Search found 1099 matches
- Sat Feb 04, 2017 6:07 pm
- Forum: Modding help
- Topic: Car energy readings?
- Replies: 4
- Views: 1171
Car energy readings?
I'm trying to get car energy readings (i.e. the amount of fuel), but I get weird results, namely player.vehicle.energy seems to contain only three possible values depending on the driving direction - when not moving it always contains the value 2666.666, when going forward it's 166.666 and when goin...
- Sat Feb 04, 2017 1:46 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47843
Re: Friday Facts #176 - Belts optimization for 0.15
nou_spiro on Reddit pointed this out: Hmm actually 0xFFFF seems invalid accordig to RFC1624 Since there is guaranteed to be at least one non-zero field in the IP header, and the checksum field in the protocol header is the complement of the sum, the checksum field can never contain ~(+0), which is ...
- Mon Jan 30, 2017 10:31 am
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 59208
Re: Map download never finishes [14.5] headless windows
If you're generating the checksum based on the entire packet generated just before sending it off, there's no surprise that you'll end up with inconsistencies. If you're generating the checksum from the actual payload data, then packaging and sending it then that should be consistent. If you're sen...
- Sat Jan 28, 2017 4:34 pm
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 59208
Re: Map download never finishes [14.5] headless windows
My guess is that either your client code or your server code also incorrectly sets the checksum to 0x0000 instead of 0xFFFF. That would be the OS or, at the very least some library they're using - I can't imagine Wube have re-written UDP implementation. And anyway, as it is only outside the NAT tha...
- Fri Jan 27, 2017 8:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 18188
Re: [MOD 0.12.x] Pavement Drive Assist
I have marked my code as using MIT license, so yes, you may alter it and post a derived version. Basically you are only required to give credit and include (I believe linking is enough) the original license.
See: https://tldrlegal.com/license/mit-license
See: https://tldrlegal.com/license/mit-license
- Fri Jan 27, 2017 8:17 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 41596
Re: Friday Facts #175 - Programmable Speaker
With the possible simple fix of checking outbound checksums and "fixing" the packet to make this particular one impossible. (Is this possible? I haven't worked with UDP much) This would only work if the problem is in the first NAT (the one in the router of one of the players), as the chec...
- Fri Jan 27, 2017 7:32 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 41596
Re: Friday Facts #175 - Programmable Speaker
I have posted my guess on the original thread, but I have no real way of further verifying it without the help of someone affected.
TL;DR - possible bug in one or more routers along the way when UDP checksum is 0x0000.
TL;DR - possible bug in one or more routers along the way when UDP checksum is 0x0000.
- Fri Jan 27, 2017 7:17 pm
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 59208
Re: Map download never finishes [14.5] headless windows
Not sure it helps, but I have a guess as to the reason - it may have to do with UDP checksum and tunneling through IPv6. Basically, UDP checksum is optional in IPv4, but not in IPv6, and a wrong or missing (all zeros) UDP checksum will result in a packet being dropped. What I suspect/guess might be ...
- Thu Nov 03, 2016 3:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.14.17] Latency compensation too optimistic on LAN
- Replies: 8
- Views: 5152
Re: [kovarex] [0.14.17] Latency compensation too optimistic on LAN
Is this option only relevant when hosting, or is this client-side?
Also, the config file now has "minimum_latency_in_multiplayer". Can you confirm which is the correct parameter (Or are there two?)
Also, the config file now has "minimum_latency_in_multiplayer". Can you confirm which is the correct parameter (Or are there two?)
- Thu Nov 03, 2016 3:10 pm
- Forum: Releases
- Topic: Version 0.14.18
- Replies: 14
- Views: 16764
Re: Version 0.14.18
... Added minimum_latency_in_ticks to server settings (for headless server) and into config (for starting game from gui). There is no "minimum_latency_in_ticks", but there is "minimum_latency_in_multiplayer". Should I add "minimum_latency_in_ticks", or is this a typo? ...
