool computed them. If two players build at the very same place in the same second and the games then differ, MPFever resynchronises them, as it did before.
- A crash after editing a modular station (#90). Shortening a station until some of its tracks went could not be reproduced on the other games, and the fallback built only half of it: the station kept tracks that no longer existed, and the game crashed at the next resynchronisation. Such an edit is now reproduced the way the other station edits are, and a build is never applied by halves any more: if it cannot be reproduced, MPFever resynchronises the games.
- The multiplayer page froze, then the game crashed (#92), for a player with many mods and savegames made with mods removed since: the page asked the game about each mod of each savegame, and the game answers very slowly about a mod it does not have. It now asks only about the mods installed, once each.
- The archives extracted as flat files on Linux (#93): the zips are now standard everywhere. There is still no Linux version, but INSTALL.txt now says what a player reports for running MPFever with Proton (untested by us).
Known issue
- After a session with one company per player, joining or hosting another session without restarting Transport Fever 3 can crash the game a few seconds after it starts. Until it is fixed, restart Transport Fever 3 through MPFever.exe after such a session.
If you enjoy MPFever, you can support it on Ko-fi, or leave a comment or a like on Nexus.
Files:
MPFever-0.5.12.zip, SHA-25650348DD87878D8967DE2857F89D594457ED23AA4196108584047EC2F34941568MPFever-0.5.12-server.zip, SHA-2569C443927999F159A0E3951D987406BBD9E743648791F147DCDF6E7E5CD577C54