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MPFever 0.5.7

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@dkdknight dkdknight released this 26 Oct 18:54
· 102 commits to main since this release
d96da75

Fewer reloads: signals and tracks are now rebuilt exactly as their builder made them, and two players building at the same place no longer split the games.

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

Two archives

  • MPFever-0.5.7.zip: for players.
  • MPFever-0.5.7-server.zip: the same, plus what a dedicated server needs (start-server.bat, SERVER.txt).

MPFever 0.3.15 and later update themselves to 0.5.7 when the game closes. Every player needs the same version.

Fixes

  • Signals changed from their window, then a reload.
    • A signal keeps its own settings (one way or not, the year it was built). The other games rebuilt it without them, so it became another signal there.
    • In a test session, 20 signals switched to one way made the track network of the other game differ in 2063 places. The trains then went apart, and the games reloaded after the next track build.
    • Every replayed signal and stop now gets its builder's settings.
  • Streets and tracks without their noise and pollution.
    • A street or track built by a player had its noise and pollution on that player's game only. Every other game rebuilt it without them, and the towns around it could slowly drift apart.
    • In the same session, 25 segments were concerned.
    • Every rebuilt segment now gets its builder's noise and pollution.
    • With these two fixes, that whole session, replayed from its savegame, gives the builder's world entity for entity. The track build that went apart gets exactly the builder's numbers.
  • Signals on ordinary tracks are now rebuilt from the signal tool's own build, as signals on bridges and in tunnels already were.
  • Two players changing the same place within about two seconds, the known issue of 0.5.6.
    • Before, a build was computed when the player clicked, then waited about two seconds for its turn. If another player built there in the meantime, the builder applied its old computation while every other game computed it again on the new ground, and the games reloaded.
    • Now the builder's game notices it: the build is sent to the others and rebuilt on every game the same way, at the same moment. If it no longer fits the place, it is left out on every game alike: just make it again.
    • Builds of two players landing at the very same moment are now applied in the same order on every game. Before, each game applied its own first.
    • Checked with two players upgrading the two streets of one crossing at the same time: before, the games went apart (9 differences found, a reload); now they stay in sync with the same numbers, three times in a row, and also in a pause.
    • Not yet with one company per player, where this can still lead to a reload.

Checked

  • The session where the signals went apart, replayed from its savegame on two games on one PC. It now gives the builder's world entity for entity: tracks, signals, network, vehicles, persons, buildings. The track build that split the games now gets the builder's numbers.
  • Two players changing one crossing at once, running and in a pause: in sync, the same numbers on both games.
  • Earlier checks, run again and all in sync:
    • actions in a pause, in turns;
    • the free numbers of new entities;
    • a stalled engine on a big map;
    • two passages of a 2-hour session where reloads had happened.

Known issues

  • Two players changing the same place within about two seconds, with one company per player, can still lead to a reload. MPFever notices it and reloads the games.
  • A new crossing has no noise of its own on the other games (the game does not let a mod give it one). This is a very small difference.
  • Disabling MPFever while still in a lobby, then loading a savegame, still blocks building: leave the lobby first.

Thanks

  • Thanks to kingplay98, theop and Eagle for their sessions, logs and savegames: the two-players-at-the-same-place problem could be found and fixed thanks to them.
  • Thanks to ArtemQa8, Gwemox and qLimAx1991 for their reports.
  • Thanks to everyone who takes the time to send a problem report: each one helps make MPFever better for everybody.

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

Files:

  • MPFever-0.5.7.zip, SHA-256 988AF45D27DA88A9057E2378CF009F52D73BFEC2CFB5818BBD09344F38E66A6A
  • MPFever-0.5.7-server.zip, SHA-256 6123CACD3547F21183CEF8666B4EEC36E0A0AB339C8A7992BB18224A768C927F