• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General News and Announcements
« Previous 1 … 36 37 38 39 40 46 Next »
Admin Announcement: Full server, what now?

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (14): « Previous 1 … 9 10 11 12 13 14 Next »
Thread Closed 
Admin Announcement: Full server, what now?
Offline Vergil
09-05-2009, 09:41 PM,
#101
Member
Posts: 527
Threads: 25
Joined: Nov 2008

I would go for option 2, because option 1 would result in something like this:

p1:OMG! 'sairs attacking alpha!
p2: OMG, I be getting on.

*few minutes later*

p2: what you talking bout? there no sairs here
p1: the OTHER alpha.

plus, I think that one server will have more people on it than the other and the other will be used for trading with no pirates to stop them.

JihadJoe Wrote:Xelgion, you have done a marvelous thing. Eppy is begging for mercy, in full caps.
 
Offline silverleaf
09-05-2009, 11:05 PM,
#102
Member
Posts: 472
Threads: 68
Joined: Jun 2009

Simple solution, make one PvP other PvE. However, balance issues will come into play then...

I'd personally be hooting for it, but I know them pirates wont.

So yes, splitting the systems between 2 servers (liberty space might as well be one server by itself!!) seems to be the obvious better option.

[Image: silverleafshippingsigv.jpg]
Scavengers of the Abyss - A Freelancer Short Story
Offline Montezuma/Kukulcan
09-05-2009, 11:09 PM,
#103
Member
Posts: 1,691
Threads: 43
Joined: Mar 2009

Why would anything need to be changed?


It seems the server is getting along fine with only 200 slots, so whats the need to raise the number or do anything else to it?


Imo, dont fix what isnt broken.

[Image: montezuma1.png]
 
Offline Khellus
09-06-2009, 04:18 AM,
#104
Member
Posts: 150
Threads: 6
Joined: Jul 2009

' Wrote:Why would anything need to be changed?
It seems the server is getting along fine with only 200 slots, so whats the need to raise the number or do anything else to it?
Imo, dont fix what isnt broken.

-Signed

209,200,000 bounty credits earned to date

[Image: a5bca9c7af63e2a5283579471ae1fca8.gif]
 
Offline Kazinsal
09-06-2009, 06:40 AM,
#105
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

Montezuma/Kukulcan Wrote:Why would anything need to be changed?

It seems the server is getting along fine with only 200 slots, so whats the need to raise the number or do anything else to it?

Imo, dont fix what isnt broken.
I'd say the fact I can't get on for over an hour in mid-day here is a bit of a problem. If the RM comes into New York, the lack of a fully armed bomber (read: me:D) may be the thin line between win and lose.

majkp Wrote:* First (and more real) one is an idea of 2 parallel Sirius universes (servers) but the database of both servers is synchronized. This means after player logs out from one server, all changes are transferred to the other server. Both servers are RP servers and players/factions can choose between them knowing that both servers have the last 'version' of their characters. The problem might come when 1 character is used on both servers at the same time (shared chars for example) - most probably the latest updated character will be used to be sent to the other server so some changes might be lost.
I like this idea, but there may be problems with open world PvP when all of one faction's navy is online on server A and the defending faction is all on server B. Server A will win and/or have nothing to shoot at and B won't know the difference.

And we all love our PvP!

Quote:* Second idea will definitely need much more flhook programming, time and also testing before it can go live. It counts with 2 servers (later maybe more) but only one Sirius universe, each of the servers 'serving' only 1/2 of the systems. During a jump player is (if needed) automatically re-logged to the other server. Jumping, messaging, transferring cash between the servers and other stuff is handled via an flhook link. But some things will most probably be impossible to implement (like groups - they will have to be re-joined after a jump to another server's system). More issues will definitely be known later. This way looks perfect, but don't expect it to come sooner than in the end of this year most probably even next year. It's also possible that we run into problems that we're not able to solve at all.
:blink:Ew, no. Too many problems for an RPPvP server. Then again, it depends on the structure of FLHook and the language it's coded in (I can help with C/++ if someone tells me how FLHook works!)

