Search found 5 matches

by krelbel
Wed Jul 29, 2015 2:11 am
Forum: Resolved Problems and Bugs
Topic: [0.12] [Oxyd] Headless mode is unusable
Replies: 20
Views: 9522

Re: [0.12] Headless mode is unusable

If you're concerned about bloat... echo 'void*XOpenDisplay(){return 0;}int XInitThreads(){return 1;}' > x.c && cc -shared -o libX11.so.6 x.c && touch empty.c && for i in libXext.so.6 libXfixes.so.3 libXrender.so.1 libGL.so.1 libXcursor.so.1; do cc -shared -o $i empty.c; done...
by krelbel
Sat Mar 28, 2015 12:04 am
Forum: Not a bug
Topic: [0.11.19] Curved rail graphical glitch causing No Path error
Replies: 4
Views: 3768

Re: [0.11.19] Curved rail graphical glitch causing No Path error

You have a smooth north-south S bend. And a smooth east-west S bend. I don't see how the game could detect there is a problem. That's a great way of describing this, and you're right, that's exactly what I got wrong. After doing a bit more research into railroad terminology, it looks like I intende...
by krelbel
Fri Mar 27, 2015 8:27 pm
Forum: Not a bug
Topic: [0.11.19] Curved rail graphical glitch causing No Path error
Replies: 4
Views: 3768

[0.11.19] Curved rail graphical glitch causing No Path error

Version: 0.11.19 Platform: Win7 64 bit Mods: several (uploaded railtest.zip including the save and all the mods and railtest_save.zip including just the save) When incorrectly connecting curved rail for two connected 90 degree turns (as you would for a basic circle roundabout junction), the game can...
by krelbel
Tue Jun 24, 2014 3:48 pm
Forum: News
Topic: Friday Facts #36
Replies: 39
Views: 31592

Re: Friday Facts #36

Thanks for the warning. We are aware of this. We have thought about it a lot. There is no other path. Just too many calculations. Think tens of thousands to hundreds of thousands objects moving every tick. Calculating this in the central point (some server) would be a nightmare as well. We intend t...
by krelbel
Mon Jun 23, 2014 11:39 pm
Forum: News
Topic: Friday Facts #36
Replies: 39
Views: 31592

Re: Friday Facts #36

Determinism Kovarex's quest for making the game fully deterministic has seen an interesting twist last week. The replay functionality is working quite well (still now and then there is desynchronization but it is a work in progress). But when we tried to load the replay on a machine with different ...

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