220 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			220 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Multiplayer manual for OpenTTD
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| Last updated:    2011-02-16
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| ------------------------------------------------------------------------
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| 
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| 
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| Table of contents
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| -----------------
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| 1.0) Starting a server
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| 2.0) Connecting to a server
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|  * 2.1) Connecting to a server over the console
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| 3.0) Playing internet games
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| 4.0) Tips for servers
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|  * 4.1) Imposing landscaping limits
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| 5.0) Some useful things
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| 6.0) Troubleshooting
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| 
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| 
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| 1.0) Starting a server
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| ---- -----------------
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|  - Make sure that you have your firewall of the computer as well as possible
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|    routers or modems of the server configured such that:
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|    * port 3979 is free for both UDP and TCP connections in- and outgoing
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|    * port 3978 is free outbound for UDP in order to advertise with the master
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|      server (if desired). Otherwise you'll have to tell players your IP.
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|    * port 3977 if use of the admin interface is desired (see admin_network.txt)
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|  - Click "multiplayer" on the startup screen
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|  - Click "start server"
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|  - Type in a game name
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|  - Select the type of game ('LAN/Internet' or 'Internet (advertise)'. With the
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|    last one other people are able to see you online. Else they need your IP and
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|    port to join)
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|  - Click "start game", "load game" or "load scenario"
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|  - Start playing
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| 
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| 
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| 2.0) Connecting to a server
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| ---- ----------------------
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|  - Click "multiplayer" on the startup screen
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| 
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|  - If you want to connect to any network game in your LAN click on 'LAN', then
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|    on 'Find Server'
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|  - If you want to see which servers all online on the Internet, click on
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|    'Internet' and 'Find Server'
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| 
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|  - If there were more than one server
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|    - select one in the list below the buttons
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|    - click on 'join game'
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| 
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|  - If you want to play and you have the ip or hostname of the game server you
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|    want connect to.
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|    - click add server
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|    - type in the ip address or hostname
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|    - if you want to add a port use :<port>
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| 
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|  - Now you can select a company and press: "Join company", to help that company
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|  - Or you can press "Spectate game", to spectate the game
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|  - Or you can press "New company", and start your own company (if there are
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|    slots free)
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| 
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|  - You see a progressbar how far you are with joining the server.
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| 
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|  - Happy playing
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| 
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| 2.1) Connecting to a server over the console
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| ---- ---------------------------------------
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|  - Open the console and type in the following command:
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|     connect <ip/host>:<port>#<company-no>
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| 
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| 
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| 3.0) Playing internet games
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| ---- ----------------------
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|  - Servers with a red dot behind it have a different version then you have. You
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|    will not be able to join those servers.
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| 
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|  - Servers with a yellow dot behind it have NewGRFs that you do not have. You
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|    will not be able to join those servers. However, via "NewGRF Settings" and
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|    "Find missing content online" you might be able to download the needed
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|    NewGRFs after which you can join the server.
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| 
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|  - It can happen that a connection is that slow, or you have that many clients
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|    connected to your server, that your clients start to loose their connection.
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|    Some things you can do about it:
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|    - [network] frame_freq:
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|      change it in console with: 'set network.frame_freq <number>'
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|      the number should be between the 0 and 10, not much higher. It indicates
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|      the delay between clicking and showing up. The higher, the more you notice
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|      it, but the less bandwidth you use.
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|      A good value for Internet-games is 2 or 3.
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| 
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|    - [network] sync_freq:
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|      change it in console with: 'set network.sync_freq <number>'
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|      the number should be between the 50 and 1000, not much lower, not much
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|      higer. It indicates the time between sync-frames. A sync-frame is a frame
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|      which checks if all clients are still in sync. When the value it too high,
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|      clients can desync in 1960, but the server detects it in 1970. Not really
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|      handy. The lower the value, the more bandwidth it uses.
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| 
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|    NB: changing frame_freq has more effect on the bandwidth then sync_freq.
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| 
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| 
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| 4.0) Tips for servers
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| ---- ----------------
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|  - You can launch a dedicated server by adding -D as parameter.
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|  - In UNIX like systems, you can fork your dedicated server by adding -f as
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|    parameter.
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| 
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|  - You can automaticly clean companies that do not have a client connected to
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|    them, for, let's say, 3 years. You can do this via: 'set autoclean_companies'
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|    and 'set autoclean_protected' and 'set autoclean_unprotected'. Unprotected
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|    removes a password from a company when it is not used for more then the
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|    defined amount of months. 'set autoclean_novehicles' can be used to remove
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|    companies without any vehicles quickly.
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| 
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|  - You can also do this manually via the console: 'reset_company'.
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| 
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|  - You can let your server automaticly restart a map when, let's say, year 2030
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|    is reached. See 'set restart_game_date' for detail.
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| 
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|  - If you want to be on the server-list, enable Advertising. To do this, select
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|    'Internet (advertise)' in the Start Server menu, or type in console:
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|    'set server_advertise 1'.
