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barret

How much.........

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Ok, I am gonna get a server for hanakah, and well I wanna know how many players is the maximum amount of players a Ofp Game can have, because I made a ctf which can include over 70 people and I wanna know if its possible to have that played online with alll 70 slots filled?

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Um, no. The server you are getting may be able to handle it (doubt it, though), but you'd need one heck of a fat pipeline to the 'net to handle that many players.

The most that seems practical these days is about 40 players, and that's with top-notch hardware and network connections.

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70 players would be sweet , but you would need at least an oc12 to handle the thruput and bandwidth needed for that many people. the server would probably need to be at least a dual pIII with about a gig of ram per cpu. essentially you would need the equipment to run your own isp.

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well, my friend and i are finna put our servers to get her, and he has a t1 conn so we just use it at his house

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This guy has a T1 connection at home? That's very unusual, and expensive.

There are cable modem connections that exceed T1 downstream speeds, but usually the upstream is just a fraction of the downstream, and the upstream is what matters for any game server.

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so, lol could i use a cable modem instead? Also, this guy has his "Home run" bussiness. Its a webdesiging thingy and the url is: http://newbyte.dk if u really wanna know more

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Again, it depends on your cable modem's upstream speed. Downstream is usually not a problem, but the bandwidth capacities are usually highly asymetric, with lots of people getting 2Mb/sec or more down, but only about one-tenth of that up.

RN Malboeuf has done a nice job documenting the bandwidth requirements for hosting, you should check it out:

http://www.flashpoint1985.com/cgi-bin....pic=796

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Rekrul on 6:43 am on Dec. 31, 2001

Also, dual CPUs won't help. <span id='postcolor'>

I can't comment on the dedicated server because it won't run right now (it dies with that crappy "No entry 'resource.bin::RscInGameUI::RscHint::Background.size'." error), but the non-dedicated server utilizes the two CPUs in my system pretty evenly in multiplayer games:

Taskman1.jpg

Taskman2.jpg

OFP had 40 threads while hosting a Flag Fight mission at the time the pictures were taken, and this allows the program to take advantage of an SMP system pretty well.

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