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Thread: Multi-player Connectivity and Performance

  1. #21

    Thumbs up

    Suma, thanks, you guys are the best game coders out there for responding to problems and suggestions, most of the other coders just say "nope, can't be done" or "nope, we're not gonna do that" or even worse, they just ignore people who have good ideas or problems. Thanks again, I absolutely LOVE this game, and really appreciate all the work you guys have done to make it more playable. Thanks for working on the non-directplay networking (M$ doesn't always know best, they don't even use their own code for their internal networks, that should say something ) Thanks again, you guys ROCK!

  2. #22
    Chief Warrant Officer
    Join Date
    Sep 6 2001
    Location
    British Columbia, Canada
    Posts
    3,458
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Feb. 13 2002,05:37)</td></tr><tr><td id="QUOTE">OFP is not designed to use dual CPU, therefore what you see is probably one CPU running 100 % and the other one sitting idle. As a result bandwidth is not a problem at all, because CPU is not able to provide data fast enough.[/QUOTE]<span id='postcolor'>
    that we knew, but a Dual will still use multy threads for OS appz and other things that it may be running, it wont take all the load of the CPU running OFP but it will help

    any help is good help, but if you are using say a dual 500 mhz for 1 ghz total then it&#39;s just better to play with a 1.4 ghz or above

    A Dual P4 2 ghz (each cpu @ 2 ghz) with PC800 and scuzys would be wicked for a server

    I have 8 of those comming to the office woo hooo, but those are for work stations heh, not used for servers heh, I was alloted only &#036;22,000 CND for gaming servers, 16 1.6 ghz will be all we get for gaming servers for the next year
    [im]http://www.roughnecks.org/malboeuf/pissonTKC.gif[/img] >100kb
    Roughneck Whore House - rn1.roughnecks.org
    AMD 64x2 4400 2200@2450 Mhz- 2 gig dual DDR PC4000 - SATA HDs

  3. #23

    Question

    Ah, the forum is back up&#33;

    One thing I didn&#39;t see in y&#39;all&#39;s posts: with the new multi-player code, are you already planning on allowing mid-match rejoin?

  4. #24
    Master Sergeant
    Join Date
    Nov 29 2001
    Location
    Oslo, Norway
    Posts
    732
    Excellent Suma.

    In light of this, I&#39;d like to suggest that you stop bugfixing MP in the current OFP version, put all resources on making an OFP Online game and make this an add-on for OFP and, for those who don&#39;t have OFP, a stand-alone version.

    Those who want to play single player can play the current OFP version, those who wants a better online version than the current OFP can buy the Online add-on/stand alone version.

    Sell the add-on for Ł20 and the standalone for Ł35. Dedicated servers should be avail in both Window and Linux versions and free to DL.

    -Rekrul&#39;s two cents

  5. #25

    Thumbs up

    @SUMA:

    thank god you gave up this directplay mess&#33; I have good hope OFP could beat all existing multiplayergames if you people manage to implement a solid, working netcode&#33; take your time, better late than never

    I stopped playing OFP online/on a lan cause I&#39;m really annoyed of this directplay crap... one small example: simple coopmission, friend and me and a few AI enemies >

    Me: enemy helicopter incoming from the north&#33;
    Friend: I can&#39;t see any helicopter&#33;
    Me: ####, take this hind down&#33; you got the AA Launcher, open up your f****** eyes&#33;
    Friend: I can&#39;t see any enemies&#33;
    Me: arggg, this hind has spotted us&#33; fire,fire... *BOOOMMM*

    everybody dead.

    playing like this is no fun at all, you get angry about your buddies cause you think: man, how blind is this lama??? they don&#39;t know what you&#39;re talking about cause the game runs too often out of sync, this sucks bad...

  6. #26
    Guest
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> We are designing non-DirectPlay implementation for OFP networking, which we expect to be performing much better, but it will probably take quite long before it will be available. [/QUOTE]<span id='postcolor'>

    This is without a doubt the best OFP news I&#39;ve read in a long time, but in some ways it&#39;s a shame because OFP MP has become entirely playable since 1.2, for the most part. Could there be any chance of join in progress being included with this new netcode? I think with a combination of the 2 it would open up the possability of constant OFP worlds with much larger scale battles and possibly a more realistic style of play (resupply, strategic capture points, limited supply of heavy vehicles etc).

    Though that&#39;s probally asking too much it would certainly create a really amazing atmosphere, one that would be akin to WW2ol, but with OFP&#39;s excellent graphics, infantry similation etc

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