Search found 62 matches
- Fri Aug 19, 2016 10:04 pm
- Forum: News
- Topic: Friday Facts #152 - Team production challenge
- Replies: 46
- Views: 25722
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...
- 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: 5579
[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....
- Sat Jul 30, 2016 12:57 pm
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 26198
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.
- Sat Jul 30, 2016 12:39 pm
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 26198
Re: Version 0.13.12
Same on Debian 8.5. Any chance of a hotfix?Bisa wrote:Confirmed broken on Centos 7:
Headless-mode bug: OPENSSL_load_builtin_modules called. Aborting
- Tue May 24, 2016 4:41 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38548
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...
- Sat May 21, 2016 7:22 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38548
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.
- Sat Oct 17, 2015 2:38 am
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 51068
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...
- Sat Oct 17, 2015 2:14 am
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 51068
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...
- Fri Oct 16, 2015 11:31 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 51068
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...
- Sat Sep 19, 2015 12:25 pm
- Forum: News
- Topic: Friday Facts #104 - Deadlines ahead
- Replies: 63
- Views: 47683
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...
- Sat Sep 19, 2015 11:43 am
- Forum: News
- Topic: Friday Facts #104 - Deadlines ahead
- Replies: 63
- Views: 47683
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 ...
- Fri Sep 18, 2015 10:53 pm
- Forum: News
- Topic: Friday Facts #104 - Deadlines ahead
- Replies: 63
- Views: 47683
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...
- Fri Sep 18, 2015 5:50 pm
- Forum: News
- Topic: Friday Facts #104 - Deadlines ahead
- Replies: 63
- Views: 47683
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...
- Wed Jan 28, 2015 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Make chat not dependent on the selected locale
- Replies: 2
- Views: 1087
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.
- Wed Jan 28, 2015 7:51 am
- Forum: Ideas and Suggestions
- Topic: Make chat not dependent on the selected locale
- Replies: 2
- Views: 1087
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...
- Tue Jan 27, 2015 9:55 am
- Forum: Duplicates
- Topic: [0.11.13] Crash in multiplayer with stacktrace
- Replies: 3
- Views: 4057
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.
- Mon Jan 26, 2015 9:56 pm
- Forum: Duplicates
- Topic: [0.11.13] Crash in multiplayer with stacktrace
- Replies: 3
- Views: 4057
[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 ...
- 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: 2645
Re: [0.11.11] Crash on inserting a cargo wagon
It's got worse. I hope this is getting fixed pretty soon.
- 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: 9005
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...
- Fri Jan 16, 2015 8:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.11] Crash on inserting a cargo wagon
- Replies: 7
- Views: 2645
Re: [0.11.11] Crash on inserting a cargo wagon
Great, thanks!