Search found 62 matches

by rkfg
Fri Aug 19, 2016 10:04 pm
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 17522

Re: Friday Facts #152 - Team production challenge

I played a multiplayer tower defence game years ago, the idea was that four players have the same map pieces rotated by 90Β° for each and all four pieces connected together in a square, and the player can build towers and send creeps to the next player (clockwise) spending "money". Maybe so...
by rkfg
Fri Aug 05, 2016 7:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.14] Server crashes when player switches the quick bar
Replies: 4
Views: 4224

[0.13.14] Server crashes when player switches the quick bar

Press X to win and the server crashes immediately. Here's the backtrace: 22.829 Error CrashHandler.cpp:210: Received SIGSEGV 25.338 Warning Logger.cpp:360: Symbols.size() == 20, usedSize == 13 Factorio crashed. Generating symbolized stacktrace, please wait ... 26.861 Warning Logger.cpp:360: Symbols....
by rkfg
Sat Jul 30, 2016 12:57 pm
Forum: Releases
Topic: Version 0.13.12
Replies: 43
Views: 19264

Re: Version 0.13.12

Thanks, HanziQ! Can't wait to update and relieve that CPU stress from my server. For now reverted to 0.13.11.
by rkfg
Sat Jul 30, 2016 12:39 pm
Forum: Releases
Topic: Version 0.13.12
Replies: 43
Views: 19264

Re: Version 0.13.12

Bisa wrote:Confirmed broken on Centos 7:
Headless-mode bug: OPENSSL_load_builtin_modules called. Aborting
Same on Debian 8.5. Any chance of a hotfix?
by rkfg
Tue May 24, 2016 4:41 pm
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 24545

Re: Friday Facts #139 - Wrapping up multiplayer

There's one more approach that I haven't seen anywhere, a P2P discovery system. First the client bootstraps from some hardcoded IPs (long-term servers) and then asks those serves for more nodes thus gathering all the servers. A DHT-like method could be used so that each server has a random ID and kn...
by rkfg
Sat May 21, 2016 7:22 pm
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 24545

Re: Friday Facts #139 - Wrapping up multiplayer

Hmm, why wouldn't you use HMAC instead of these hash methods? It's a well-tried standard.
by rkfg
Sat Oct 17, 2015 2:38 am
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 39542

Re: Friday Facts #108 - Unexpected Features

More like, the stupidity of libraries. The standard lua library uses floats, and relies on the operating system library to implement them. And there's no way to write one from scratch or find a replacement? I doubt making a fixed precision math library would be too hard, there's no (visible) physic...
by rkfg
Sat Oct 17, 2015 2:14 am
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 39542

Re: Friday Facts #108 - Unexpected Features

bandwidth savings and rubberbanding are the benefits Hmm, that could do. But rubberbanding usually appears on high latency connections and deterministic engines still need some synchronization and lag compensation mechanisms in order for players to see the same picture. And bandwidth, I don't see h...
by rkfg
Fri Oct 16, 2015 11:31 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 39542

Re: Friday Facts #108 - Unexpected Features

Oh, them nasty floats! I've read this and was quite impressed. Didn't know that crossplatform multiplayer could be that cumbersome. Looks like Feral encountered even more platform-specific issues with floating point calculations, and they're so severe that even Mac<=>Linux games aren't possible. I t...
by rkfg
Sat Sep 19, 2015 12:25 pm
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 37201

Re: Friday Facts #104 - Deadlines ahead

Job well done! Well you did admit it's not the first game based on automation, which is good enough in my book. Especially since genres are defined by their core, and the core of Factorio is automation. The little details don't matter since genres are by definition broad and the elements within var...
by rkfg
Sat Sep 19, 2015 11:43 am
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 37201

Re: Friday Facts #104 - Deadlines ahead

Now you sound like the guys who instantly backpedal on the mention of games like Doom or Wolfenstein and say Call of Duty invented the modern shooter :P Semantics. Also I like how this and the other reply contain "I heard" "it appears" Let's not argue about things we don't know ...
by rkfg
Fri Sep 18, 2015 10:53 pm
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 37201

Re: Friday Facts #104 - Deadlines ahead

https://www.youtube.com/watch?v=oUxz5StP3AM I'm very sorry to announce I plan on having a FLAMEWAR here, because right here you just sound to me like the guys who claim that Call of Duty invented first person shooter. That was already mentioned before, Factorio isn't a puzzle game like SpaceChem, I...
by rkfg
Fri Sep 18, 2015 5:50 pm
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 37201

Re: Friday Facts #104 - Deadlines ahead

Maybe its just me, but Farlight Explorers looks like a 3D clone of Factorio that is trying to be unique. It does look cool, but its way to much like Factorio, and I have Factorio, so I like Factorio better. I just have to chime in the fact that Farlight Explorers is a Windows-only game. For some pe...
by rkfg
Wed Jan 28, 2015 2:45 pm
Forum: Ideas and Suggestions
Topic: Make chat not dependent on the selected locale
Replies: 2
Views: 588

Re: Make chat not dependent on the selected locale

I can help this, of course, but I prefer English UI regardless of the translation quality. The only thing that stops me is the chat issue.
by rkfg
Wed Jan 28, 2015 7:51 am
Forum: Ideas and Suggestions
Topic: Make chat not dependent on the selected locale
Replies: 2
Views: 588

Make chat not dependent on the selected locale

This probably may be reported as a bug, I don't know. It looks like an enhancement/suggestion to me so I post it here. For now if I want to chat in Russian I have to switch the locale to "ru" in game and all who want to read me should do the same or else they won't see the text, only space...
by rkfg
Tue Jan 27, 2015 9:55 am
Forum: Duplicates
Topic: [0.11.13] Crash in multiplayer with stacktrace
Replies: 3
Views: 3369

Re: [0.11.13] Crash in multiplayer with stacktrace

No, it was just a random crash in the middle of the game after several hours, we don't have the save. After restarting the server and loading the last save everything was fine. I just thought a backtrace could be of use.
by rkfg
Mon Jan 26, 2015 9:56 pm
Forum: Duplicates
Topic: [0.11.13] Crash in multiplayer with stacktrace
Replies: 3
Views: 3369

[0.11.13] Crash in multiplayer with stacktrace

I haven't found a topic for stacktraces so I'll post it here. It was said that the game doesn't ship with debug symbols as they are about 400 Mb but developers can map symbols on their side. Here it is, just happened in multiplayer, I wasn't doing anything specific, typed in the chat: 179746.573926 ...
by rkfg
Sun Jan 18, 2015 1:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.11] Crash on inserting a cargo wagon
Replies: 7
Views: 1395

Re: [0.11.11] Crash on inserting a cargo wagon

It's got worse. I hope this is getting fixed pretty soon.
by rkfg
Fri Jan 16, 2015 5:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
Replies: 26
Views: 4959

Re: [0.11.12] Crash on placing wagin in tight spot

Same here, it crashed before when I tried to put a wagon between a wagon and locomotive (or two adjacent wagons), now it freezes just when I move the green "ghost image" there. What an unfortunate update...

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