This post is part of a two-part series, of which this is the second. In the first post, we went into a bit into the infrastructure that runs OpenTTD, from BaNaNaS to our main website. In this post, we will explain a bit about the migration we just did to get to this infrastructure.
After over 2 months of work, I am happy to announce we finished (another) infrastructure migration. Today is the day I removed the last few DNS entries pointing to AWS’s DNS servers, and I am proud to mention that (almost) all traffic is now routed via Cloudflare (and we aren’t even receiving sponsoring to say so).
In this post I want to take you with me why this migration was needed, what the benefits are, and why you possibly care. But in short summary:
- (Much) smaller monthly bill as AWS charges insane amounts for bandwidth.
- Faster download speeds for you (ranging from the in-game content service to downloading the game from our website).
- Easier maintainability of our infrastructure with thanks to Pulumi.
This will be a bit nerdy, so if you like these kind of things, continue the read!
This post is part of a two-part series, of which this is the first. In this post, we go a bit into the infrastructure that runs OpenTTD, from BaNaNaS to our main website. The second post will explain a bit about the migration we just did to get to this infrastructure.
Often I get comments that people are surprised how complex OpenTTD’s infrastructure is, and why that is. With this post, I will try to explain a bit what is going on in the backend, and why it takes a bit of effort to keep everything running smoothly.
Only a day after 13.2, we present 13.3. And there is a bit of a story here.
But in short: we made a mistake with 13.2.1, and need to release a 13.3 with no functional change to make sure multiplayer games work as expected.
As I write this many of the development team and other members of the community are busy having fun at a meet-up in Brussels. Not me though, I’m stuck here doing a release.
We’ve been busy refactoring quite a lot of the underlying code to make future changes easier, but along the way we’ve found and fixed a few more bugs and quality of life improvements that we figured were worth releasing sooner than whenever 14.0 comes along.
Notably, OpenTTD will now automatically disable hardware acceleration if it detects that the last crash happened while initialising the graphics driver. While hardware acceleration works well for the vast majority of people, it causes crashes for people that then required command line arguments or manual config file editing to get it to work. This should be a better solution for those users.
Additionally, there is a change to the default mouse mode on Linux to improve experience when dragging the map (and often to match expected behaviour in other games).
As always, there are plenty of other bugfixes, which you can find in the changelog.
While you’re at it, have you seen the post about the upcoming addition of a automated opt-in survey to OpenTTD 14? If you have opinions, we’d like to hear them! Details here.