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Zur Zeit stimmt etwas mit dem Netzwerkspiel nicht. (Verwendete Nightly 7061, POSIX auf Linux). Jeder von uns fliegt schon nach kürzester Zeit. In der kurzen Zeit scheint aber alles zu funktionieren.

Im Log steht (Level = 2) trotzdem nicht viel:

Code:
Feb  8 16:46:45 play logger[29341]: Warning: karte_t::laden:#011Fileversion: 112008
Feb  8 16:46:51 play logger[29341]: Warning: haltestelle_t::rdwr():#011bound to ground twice at (78,520)!
Feb  8 16:46:51 play logger[29341]: Warning: haltestelle_t::rdwr():#011bound to ground twice at (78,521)!
Feb  8 16:46:51 play logger[29341]: Warning: haltestelle_t::rdwr():#011bound to ground twice at (79,520)!
Feb  8 16:46:51 play logger[29341]: Warning: haltestelle_t::rdwr():#011bound to ground twice at (79,521)!
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((296) Rh. 1063) is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 296 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((316) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 316 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((480) V 320 Purpurrot) is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 480 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((1140) BR 185 "TRAXX") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 1140 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((933) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 933 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((947) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 947 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((2141) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 2141 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((2640) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 2640 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3028) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3028 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3103) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3103 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3104) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3104 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3196) BR 185 "TRAXX") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3196 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3595) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3595 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3729) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3729 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((2411) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 2411 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((2543) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 2543 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3836) Eurostar) is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3836 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((3903) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 3903 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((35) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 35 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((377) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 377 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((4420) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 4420 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((4483) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 4483 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((4579) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 4579 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((4626) Rh 1016 "Taurus") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 4626 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((4720) BR 185 "TRAXX") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 4720 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011convoi ((4727) BR 185 "TRAXX") is broken => realign
Feb  8 16:47:01 play logger[29341]: Warning: convoi_t::laden_abschliessen():#011cnv 4727 is currently too long.
Feb  8 16:47:01 play logger[29341]: Warning: karte_t::laden():#011loaded savegame from 9/1967, next month=1671430144, ticks=1670487292 (per month=1<<20)
Feb  8 16:47:01 play logger[29341]: Warning: karte_t::network_game_set_pause:#011steps=771 sync_steps=3087 pause=0
Feb  8 16:47:01 play logger[29341]: Warning: __ChatLog__:#011connect,2,77.119.133.153,Cruzer
Feb  8 16:47:01 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Welcome, Cruzer! init=1 flags=0
Feb  8 16:47:02 play logger[29341]: Warning: nwc_tool_t::clone:#011send sync_steps=0  wkz=8224 init
Feb  8 16:47:02 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Welcome, Cruzer! init=1 flags=0
Feb  8 16:47:22 play logger[29341]: Warning: network_check_activity():#011received cmd id=12 nwc_auth_player_t from socket[6]
Feb  8 16:47:22 play logger[29341]: Warning: socket_list_t::unlock_player_all:#011old = 32761  new = 32760  id = 0
Feb  8 16:47:34 play logger[29341]: Warning: network_check_activity():#011received cmd id=12 nwc_auth_player_t from socket[6]
Feb  8 16:47:35 play logger[29341]: Warning: network_receive_data:#011connection [6] already closed
Feb  8 16:47:35 play logger[29341]: Warning: __ChatLog__:#011disconnect,2,77.119.133.153,Cruzer
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Cruzer has left. init=1 flags=0
Feb  8 16:47:35 play logger[29341]: Warning: __ChatLog__:#011disconnect,4,77.119.133.153,Cruzer
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Cruzer has left. init=1 flags=0
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Aktuell 0 Mitspieler. init=1 flags=0
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::clone:#011send sync_steps=0  wkz=8224 init
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Cruzer has left. init=1 flags=0
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::clone:#011send sync_steps=0  wkz=8224 init
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Cruzer has left. init=1 flags=0
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::clone:#011send sync_steps=981  wkz=8224 init
Feb  8 16:47:35 play logger[29341]: Warning: nwc_tool_t::rdwr:#011rdwr id=8 client=0 plnr=255 pos=koord3d invalid wkzid=8224 defpar=Aktuell 0 Mitspieler. init=1 flags=0

