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Posted: 2007-05-04 20:48
by superdj
SethLive! wrote:but isnt that how the int3rn3tz works?? :p
Yeah, but you might trip over a tube, and knock out the internet

Posted: 2007-05-04 21:06
by blud
I would be *blown away* if anyone got this to work:
- with punkbuster
- without lots of problems of client/server mismatch (compatibility problems)
- without getting in shit

I think people shouldn't get their hopes up. (Unfortunately!)

Meanwhile I bet modding Quake Wars to work with 1024 players would be simple, and the only player limit would be what servers can actually handle.

Posted: 2007-05-05 05:08
by [LTC] Gunther.S [4SFG]
superdj wrote:Lol, sure, you spawn in Basrah, walk for a good 4 hours, and now you're in Helmand
You wouldnt spawn on basarah unless you wanted to get in a jet or helo... Or if the front was on al basarah.. (AKA enemy flags on basarah)

But it does have a nice airport where alot of the planes can take off from.. fill all of the hangars tho.

it would work I tell you because its my dream of course.

And for PR it will only be a dream.

Posted: 2007-05-05 05:08
by [LTC] Gunther.S [4SFG]
**** double post

Posted: 2007-05-05 05:09
by bigbossmatt
2ACR>Gunther wrote:**** double post
yeah I've seen better

Posted: 2007-05-05 05:11
by bigbossmatt
'[T wrote:BludShoT']
Meanwhile I bet modding Quake Wars to work with 1024 players would be simple, and the only player limit would be what servers can actually handle.
What do you base that on?
I would like that to be true, or is it just a hope?

Posted: 2007-05-05 06:50
by [PR]AC3421
'[T wrote:BludShoT']I would be *blown away* if anyone got this to work:
- with punkbuster
- without lots of problems of client/server mismatch (compatibility problems)
- without getting in shit

I think people shouldn't get their hopes up. (Unfortunately!)

Meanwhile I bet modding Quake Wars to work with 1024 players would be simple, and the only player limit would be what servers can actually handle.
1024 players ey`?? Now THAT I would like to see. :wink:

Posted: 2007-05-05 07:30
by jerkzilla
Meanwhile I bet modding Quake Wars to work with 1024 players would be simple, and the only player limit would be what servers can actually handle.
Why not make it an MMOFPS? And have guilds, merchants and mounts and other MMO ****...

Posted: 2007-05-05 15:33
by blud
I dunno, it's what I've heard, and it fits in with all my knowledge of id games up until this point. But seriously, no server would be able to handle that many players, plus the stock maps probably start playing poorly at even 30 vs 30

Posted: 2007-05-05 23:12
by dizzy
Also client machine needs more power b/c there will be more dynamic objects moving around and stuff.

I know some people now have trouble playing bf2 in 64 player servers.

Posted: 2007-05-06 14:44
by El_Vikingo
Requirements say, play on 16 if you have minimum requirements, on 32 if you have meduim and so on.

Posted: 2007-05-06 16:43
by danthemanbuddy
I could play on that server with 64 players. Normally I can't play on other servers with 64 players.

My Specs

2.4 Celeron Dell 3000
1.5 gigs DDr 3200
Ati x1300 Pro PCI 256 MB

Its really the server cpu dependency when you have a lot of players. As long as the server is amazing, its good.

An example is Basrah. On Some Servers I can play 64 players with no lag at all. However on devfile once it hits around 40 + players, the server isn't that good and my pc craps. Really server dependent, as clients can turn settings down.

Posted: 2007-05-09 16:35
by Scarlet_Pimp
bump!

any more news on this project?

Posted: 2007-05-09 16:37
by El_Vikingo
Why are you asking me?

Posted: 2007-05-09 17:06
by Cheesygoodness
Most of the lag caused on full servers is more to do with the server side CPU then the average gamer.

No matter how badass your rig is your limited by the server itself.

This is why the Duck custom built our server. To make sure that -never- limited the gamer. In all honestly I believe our server could hold 100 people. Everyone that helped in the test last time will probably agree that at 64 players lag was non-existant. Some people on the duck believe it could hold 200 people and those people have access to the server itself. While we were playing last time it was still hooked up to the BF:V COOP server which takes more CPU then anything.

Posted: 2007-05-09 17:13
by R@ge
Cheesygoodness wrote:Most of the lag caused on full servers is more to do with the server side CPU then the average gamer.
I really hope we manage to solve this puzzle....

We have a Linux-64 bits server with two Quad Xeon CPU's @ 2.33GHz hosted on 1000 MB connection...

Thats 8 CPU's in total and 1 GB/sec !!!

128 players is no problem for this monster 8-)

Posted: 2007-05-09 17:21
by Mongolian_dude
'[R-PUB wrote:R@ge']I really hope we manage to solve this puzzle....

We have a Linux-64 bits server with two Quad Xeon CPU's @ 2.33GHz hosted on 1000 MB connection...

Thats 8 CPU's in total and 1 GB/sec !!!

128 players is no problem for this monster 8-)
What the hell do you feed that thing?!

...mongol...

Posted: 2007-05-09 17:34
by Outlawz7
'[R-MOD wrote:Mongolian_dude']What the hell do you feed that thing?!

...mongol...
RAM..lots of it...

Posted: 2007-05-09 18:07
by SethLive!
'[R-PUB wrote:R@ge']I really hope we manage to solve this puzzle....

We have a Linux-64 bits server with two Quad Xeon CPU's @ 2.33GHz hosted on 1000 MB connection...

Thats 8 CPU's in total and 1 GB/sec !!!

128 players is no problem for this monster 8-)
is this a public server?