FSIC Messageboard
  SDOE General
  MMP

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   MMP
Vagner
Pilot
posted 06-17- 08:28 AM     Click Here to See the Profile for Vagner   Click Here to Email Vagner     Edit/Delete Message   Reply w/Quote
Is it possible for sdoe to have a mega multiplayer like Red Baron has? If it did it would completely rule the sim would IMO

IP: Logged

Nat
JAG
posted 06-17- 09:03 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Tailslide's awsome in a Spitfire, does that make him mega at multiplayer?

IP: Logged

Vagner
Pilot
posted 06-17- 09:20 AM     Click Here to See the Profile for Vagner   Click Here to Email Vagner     Edit/Delete Message   Reply w/Quote
I mean more than 16 players at a time.
ya I know you knew what I meant
And I know you knew that I knew you knew what I meant. And...... I'm ok now

IP: Logged

Private Roger
Pilot
posted 06-17- 09:35 AM     Click Here to See the Profile for Private Roger   Click Here to Email Private Roger     Edit/Delete Message   Reply w/Quote
We had a grand experiment a couple of years ago and got 28 guys online at the same time. It wasn't stable, but we did get them on.

Sixteen guys on seems to be the workable maximum number at one time, but who knows with the innovations happening now, and with more people with high speed connections, not to mention faster machines if that could change.

It sure would be cool! I think though that a lot has to do with the server and what part of the game it's carrying. Someone much smarter than me will surely enlighten us both.

PR=FC=

IP: Logged

Nat
JAG
posted 06-17- 09:46 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Thats the thing though isn't it, mostly the problem isn't as much how maney you can get in a mission, more like, who the hell can run a mission with high numbers in it. Even with my much faster machine now, I still drop to 30fps with only 9 spitfires in a mission. It would be aswome if we could have an SDOE Last man standing competition or some such, where we have loads in the air at once, but you need a very very high spec PC to be able to do it, SDOE just wasn't designed for lots of aircraft at once, so the only way we can do it is by having enough raw PC power and high speed connections.

OK, speaking of connections... was it ever checked to see if we're able to host as a server ourselves? Using the LAN setup instead of Internet, someone with a fast machine and good connection could give us his IP addresss and loginto him via the LAN system? Anyone ever checked this??

IP: Logged

Werner Molders
JAG
posted 06-17- 10:41 AM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Hypothetical question on the subject... Lets say you had eight players battling it out in one end of the map, and another eight battling in the other end. Would the lag/taxation-on-CPU for any one player only be as bad as an 8 player game under these circumstances?

There is a reason for the question, I just can't say what yet. As wacky as it may be please I'm looking for a serious answer.

Werner

------------------

Abbeville Field: Dedicated to the SDOE Experience.

IP: Logged

Jerry
Pilot
posted 06-17- 12:43 PM     Click Here to See the Profile for Jerry   Click Here to Email Jerry     Edit/Delete Message   Reply w/Quote
I think a more attractive option would be a 24 hour non-stop furball mission that we could just drop into at any time when we feel like getting our asses shot off. Like Warbirds. Besides, how often do we have more than 16 at a time wanting to fly?

IP: Logged

nealg
Pilot
posted 06-17- 01:46 PM     Click Here to See the Profile for nealg   Click Here to Email nealg     Edit/Delete Message   Reply w/Quote
Werner - that is a interesting thought. I don't really have a answer, but I seem to recall something written up by Mighty a while back on how the network issue works, and I think - though I likely recall incorrectly - that the CPU's still have to process the information even with units at opposite ends of the map. Wish I knew where I saved that document; that's why I always have a messy room. If I put stuff away where it belongs, I forget where I put it!!

Ya'd think after 50-some years, my memory would've gotten better!

------------------
nealg=FC=

IP: Logged

Vmartini
Pilot
posted 06-19- 10:00 AM     Click Here to See the Profile for Vmartini   Click Here to Email Vmartini     Edit/Delete Message   Reply w/Quote
lag would probably couynt as 16 players, as all computers have to be exactly the same game "time" or you'll get an out of sync error, i suppose ( i'm used to RTS games)

------------------

vmartini@ntlworld.com

IP: Logged

SCROFT
Cadet
posted 06-19- 02:28 PM     Click Here to See the Profile for SCROFT   Click Here to Email SCROFT     Edit/Delete Message   Reply w/Quote
SDOE is a PEER to PEER game.
This means all network traffic from each client is sent to all clients and has to be crunched together by each client. This is why out of snyc issues can happen.

QUAKE based games are SERVER driven
This means all network traffic is sent to the server and the server crunches the numbers and sends the results back to the clients.

PEER to PEER is better cause it doesn't require a fast dedicated server.
SERVER is better cause less info needs to be crunched by the clients freeing resources up for eye candy.

If you need a better explaination let me know and I will try to reexplain with a different approach.

SCROFT

IP: Logged

SCROFT
Cadet
posted 06-19- 02:43 PM     Click Here to See the Profile for SCROFT   Click Here to Email SCROFT     Edit/Delete Message   Reply w/Quote
To better answer the original question...
to have MMP in SDOE the following 2 things would have to happen:
1: A Fast Dedicated Server on a high bandwidth connection. (this would be expensive but the easiest part.)
2: Total network code rewrite. (this would take a tremendous amount of time and effort)

If people were fighting on different side of the map...
only a SERVER based system would benfit from this. The SERVER crunches the numbers and sends what is relevant to each client to display. PEER to PEER each client has to chunch all data then display what is relevant.

SCROFT

IP: Logged

All times are CT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Fighter Squadron Information Center

(This site Copyright (c) 1999 Inertia LLC)

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c