Hat vielleicht jemand eine Idee woran das liegen kann?
Bricht der Serverprozess denn ab? Aber selbst bei einem Crash wird kaum etwas geloggt.
r7061 ist sehr frisch, die habe ich selbst noch nicht ausprobiert.
Du könntest das Savegame zu Analyse bereitstellen. Tritt das Problem auch auf, wenn Du das Savegame lokal/allein benutzt? (Ich nehme mal an, das geht.)

Dwachs

Hast du auch einen Ausschnitt aus der Log-Datei des Servers?

Das kann an allem moeglichen liegen. Wie ist denn die POSIX-Version kompiliert?

Kannst du auch mal ein Nightly-Programm als Server ausprobieren?

Am Netzwerkcode hat sich schon eine Weile nichts geaendert ...
Nein, rennt einwandfrei weiter. Man fliegt nur sehr schnell vom Server. Was nicht sein sollte, denn die Anbindung ist gut genug und hat bis vor kurzem immer hingehauen. (Ping unter 18ms und rund 60MByte/s Up und Down)
Hier noch die simuconf.tab, vielleicht seht ihr ja, etwas was ich nicht sehe:

Code:
#################################program stuff##################################

# maximum number of position tested during a way search
# 100000 should be ok even for large maps with ships
# 10000 is ok for everything else (consumes 16*x Bytes main memory, no further harm)
max_route_steps = 1000000

# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will give strange results
station_coverage = 2

# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 2000

# Passengers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this means you'll get less passengers to transport
#
# This value is less critical than "max_hops" from above.
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 9

# way builder internal weights (defaults)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will built strange tracks ...
#
way_straight=1
way_curve=2
way_double_curve=6
way_90_curve=15
way_slope=10
way_tunnel=8
way_max_bridge_len=15
way_leaving_road=25

###############################passenger stuff##############################
# also pak dependent

# town growth multiplier factors (electricity is not used at the moment)
# A higher factor mean faster growth
# passenger_multiplier = 40
mail_multiplier = 20
goods_multiplier = 20
electricity_multiplier = 0

# town growth is size dependent. There are three different sizes (<1000, 1000-10000, >10000)
# the idea is, that area increase by square but growth is linear
growthfactor_villages = 400
growthfactor_cities = 200
growthfactor_capitals = 100

# passenger generation (default is 16) Smaller values means less passengers
passenger_factor=16

# amount of passengers that travel from/to factories or attractions
# the remaining percentage is intercity and intracity travel
factory_worker_percentage = 33
tourist_percentage = 16

# how much local destinations are preferred over time
# 1 means almost local passengers/mail only, 10000 spreads them over the map
# You can have up to ten entries, first is the year, next is the factor.
# The increase between the year will increase first slow then fast towards
# the final years
locality_factor[0]=1835,1
locality_factor[1]=2050,2500

# A factory will be added as worker's destination to a town, if it has either
# is within factory_worker_radius
# or has less than factory_worker_minimum_towns next cities added
# and has not more than factory_worker_maximum_towns added
# The default settings connect to maximum four cities with 77 tiles radius; or at least to the closest one
# Setting factory_worker_maximum_towns to zero will not connect factories to towns
factory_worker_radius = 77
factory_worker_minimum_towns = 1
factory_worker_maximum_towns = 4

# if enabled (default = 0 off) stops may have different capacities for passengers, mail, and  freight
separate_halt_capacities = 0

# three modes (default = 0)
# 1: the payment is only relative to the distance to next interchange, 2 to the trips destination (default 0 is distance since last stop)
pay_for_total_distance = 0

