How many players.
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- uzurpator
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How many players.
This seems to be a trivial question but...
How many players do we allow on a single game?
8? 16? Dynamically set? 2000?
Discuss...
How many players do we allow on a single game?
8? 16? Dynamically set? 2000?
Discuss...
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Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- uzurpator
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Usually dynamic solutions impose certain overhead and require using 'tricky' data structures - like hash tables.
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Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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- DominionSpy
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I don't think we need to think about this until much later on. For now we could plan to simply have the max number of players set as a constant somewhere. When we have a working netcode we can then tweak the values depending on the bandwidth use.
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- uzurpator
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Well - for now I'm going for dynamic limit, but once we start implementing data structures - we will have to impose some limits.
And we cannot use vectors or lists for some of the bigger data structures (like ownership matrices)
And we cannot use vectors or lists for some of the bigger data structures (like ownership matrices)
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- uzurpator
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Yes - i was speaking in general terms.Grunt wrote:Those can just be matrices of pointers to possible owners, which will use comparatively little memory.uzurpator wrote: And we cannot use vectors or lists for some of the bigger data structures (like ownership matrices)
And I really would like to play a game of 64000x64000 with 1000 players in it. Altho it would require this for the server
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
At that time, we'll would have faster internet connections too. So I guess thats not something we have to care about now.Arathorn wrote:Perhaps in 20 years time, that will be common.
Who's gonna be the server by the way, one of the players with a fast connection?
For enormous maps a variant could be to split the map among several servers, perhaps along at the maps natural borders as rivers etc, to minimize the inpact, or maybe eaven make separate islands. Perhaps the only way to transport stuff between islands would be by ship and airplane. Meaning that the 'islands' would not be islands, but rather continents.
But I guess that lays long time in future. As we first need to be able to play one contintent.
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Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
I have a 10/10 Mbit boardband (soon I'll get 100 down and 10 up) and my old computer (got a new one a few weeks ago) which I won't mind to set up a TE server on. It has a 1.33 Gz celeron processor and 768 MB SDRAM. The harddrive is unfortanly rather slow, 4200 rpm, but if the TE server wont need to use the harddrive when it is runing that should not be a big problem.
I have yet to make a new frech and clean installation of linux on the machine and setup some virtual machines before I would open it for access from the internet. It might take up to some months untill that is done.
That machine would have a primary task that is fileserver for my university work. Storing work so that I can access it from uni and from home, compile a latex doc from uni once a while or so.
Oh.. and I am on dynamic IP, but IP changes rarely.
I have yet to make a new frech and clean installation of linux on the machine and setup some virtual machines before I would open it for access from the internet. It might take up to some months untill that is done.
That machine would have a primary task that is fileserver for my university work. Storing work so that I can access it from uni and from home, compile a latex doc from uni once a while or so.
Oh.. and I am on dynamic IP, but IP changes rarely.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
It's all well to discuss 16 players but I think the amount of players sustainable by a server should be the limit. The limit for amount of multiplayer should be the map size. It's ridiculous to play with 16 players on a 1024x1024 map. In OTTD that map size works well for 6-8 players but that's about it. I suggest we keep games with 16 multiplayer slots as the maximum.
I think 16 is about perfect, I can't imagine that you can get more than 16 players to play on a server at the same time, or you must have a very popular server. Note that his limit will (probably) also count for single player games, which means you can have up to 15 AIs, which would be plenty.
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Well, if someone wants to play that way, he should have the possibility, IMO.Hyronymus wrote:It's ridiculous to play with 16 players on a 1024x1024 map.
Locked until the DD discussion arrives at this issue.
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