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About Daimyo21

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  1. Last I played was 0.1.2 so you might want to try that or 0.2.0 With method 3. There has been many updates since then so I'd try Method 1 and 2 with latest release as they may have fixed it since then.
  2. Just played for 6 hours with gf over the weekend using method 3.) in my original post on latest dev build 0.1.2 and the stability was way better than last weekend. We got probably 30 desyncs total but spaced out. Thats 2-3 Desyncs per hour per person. Also note that the desyncs seemed to happen a bit more frequent later in the play session so maybe a server restart will help after a few hours? The later more frequent desyncs could also just be related to what we were doing at the end of that session and a server restart may not be necessary.
  3. From IntelOrca on github (dev): "@Daimyo21 thanks for investigating. I see two potential issues here: headless servers are not behaving correctly with actions, client to client. server actions are not executing in the same way as client actions. This might be related to our game action changes that have gone in since 0.1.1 release. The next thing would be to compare your findings with 0.1.1 or earlier builds of 0.1.2 to see if this is a recent regression." If someone can test this that would be awesome, I'll eventually try to but pretty busy today.
  4. I recently experimented with different methods of hosting etc. and came up with this solution I outlined in this post: Let me know if you find the same success
  5. I'm now at 7,000 guests, been playing for ~3 hours, 3-4 desyncs. Mind you, ive only been actively building/managing stuff for 30-40 minutes in-game. Mainly because this is a test run and my gosh, its damn stable compared to yesterday when I played for 5 hours. Also when you host the idle server (not --headless), make sure you minimize it else it will take up 95% of the cpu rendering game in software mode.
  6. So this is my 2nd time revisiting openrct2 multiplayer in about an 8 month gap. After a weekend hosting a game with my gf, I was on a mission to try to find the most stable play with minimal desync's. I feel like I am close. So here were my findings always using latest dev builds 0.1.2 (TLDR: skip to number 3.) for solution that worked) - I do not use "Stay connected flag" so when I desync, I disconnect. 1.) Hosting Headless dedicated: -This is an actual VM at a datacenter and its a beast server on windows 2012 r2. Loaded a scenario with User interface >> saved
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