# things to overcrowded destinations won't load if active (default off)
avoid_overcrowding = 0

# do not create goods/passenger/mail when the only route is over an overcrowded stop
no_routing_over_overcrowded = 0

# in beginner mode, all good prices are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

##################################factory stuff#################################

# when a city reaches 2^n times of this number
# then a factory is extended, or a new factory chain is spawned
#industry_increase_every = 2000

# smallest distance between two adjacent factories
min_factory_spacing = 6

# max distance for connected factories
# if percentage>0, it will be in percent of the largest map dimension
# percentage also overrides the absolute value
max_factory_spacing_percentage = 25
#max_factory_spacing = 40

# allow all possible supplier to connect to your factories?
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0

# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 33

# how much is the total electric power available (in relation to total production) in parts per thousand
electric_promille = 330

# true if transformers are allowed underground (default)
allow_underground_transformers = 1

# with this switch on (default), overcrowded factories will not receive goods any more
just_in_time = 1

# how much amount in transport is sent before further distribution stops
# This is only enabled when "just_in_time" is enabled
# The limit is given in percent of factory storage (0=off)
# It should be not too low to allow big convoys fully loaded at more than one
# factory (for medium sized maps 500 seems a reasonable number)
maximum_intransit_percentage = 0

# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0

# number of periods for averaging the amount of arrived pax/mail at factories for boost calculation
# one period represents a fixed interval of 2^18 ms in-game time
# value can range from 1 to 16, inclusive; 1 means no averaging; default is 4
factory_arrival_periods = 4

# whether factory's pax/mail demands are enforced or not; default is on
factory_enforce_demand = 1

##################################display stuff#################################

# if defined, the default tool will try to calculate straight ways (like OpenTTD)
straight_way_without_control = 0

# player color can be fixed for several players or set totally random
# in the latter case each player will get unique but random coloring
# (default 0)
random_player_colors = 0

# when set here, the player will always get these player colors, even
# if random colors were enabled.
# color values range from 0 to 27 for first and second player color
# and there are 0...15 player in the game
player_color[1] = 1,4

# remove companies without convoys after x month (0=off, 6=default)
remove_dummy_player_months = 6

# remove password of abandoned companies (without any building activity) after x month (0=off default)
unprotect_abandoned_player_months = 0

# how long is a diagonal (512: factor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#diagonal_multiplier = 724

# how height is a tile in z-direction (default 16, TTD 8)
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#tile_height = 16

# new height for old slopes when old single height savegame loaded with double height pak (default 1=single height, 2=double height)
#height_conversion_factor = 1

# (=1) drive on the left side of the road
drive_left = 0

# (=1) signals on the left side
signals_on_left = 0

# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1

# Do you want to have random pedestrians after pax are reaching this
# destination? May generate quite a lot. (1=on, 0=off)
stop_pedestrians = 1

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10

# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000

# animate the water each interval (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms = 250

# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 0

# How much citycars will be generated
citycar_level = 5

# After how many month a citycar breaks (and will be forever gone) ...
# default is ten years
default_citycar_life = 36

# Show info on trees?
# (1=on, 0=off)
tree_info = 1

# Show info also on bare ground?
# (1=on, 0=off)
ground_info = 0

# Show passenger level of townhalls?
# (1=on, 0=off)
townhall_info = 0

# do not show the button to add an inverted schedule for rail based convoys
# (1=hide, 0=show anyway)
hide_rail_return_ticket = 1

# don not show the buttons to delete old savegames (default)
show_delete_buttons = 0

# always open only a single info window for the ground,
# even if there are more objects on this tile
#only_single_info = 1

# show a tooltip on convoys at several conditions
# 0 no messages
# 1 (default) only no_route and stuck
# loading and waiting at signals too
#show_vehicle_states = 1

