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Netcode?!

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I read in some posts something about peer-to-peer. Don't tell me OFPs netcode uses peer-to-peer technique?

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uh... am i just too tired and reading fata-morgana-threads or is it real and everyone needs a T3 to play it fast?

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My two cents worth:

I host a server and let 2 friends connect. I run a 1 gig Tbird with 512 of RAM. 1.20 was choppy for me, but what am I to expect since I am hosting. Now that I have 1.27 I am 100% completley playable online with my friends as the same as I would be offline. No problems here whatsoever.

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It is my understanding that you only send and recieve information to and from the actual server to which you have connected. Thus, this game is a client-server kind of thingy and not a peer-to-peer thingy.

Crapiola

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Hmmmmm....

If it was PtP a "stand-alone" sever would not be an option. There would be no need for map rotations in a .cfg file because it would be under 'human control' all the time.

Now the code may be a hybrid, some combination of PtP and C/S, but I doubt it. It does'nt make sense. The advantage of a C/S is that it can run w/o intervention (in theory) and "Serve" up games to users and handle the "traffic direction" (packets) to and from those attached to the server. Some examples of PtP would be MechWarrior2, Decent 1 etc. PtP is a thing of the past.

IMHO

Maj

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Peer-to-Peer doesn't make sense because every client would have to communicate with every other client. That increases the bandwidth requirements, and introduces additional potential points of failure.

When you connect in OFP, you only need the IP of the server, but not those of the other clients. While it would be possible to get those from the server once connected, I seriously doubt that the clients communicate with each other.

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Hmmm, anyone has some details on the netcode then?

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