- Sat Oct 15, 2016 9:55 pm
- Forum: Not a bug
- Topic: [0.14.14] Random video freezes
- Replies: 2
- Views: 810
Re: [0.14.14] Random video freezes
Can you try changing to the modsetting kernel driver? See: viewtopic.php?f=49&t=21205
- Sat Oct 15, 2016 1:23 pm
- Forum: Technical Help
- Topic: [0.14.13] Multiplayer lag, no latency option
- Replies: 21
- Views: 16999
Re: [0.14.13] Multiplayer lag, no latency option
I think I may be facing a similar problem: viewtopic.php?f=49&t=34375
Maybe add an option to limit the minimum latency? Or lower it more gradually, dynamically calculating a "safe" lower bound?
Maybe add an option to limit the minimum latency? Or lower it more gradually, dynamically calculating a "safe" lower bound?
- Sat Oct 15, 2016 1:12 pm
- Forum: Technical Help
- Topic: Constant "Server is not responding" messages - diagnosis?
- Replies: 3
- Views: 3221
Constant "Server is not responding" messages - diagnosis?
I'm trying to play multiplayer, but I keep getting "Server is not responding" and lag every few seconds, which makes the game completely unplayable ( this post on reddit has a video demo of a similar problem, but no answers). Granted, my connection isn't super-fast, but with 15Mbit down an...
- Sat Oct 08, 2016 2:46 pm
- Forum: General discussion
- Topic: Version 1.0 is missing
- Replies: 13
- Views: 4778
Re: Version 1.0 is missing
Maybe it should just say "Next summer"
- Sun Jul 24, 2016 7:56 pm
- Forum: Railway Setups
- Topic: 4-way train crossing
- Replies: 5
- Views: 5042
Re: 4-way train crossing
They can't - the entire middle is one block.Tinyboss wrote:It doesn't look like two trains can make opposing left turns simultaneously.
- Fri Jul 22, 2016 4:20 pm
- Forum: Off topic
- Topic: Software Versions: Which comes first 0.3 or 0.12.9?
- Replies: 3
- Views: 1576
Re: Software Versions: Which comes first 0.3 or 0.12.9?
http://semver.org/
Also, 0.3≠0.30 !!!
0.12.0 is "zero point twelve point zero" (Or replace "zero" with "naught" or "Oh", if you prefer), but definitely not "One point two" or "zero point one point two"
Also, 0.3≠0.30 !!!
0.12.0 is "zero point twelve point zero" (Or replace "zero" with "naught" or "Oh", if you prefer), but definitely not "One point two" or "zero point one point two"
- Fri Jul 15, 2016 11:52 am
- Forum: Minor issues
- Topic: [0.13.4] Overlapping HUD on Some Machines
- Replies: 7
- Views: 3675
Re: [0.13.4] Overlapping HUD on Some Machines
I don't get an overlap on my 1366x768 laptop monitor, with UI scale set to default... So probably you set the UI scaling too high.
And I seem to remember someone once giving 1024x768 as the minimum resolution, but I'm not sure.
And I seem to remember someone once giving 1024x768 as the minimum resolution, but I'm not sure.
- Thu Jul 14, 2016 5:28 am
- Forum: Not a bug
- Topic: Diagonal rail segment looks weird before construction
- Replies: 5
- Views: 1809
Re: Diagonal rail segment looks weird before construction
LOL, I remember when they used to look like this anywhere, then the end-pieces got added, to help finding dead-end which the player may think are connected but aren't
- Thu Jun 30, 2016 5:50 pm
- Forum: Multiplayer
- Topic: Headless Server 0.13 32 bit ?
- Replies: 5
- Views: 2111
Re: Headless Server 0.13 32 bit ?
Here's the post : Headless binaries are only 64bit. We generally want to slowly move from 32bit builds (because they cause some extra problems), and thought that headless releases are a perfect candidate for a first step. If your machine has X libraries, you can use the regular 32bit binares (they ...
- Thu Jun 30, 2016 12:48 am
- Forum: Multiplayer
- Topic: Headless Server 0.13 32 bit ?
- Replies: 5
- Views: 2111
Re: Headless Server 0.13 32 bit ?
I seem to remember the devs saying there won't be a 32 bit headless version....