# show (default) tiles with a halt when editing a schedule
#visualize_schedule = 1

# Should stations get numbered names? (1=yes, 0=no)
#numbered_stations = 0

# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
# The visual style is added to this number:
#   0 = black name in color box
#   4 = name in player color with outline
#   8 = box left of name in yellow outline
show_names = 3

# Draw the earth slope to mark the border (default 1 on)
draw_earth_border = 1

# Tile the outside with the ground.ouside.pak (default 0 off)
draw_outside_tile = 0

# Color of background outside the map, default: COL_GREY2 (210)
#background_color = 210

###################################money stuff##################################
#
# These values are usually set in the pak files
# You can adjust all the cost in the game, that are not inside some pak file
#

# show graphs old style (right to left, default) or rather left to right
left_to_right_graphs  = 0

# Starting money of the player. Given in Credit cents (1/100 Cr)
#starting_money = 20000000

# New system of year dependent starting money. Up to ten triplets are
# possible. The entries are of the form:
# startingmoney[i]=year,money(in 1/10 credits),interpolate (1) or step(0)
# starting_money[0]=1930,20000000,1
# starting_money[1]=2030,35000000,1

# allow buying obsolete vehicles (=1) in depot
allow_buying_obsolete_vehicles = 1

# vehicle can loose a part of their value, when the are once used
# the loss is given in 1/1000th, i.e 300 mean the value will be 70%
used_vehicle_reduction = 0

# lowest possible income with speedbonus (1000=1) default 125 (=1/8th)
bonus_basefactor = 125

# if a convoy runs on a way that belongs to another player, toll may
# be charged. The number given is the percentage of the running cost
# of the convoy or the way cost (include electrification if needed).
# (default 0)
toll_runningcost_percentage = 0
toll_waycost_percentage = 0

# Maintenance costs of buildings
#maintenance_building = 2000

# first stops: the actual cost is (cost*level*width*height)
#cost_multiply_dock=500
#cost_multiply_station=600
#cost_multiply_roadstop=400
#cost_multiply_airterminal=3000
#cost_multiply_post=300
#cost_multiply_headquarter=1000

# cost for depots
#cost_depot_air=5000
#cost_depot_rail=1000
#cost_depot_road=1300
#cost_depot_ship=2500

# other way related stuff
#cost_signal=500
#cost_tunnel=10000
#cost_third_rail=80

# other construction/destruction stuff
#cost_buy_land=100
#cost_alter_land=1000
#cost_set_slope=2500
#cost_found_city=5000000
#cost_multiply_found_industry=20000
#cost_remove_tree=100
#cost_multiply_remove_haus=1000
#cost_multiply_remove_field=5000
#cost_transformer=2500
#cost_maintain_transformer=20

###################################other stuff##################################
#
# also pak dependent
#

# minimum distance between two townhalls
#minimum_city_distance = 16

# Minimum distance of a city attraction to other special buildings
#special_building_distance = 3

# Max. length of initial intercity road connections
# If you want to speed up map creation, lower this value.
# If you want more initial intercity roads, raise this value.
# If the value is too large then very long bridges might be created.
# 200 seems to be a good compromise between speed and road number
# note: this will slow down map creation dramatically!
#
#intercity_road_length = 200

# Type of intercity roads - must be available as PAK file.
# Intercityroad with timeline: intercity_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different intercity_roads possible
# .. name = name of an existing pak file
#intercity_road[0] = asphalt_road,0,1990
# default: city_road
# (old, 102.2.2 and before) intercity_road_type = asphalt_road

# Type of city roads - must be available as PAK file.
# Cityroad with timeline: city_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different city_roads possible
# .. name = name of an existing pak file
#city_road[0] = dirt_road,1920,1940
# default: asphalt_road
# (old, 102.2.2 and before) city_road_type = city_road

# now river stuff
# first river type (should be defined in pak dependent file)
# The highest number is the smallest. A river with max_speed==0 is not navigatable by ships.
#river_type[0] = river
#river_type[1] = small_river
#river_type[2] = just_the source