My vote: write a new FLserve that can work with multiple cores!:lol:

Oh, and real nice of the server to crap itself while I'm shooting up some rogues...:rolleyes:

Retired, permanently.
Offline silverleaf
09-06-2009, 06:57 AM,
#106
Member
Posts: 472
Threads: 68
Joined: Jun 2009

1-we want it to grow to be able to compete with a small mmorpg (or at least some of us do)
2-we'd like to have massive events where everyone's on
3-reduce lag
4-more npcs and systems maybe?

[Image: silverleafshippingsigv.jpg]
Scavengers of the Abyss - A Freelancer Short Story
Offline Khellus
09-06-2009, 08:04 AM,
#107
Member
Posts: 150
Threads: 6
Joined: Jul 2009

the Benefits to using "Dual" servers is small.

And unfortunately.....the issues involved in Synchronizing two cores together + Adding all the FLhook programming ....is just sheer insanity.

I have no issues getting in the server .
Even When the Server is stacked.

209,200,000 bounty credits earned to date

[Image: a5bca9c7af63e2a5283579471ae1fca8.gif]
 
Offline Feartrue
09-07-2009, 09:11 AM,
#108
Member
Posts: 37
Threads: 1
Joined: Jul 2008

I agree with Kazinsal, his idea of a new FLserver that works with different cores could prevent the attacking/defending factions from being on the server where the other isn't on, and you wouldn't have the problem of a player limit.

These days when I try to log on, that's mostly in the morning of the americas, There's almost always a full server. Even on dead hour there are almost always more than 100 people online.

It will take some major programming, and the mod comes first. If you have time, do it if you can. This could make the server have no limit, and we could all play in a more populated universe, since combining a new FLserver with better server hardware can let the NPC's on even when there's 190+ players online.

[Image: achphp.png]
 
Offline Weedalot
09-07-2009, 09:16 AM,
#109
Member
Posts: 2,364
Threads: 38
Joined: Oct 2008

it already has lag and all that.. Just let the server be. 200 is not the end of the world its just the number of players that can play at one time:P

♠ Because we can ♠
 
Offline TheMillers
09-07-2009, 03:17 PM, (This post was last modified: 09-07-2009, 03:19 PM by TheMillers.)
#110
Member
Posts: 363
Threads: 3
Joined: Aug 2009

I hope those people who say "We'll just need to code a new FLserver and all the limitations are gone" know what would be involved in such a task.

As an example, just getting a workable opensource Broadcomm WiFi driver for Linux took almost 2 years, and involved a fair amount of very talented programmers.

Why ? Because in order to not infringe on any intellectual property and copyrights, such a task needs to be divided into 2 seperate tasks :

a) One group who, without dissassembling the FLserver executable, write specs for the new FLserver code, based on observations of what the current exceutable does machinecode wise at specific points in its execution (debuggers running during execution, register inspction, messagepassing inspection, protocol inspection are OK, dissassembling the excutable into source code is not).

b) Another group who, based on the specs written from the first group, code the new FLserver executable.

I don't know how many individual actual active players there are on the DiscoveryMod servers, but if we say that in total there are 5000 persons willing to play Discovery FL online, thats a very small community to draw programmers from, in the sense of rewriting the FLserver from scratch.

And still there will be the question whether Microsoft can bring the "deriative works" question into play in a court of law, if they so wish.

Even the current "hack" of the FLserver code used on Discovery RP 24/7 to support more than the official 128 player limit, could be seen by Microsoft as an infringement of their Intellectual Property, since that involves modifying the original FLserver exe.

So a rewrite of the FLserver executable is not something I see happening - ever. Feel free to prove me wrong with actual code, but for the love of Sirius, stop using the "we just need to rewrite FLserver" as a solution to any and all limitations the current flserver has.

Cpt. Miller, of the BHG|Core vessel "Miller's Draft"

Out of bats, Out of bots, Out of torps - Down to harsh language...
 
Pages (14): « Previous 1 … 9 10 11 12 13 14 Next »
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
2 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode