Openrct2: TD4 and TD6 in Multiplayer

Created on 5 Jun 2016  路  12Comments  路  Source: OpenRCT2/OpenRCT2

Is there a reason that multiplayer doesn't allow the construction of *.td4 and *.td6 files?

questiohelp

Most helpful comment

@janisozaur
Care to explain? I'm guessing there are network desyncs or game crashes with the default dialog.

All 12 comments

yes

@janisozaur
Care to explain? I'm guessing there are network desyncs or game crashes with the default dialog.

@wildgoosespeeder its just not been implemented yet. It will require sending it to the server and the server sending it to all clients.

@IntelOrca
I have a work-around idea for a temporary solution. How about interpreting the TD4 and TD6 data as building instructions in the construction window instead of the track design selection window? The idea is that the game takes control of the construction window and builds the track slowly. The server then can't tell if it is a human or the program building the track. That way pre-builds can still be built without the need to implement what you said.

@wildgoosespeeder and what happens if someone else builds something in the way in between those instructions? I don't think its robust enough, it needs to be a single atomic operation.

@IntelOrca
This is true with anything multiplayer and not specific to automated building.

Steps:

  1. Reserve land where the player is planning on building (the "ghost" track pieces and white squares that are overlaid on top of the ground).
  2. The game is capable of checking for "too high for supports" or if something is in the way before placing the prebuild. Check for that.
  3. Once #1 and #2 are free of obstruction, then start the construction window.
  4. Once building finishes, free up locked tiles.

The logic order and additional tweaking may be needed. These are my thoughts how to thwart sabotaging the build.

@wildgoosespeeder If client send lands to reserve and do nothing, land would remain locked.
if server desides to unlock tile after some time period, it's possible lock is unlocked while building.

some client might abuse "lock" and can try to lock all lands prevent other player building. and if there's other ride/shop under "lock", they can't built unless lock is unlocked.

@fromthere
The land reserve is temporary for as long as the construction window needs to be open. This isn't OpenTTD where you buy land you will likely never use. Players can't (and shouldn't) control this directly if implemented in OpenRCT2. The land locks should be controlled by the construction window only. This is to prevent other construction during your construction, not as a means to mess with other players. Yes, this can be abused, just like any other feature, but if you suspect player abuse, when you decide to deny privileges or kick them, that's when unlocking should occur as a clean-up measure.

Your idea has changed a one function modification into a multi function change with many edge cases. It would be vastly more complex then coming up with a solution for sending tracks to the server.

There is nothing difficult about sending the TD6, it just hasn't been done yet.

@duncanspumpkin @IntelOrca
I am a bit curious, is there any progress sending TD4 and TD6 data more directly than my proposed work-around method?

@wildgoosespeeder we will implement it as some point in the future.

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