# river number (16 gives a few nicely branched rivers)
#river_number = 16

# min length
#river_min_length = 16

# max length
#river_max_length = 320

################################# forest stuff #################################
#  please be careful in changing them, I spent lot of time finding optimals.
#  those values have impact on no. of spawned trees -> memory consumption
#
# Number of trees on square 2 - minimal usable, 3 good, 4 very nice looking
max_no_of_trees_on_square = 3

# Base forest size - minimal size of forest - map independent
forest_base_size = 36

# Map size divisor - smaller it is the larger are individual forests
forest_map_size_divisor = 38

# Forest count divisor - smaller it is, the more forest are generated
forest_count_divisor = 16

# Determines how dense are spare trees going to be planted (works inversely)
forest_inverse_spare_tree_density = 400

# climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterranean, 16:temperate, 32:tundra, 64:rocky, 128:arctic)
# zero (default) means no climate with at least one tree per tile
tree_climates = 4

# climates with no trees at all (desert and arctic at the moment)
no_tree_climates = 130

# if set, no trees will be created at all (save about 30% memory and
# the season change will be much smoother on small machines)
#no_tree = 0

###################################time stuff###################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation, new games off
# 3 = use settings during game creation, new games on
#
use_timeline = 3

# Starting year of the game:
# Setting it below 1850 is not recommended for 64 set!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2050 will render game bit boring - no new vehicles.
#
# other recommended value for 64 is 1956
#
starting_year = 1930

# Starting month of the game for people who want to start in summer (default 1=January)
starting_month = 1

# Should month be shown in date?
# 0=no, 1=yes
# 2>=show day in japan format=2, us format=3, german=4
# 5>=show no season but everything else in japan format=5, us format=5, german=6
# This is most useful, if you use longer months than the default length (see below)
#show_month = 1

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default before 99.x was 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintenance cost will be adjusted accordingly.
#
bits_per_month = 20

#################################system stuff#################################

# compress savegames?
# "binary" means uncompressed, "zipped" means compressed
# "bzip2" uses another compression algorithm
# other options are "xml", "xml_zipped" and "xml_bzip2"
# xml detects more errors of broken savegames but files are much larger
# bzip2 savegames are smaller than zipped but saving/loading takes longer
saveformat = bzip2

# Alternate format for faster autosaves
autosaveformat = bzip2

# autosave every x months (0=off)
autosave = 3

# display (screen/window) width
# also see readme.txt, -screensize option
#display_width  = 704

# display (screen/window) height
# also see readme.txt, -screensize option
#display_height = 560

# show full screen
#fullscreen = 0

# How many frames per second to use? Display may look pretty until 10 or so
# (depends very much on computer, game complexity and graphics driver)
frames_per_second = 25

# during zooming out simutrans may get slow due to the very high number
# of tiles visible. If the tiles become equal or smaller than the tile size
# below, a simpler clipping algorithm will be used, which will give some
# clipping errors, but is faster. (default size = 4)
# However, during normal gaming this will be determined automatically, so you
# usually you do not need to set this manually.
simple_drawing_tile_size = 4

# you can force fast redraw for fast forward by this (default off)
simple_drawing_fast_forward = 1

# How much faster should the game proceed with fast forward (limited by your computer and size of the map)
fast_forward = 50

# How many threads to use (default 4)
#threads = 4

###################################network stuff##############################
#
# Synchronized networking is always a trade off between fast response and safe
# connections. A more relaxed timing will cause delay of commands but is more
# likely to compensate for clients running slightly faster than the rest.
#

# Sets the local addresses Simutrans should listen on and use for making outgoing connections
# By default it will use all local IPv4 and IPv6 addresses
# This setting has no effect if Simutrans has been compiled with the USE_IP4_ONLY flag set!
# The addresses listed will be tried in the order specified
# A DNS name may be specified, this will be resolved and Simutrans will attempt to listen
# on all of the addresses returned.
#listen = ::,0.0.0.0

