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WarMachine

Netcode

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Probably been asked a hundred times, but I really hope that at some point someone will fix the netcode on OFP. It would really make the game stand out. It was well ahead of its time in 2001 which is when I first played it in summer and completed it and thought what a great game. I then went on to purchase Resistance purely for multiplayer and then later the GOTY edition. When I got broadband I was hoping for a lag free game but no such luck. Looks like LAN was the only choice for me. As I said, I hope someone at some point comes up with a solution. Would make my year.

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OFP has some great netcode. Ever try playing BF1942 online? I can't do it if theres more than 3 or 4 people on the server. I regularly play OFP with 10, 12 or more players, with little or no lag. Like it was said, use a server thats close with a good ping.

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I have a very opposite experience.

When playing with 64 people online in BF1942, I get no lag at all. This made me believe that BF1942 has the best netcode of all time and I know this for a fact as they spent around 3 years optimising this alone.

As for OFP, you get some decent games but I have yet to find a lag free game. I have tested multiplayer in OFP since 2000 but always find lag in vehicle games at least.

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Its not the netcode I think.

Its more the compromise between large gameplay areas and at least no spoor of lag.

I would say they've decided for those very large playable areas cause this is what OFP makes individually!

No other game gives you the chance too walk hours and hours through the landscape not comming to a invisible wall or any crazy placed mountains you'll never be able to climb.

So play BF and abreact or play OFP and feel the realism.

Therfore its not sore when some maps are a bit laggy.

As you can see there are thrilling maps out there which aren't laggy so its possible....

*sicilian votes OFP for best game since it came out*

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Not quite true. Soldner: Secret Wars allows 32 players in the largest ever space made yet with plans for 128 player servers and is aimed at the multiplayer experience like BF1942. It would take too many real hours to walk across the landscape here as it's based on real world map. www.secretwars.net Looks good so far.

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How do you Know? Have you played Soldner? You can't compare something that is here to something that isn't. I'll believe it when I see it.

--Ben

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How do you Know?  Have you played Soldner?  You can't compare something that is here to something that isn't.  I'll believe it when I see it.

--Ben

Same like me!

Wait till its out before you speak like this...

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It is currently in the closed beta phase soon to become open. I'll say no more.

Every game is the best ever before they have been released.. I don't believe that Söldner will be a hit for those who plays OFP. They will propably get their players from BF1942 and CS as it seems to be a hybrid of those two games.

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Think BIS has better things to do now than rewrite their almost 3 years old game's netcode.

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a better netcode could also prevent from cheating...

detect the damage and deaths by server for example...

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The big mistake was the lack of mid-game joining or join-in-progress. If OFP had that, then my frequent disconnects (even with broadband) wouldn't matter so much because I could reconnect.

For J.I.P. I think I will buy an Xbox to play OFP with that feature, at least until OFP2 comes out.

And yeah, BF1942's netcode is much better, because when you start to lose your connection you can often get it back, again. In OFP, once I get the loosing connection countdown then it could count up to 90 seconds or so without settling down, again. The lag rarely smooths out and gives me a solid connection, again.

I think that with all of the scripting, unit creation, and addon useage in user-made missions we are beginning to push the amount of data that was meant to be sent.

Face it, a lot of our trouble is that the net sucks. When cable first arrived here it was great, but then as more and more people in the area started getting it you had more and more downloading of video and sound, hogging up lots of bandwidth.

We need teleporters, to teleport packets to the other side of the world and back. That way you don't have to wait for the signal to travel the length of the cable, jump so many routers, etc.

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OFP netcode works like peer to peer model instead of a pure client/server model. That is the main disadvantage of OFP.

The result is that in OFP a lagged player is hard to kill. In a client/server game like Quake, a lagged player is an easy target  smile_o.gif

Not to mention what this does for the possibilities of cheating.

I really hope this is sorted out in OFP2.

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 In OFP, once I get the loosing connection countdown then it could count up to 90 seconds or so without settling down, again.  The lag rarely smooths out and gives me a solid connection, again.

I used to get that a fair bit during a game (I am using a 56k modem) but with 1.96 (beta) , that has reduced the amount of re-occurance of that problem by 99%. To fix the other 1%, all I do is ALT TAB out of the game and open up Internet Explorer, find a web page (any will do) and hit refresh. Works every time for me... the only time now that I get a disconnection is if the server goes down. sad_o.gif and My netcode can not help that... I hope this helps. blues.gif

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The netcode isn't so bad. It just pretty much depends on your own connection, the server connection, the server location, the server hardware and your hardware. It all sums up. If you're trying to play on a low-end server with a mediocre connection, the people nearby probably have an ok connection but the far-away ones don't, plus the hardware issue makes it even worse for them. Usually most of the dedicated servers have good hardware and a fast connection so that would be the no.1 choice. You shouldn't trust on servers set up by players, it might well be that their connection isn't as good as it should and the server gets bogged down. Yet another issue of course is hardware and the number of AI units...

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