Search found 1107 matches

by cube
Mon Jun 06, 2016 11:30 am
Forum: Translations
Topic: Web based translations
Replies: 85
Views: 45971

Re: Web based translations

Jord5792 wrote:Hello,
Would you be able to add Irish?
Thanks :)
Added
by cube
Fri Jun 03, 2016 10:56 am
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 24622

Re: Friday Facts #139 - Wrapping up multiplayer

The usage (creating games as well as listing games) of our Multiplayer Matching Server will require user to be logged in with his Factorio username. This is an anti-piracy change, but in a different way than AAA games do it - we don't use DRM (apart from Steam, but you can still download the game f...
by cube
Wed May 25, 2016 4:22 pm
Forum: Resolved Problems and Bugs
Topic: [solved][12.31 - .33] MP Map Download falls back to 0kb/s
Replies: 2
Views: 1623

Re: [solved][12.31 - .33] MP Map Download falls back to 0kb/s

This should be fixed for 0.12.34 or 0.13.0, whichever comes first.
by cube
Tue May 17, 2016 10:53 am
Forum: Technical Help
Topic: Yet another slow multiplayer map download
Replies: 3
Views: 831

Re: Yet another slow multiplayer map download

This is probably the same problem as https://forums.factorio.com/13646 . Can you please verify that the game is not running in peer to peer mode (set when hosting the game)? Also as Speadge says, lowering MTU will probably not help anything and it might make other problems appear. EDIT: So I read yo...
by cube
Fri May 06, 2016 8:47 am
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 16887

Re: [0.12][cube] Headless server not working with more than one

uhm also: It does work with ipv4 in my case, if you disable peer-to-peer on the headless client Oh, that's actually very good to hear. P2P mode will be removed in 0.13, because the assumptions it makes are overly optimistic. It is able to give you improvements in latency, but it silently fails in t...
by cube
Thu May 05, 2016 1:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 16887

Re: [0.12][cube] Headless server not working with more than one

Still having this issue. Player joined at line 1739 and left at line 1875. Then myself and another user got the "server not responding" message and were removed from the game and had to rejoin the server. I assume that this problem happens to you regularly? It might be helpful to get logs...
by cube
Mon May 02, 2016 7:24 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 25538

Re: Friday Facts #136 - Map Transfers

Please finally stop welding your own UDP/whatever-protocol. Use a standardized and real-world-proven protocol and be done. I know you guys really are smart, so no need to cling to the NIH -syndrome. I too created my own network protocols, filesystems and whatever back in the MS-DOS times, good time...
by cube
Sat Apr 30, 2016 8:57 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 25538

Re: Friday Facts #136 - Map Transfers

What I don't understand is why the maps need to be so big. Wouldn't a seed and a diff be both sufficient and relatively small? Try generating a 4000x4000 tile map once vs loading a 4000x4000 map and let me know how that goes. A rough estimate: generating would take 10~ minutes, loading takes 20 sec...
by cube
Sat Apr 30, 2016 8:49 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 25538

Re: Friday Facts #136 - Map Transfers

I've written tutorials on the subject and made many programs for networking, so some suggestions from me: 1. As ikris points out, please request for mapping (I believe RFC 6887 - PCP mapping dynamics? It's been a few years, I might be rusty) 2. Using TCP does not require a return acknowledgement......
by cube
Sat Apr 30, 2016 8:10 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 25538

Re: Friday Facts #136 - Map Transfers

I gotta ask. what happens on systems with high latency? IE, the packets are actually getting there, but your ack is like, 3 seconds? The issue in these cases is not that you're sending too much data, it's just taking a long time to get your ack back. With so high latency you won't be able to play, ...
by cube
Fri Apr 29, 2016 3:21 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 25538

Re: Friday Facts #136 - Map Transfers

Would it be possible to use a peer-to-peer mechanism for sending the map? This would allow multiple players to send the map data at once while ensuring the correctness of the data. It should be working that way now if you enable the P2P option when starting the game. There might be bugs with that t...
by cube
Wed Apr 27, 2016 9:04 am
Forum: Duplicates
Topic: [0.12.30] Player joins and kicks other players
Replies: 8
Views: 1688

Re: [0.12.30] Player joins and kicks other players

This is the same problem as 13646, let's continue there.
by cube
Tue Apr 26, 2016 3:00 pm
Forum: Resolved Problems and Bugs
Topic: [cube]On >100% GUI Sale, FPS/UPS counter overlaps with minim
Replies: 10
Views: 3842

Re: [cube]On >100% GUI Sale, FPS/UPS counter overlaps with minim

Fixed for 0.12.31, together with two other high DPI related issues.
by cube
Mon Apr 25, 2016 12:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 16887

Re: [0.12][cube] Headless server not working with more than one

Thanks for the observations, this looks like we have a small problem somewhere in the networking code :-) Could you please post a log file from the server and from the client that fails to connect from a session like that? I have a suspicion of whaat might cause this, but the logs would help. Meanwh...
by cube
Thu Apr 21, 2016 1:37 pm
Forum: News
Topic: Friday Facts #115 - The power switch
Replies: 66
Views: 41593

Re: Friday Facts #115 - The power switch

After some inspection, I don't really believe. Take the boost::property_tree::ptree as an example. the ptree is just special case of boost::property_tree_tree which is a template and it uses huge amount of templates and includes. I tried the /P option (thanks for that), to see how many lines it inc...
by cube
Thu Apr 21, 2016 11:37 am
Forum: Resolved Problems and Bugs
Topic: [0.12.24] [cube] Really slow map upload
Replies: 11
Views: 10078

Re: [0.12.24] [cube] Really slow map upload

Using UDP is not the problem, problem is that our implementation was a little messed up.

I've made another fix for 0.12.31, so let's hope this one will be the last that is necessary.
by cube
Fri Apr 15, 2016 5:59 pm
Forum: Translations
Topic: Web based translations
Replies: 85
Views: 45971

Re: Web based translations

artdekdok wrote:Can you add Thai? :geek:
Added.
by cube
Thu Apr 14, 2016 12:32 pm
Forum: Technical Help
Topic: HTTPS Fail at Website
Replies: 2
Views: 541

Re: HTTPS Fail at Website

It should be fixed now.
by cube
Fri Apr 08, 2016 1:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.30] [cube] Unblock sendto failed: The operation completed successfully.
Replies: 11
Views: 5072

Re: [0.12.30] [cube] Unblock sendto failed: The operation completed successfully.

This should be fixed in 0.12.31.
xiffix wrote:It has something to do with Aster, a program is use to multiseat.
Interesting tool :-)

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