# How much delay before commands are executed on the clients.
# A larger number will catch even clients running slightly ahead but cause delay.
# This is set by the server side.
server_frames_ahead = 8

# How much extra delay in command execution on the client side, on top of server_frames_ahead.
# A larger number can compensate for larger fluctuations in communication latency.
# This is set by the client side.
#additional_client_frames_behind = 0

# In network mode, there will be a fixed number of screen updates before a step.
# Reasonable values should result in 2-5 steps per second.
server_frames_per_step = 4

# The server sends after a fixed number of steps some information to the clients.
# Large values here means: reduced server communication (if that is of importance...)
# Small values should improve the timing of the clients.
server_frames_between_checks = 256

# Automatically announce server on the central server directory (http://servers.simutrans.org/)
# 0 (default) = off, 1 = on
server_announce = 0

# Interval of server announcement (if enabled)
# Value is number of seconds between server announcements, default is 900 (15 minutes)
# Minimum value is 60 (1 minute), for accurate listing it is recommended not to increase
# this value to greater than 3600 (1 hour)
# To disable announcements set server_announce to 0
server_announce_interval = 900

# Fully Qualified Domain Name (FQDN) or IP address of your server (IPv6 or IPv4)
server_dns = play.michaelhohl.net

# Name of server in server listing
server_name = Simutrans-Forum.de PAK192.COMIC

# Additional information about your server (for display on the list server)
#server_comments = Comments about my server

# Email address of server maintainer (for display on the list server)
server_email = me@michaelhohl.net

# Pakset download URL (for display on the list server)
server_pakurl = http://cl.ly/0z38023h3X3B

# Server info URL (for display on the list server)
#server_infurl = http://your.domain/server-info.html

# Pause server when no clients are connected
pause_server_no_clients = 1

# Nickname when joining network games
#nickname = John Doe

# Chat window transparency (0=off, 25, 50 75 are possible)
chat_transparency = 0

# Here you can add a message about your server (It will read this file on each joining anew)
#server_motd_file =
Mit einer neuen leeren Map, kommen die disconnects nicht mehr. Kann der Server überfordert sein, so arg ist die Karte doch nicht und ging bisher doch auch.

The Transporter

Könnte es sein, das die Karte einen Fehler hat?
Kannst Du mal einen älteren Spielstand ausprobieren?
frames_per_second sollte in Netzwerkspielen lieber auf 15 oder 10 stehen, sonst kann, gerade bei einem Jahreszeitenwechsel, der Server schnell hinter den CLients hinterherrennen. Das hängt natürlich stark von der Kartengröße und Power des Servers ab.

Dwachs

Noch mal meine Fragen:

Dwachs,'index.php?page=Thread&postID=101390#post101390' schrieb:Das kann an allem moeglichen liegen. Wie ist denn die POSIX-Version kompiliert?

Kannst du auch mal ein Nightly-Programm als Server ausprobieren?
Dwachs,'index.php?page=Thread&postID=101411#post101411' schrieb:Noch mal meine Fragen:

Dwachs,'index.php?page=Thread&postID=101390#post101390' schrieb:Das kann an allem moeglichen liegen. Wie ist denn die POSIX-Version kompiliert?

Code:
# cat config.default
BACKEND = posix
COLOUR_DEPTH = 0
OSTYPE = linux
DEBUG = 1
OPTIMISE = 1
WITH_REVISION = 1

Code:
gcc --version
gcc (Debian 4.4.5-8) 4.4.

Code:
gpp --version
GPP 2.24

Auf einer frischen Debian Minimalversion.

Dwachs,'index.php?page=Thread&postID=101411#post101411' schrieb:Noch mal meine Fragen:

Dwachs,'index.php?page=Thread&postID=101390#post101390' schrieb:Kannst du auch mal ein Nightly-Programm als Server ausprobieren?

Noch nie probiert, da auf dem vServer keine GUI vorhanden ist.