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| 
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|  - You can protect your server with a password via the console: 'set server_pw',
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|    or via the Start Server menu.
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| 
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|  - When you have many clients connected to your server via Internet, watch your
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|    bandwidth (if you have any limit on it, set by your ISP). One client uses
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|    about 1.5 kilobytes per second up and down. To decrease this amount, setting
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|    'frame_freq' to 1 will reduce it to roughly 1 kilobyte per second per client.
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| 
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|  - OpenTTD's default settings for maximum number of clients, and amount of data
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|    from clients to process are chosen to not influence the normal playing of
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|    people, but to prevent or at least make it less likely that someone can
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|    perform a (distributed) denial-of-service attack on your server by causing
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|    an out-of-memory event by flooding the server with data to send to all
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|    clients. The major factor in this is the maximum number of clients; with
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|    32 clients "only" sending one chat message causes 1024 messages to be
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|    distributed in total, with 64 clients that already quadruples to 4096. Given
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|    that upstream bandwidth is usually the limiting factor, a queue of packets
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|    that need to be sent will be created.
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|    To prevent clients from exploiting this "explosion" of packets to send we
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|    limit the number of incoming data, resulting in effectively limiting the
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|    amount of data that OpenTTD will send to the clients. Even with the default
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|    limits it is possible to generate about 70.000 packets per second, or about
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|    7 megabit per second of traffic.
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|    Given that OpenTTD kicks clients after they have not reacted within about 9
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|    seconds from sending a frame update packet it would be possible that OpenTTD
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|    keeps about 600.000 packets in memory, using about 50 megabytes of memory.
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|    Given that OpenTTD allows short bursts of packets, you can have slightly
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|    more packets in memory in case of a distributed denial of service attack.
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|    When increasing the amount of incoming data, or the maximum number of
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|    clients the amount of memory OpenTTD needs in case of a distributed denial
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|    of service attack is linearly related to the amount of incoming data and
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|    quadratic to the amount of clients. In short, a rule of thumb for, the
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|    maximum memory usage for packets is:
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|        #max_clients * #max_clients * bytes_per_frame * 10 KiB.
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| 
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| 4.1) Imposing landscaping limits
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| ---- ---------------------------
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|  - You can impose limits on companies by the following 4 settings:
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|    - terraform_per_64k_frames
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|    - terraform_frame_burst
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|    - clear_per_64k_frames
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|    - clear_frame_burst
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| 
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|  - Explaining 'per_64K_frames' and 'burst'
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|     - 'burst' defines 3 things, the maximum limit, the limit of a single action,
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|       and the initial value for the limit assigned to a new company.
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|       This setting is fairly simple and requires no math.
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| 
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|       A value of 1 means a single tile can be affected by a single action.
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|       This results in having to click 400 times when wanting to cover an area
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|       of 20 x 20 tiles.
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| 
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|       The default value 4096 covers an area of 64 x 64 tiles.
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| 
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|     - 'per_64k_frames' defines the number of tiles added to each companies limit
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|       per frame (however not past the possible maximum value,the 'burst').
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|       64k rather resembles the exact number of 65536 frames. So setting this
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|       variable to 65536 means: 65536 / 65536 = 1 tile per frame.
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|       As a day consists of 74 frames, a company's limit is increased by 74
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|       tiles during the course of a single day (2.22 seconds).
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| 
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|       To achieve a 1 tile per day increase the following calculation is needed:
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|       1 / 74 (frames per day) * 65536 (per_64k_frames) = 885.62...
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|       after rounding: a value of 886 means adding a bit over 1 tile per day.
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| 
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|       There is still enough space to scale this value downwards:
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|       decreasing this value to 127 results in a bit over 1 tile added to the
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|       allowance per week (7 days).
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| 
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|       To create a setup in which a company gets an initial allowance only,
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|       set the value to 0 - no increase of the allowance per frame.
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| 
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|  - Even though construction actions include a clear tile action, they are not
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|    affected by the above settings.
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| 
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| 
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| 5.0) Some useful things
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| ---- ------------------
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|  - You can protect your company so nobody else can join uninvited. To do this,
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|    set a password in your Company Screen
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| 
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|  - You can give other players some money via the ClientList (under the 'head'
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|    in the mainbar).
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| 
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|  - You can chat with other players via ENTER or via SHIFT+T or via the ClientList
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| 
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|  - Servers can now kick players, so don't make them use it!
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| 
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| 
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| 6.0) Troubleshooting
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| ---- ---------------
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|  - My advertising server does not show up in list at servers.openttd.org
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|      Run openttd with the '-d net=2' parameter. That will show which incoming
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|      communication is received, whether the replies from the master server or
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|      communication from an admin tool reach the programme. See section 1
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|      'Starting a server' further up for the ports and protocols used by OpenTTD.
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|      The ports can be configured in the config file.
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