Skunk Monkey
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Everything posted by Skunk Monkey
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Mp advantages: joining a running game....
Skunk Monkey replied to shortylaforge's topic in MULTIPLAYER
PLEASE - NO!!!!!!!! If there was JIP you would have Gay-Spy nOObs running Havoc on even more servers, at least with the waiting to play only those people who really want to play get in game and this makes the Games better. Most serious players will stay on a few servers or even just one, once you have waited once for the game to start just stay on that server and your Game-Play will be more enjoyable. -
Go onto your Flashpoint disk, find server directory, there is a file DS-Admin.rtf - this has all the info you need.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Nov. 23 2002,14:12)</td></tr><tr><td id="QUOTE">Well, take the intro as a punishment for dying Learn to keep your head down <span id='postcolor'> I Agree, personally though i prefer a shorter intro and have any longer video scenes as cutscenes within the mission as a "reward" for getting an objective done.
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I was getting worried when i saw 6 pages in "1.90 Buglist" and then pleased to see most of it was known issues, minor bugs and Bullshit Keep up the good work BIS.
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Thank-you BIS, I'm sure it will be great!! The objects floating above the ground fix is the one I'm hoping will work, it didnt happen much on my windows server but it still did happen, I'll tell you in a few weeks if it has happened at all. The feeling seems to be that this will be the last patch, so lets hope no new bugs were introduced ... and we will all await news on OFP 2, if there will be such a realease.
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in MP the view distance is set to 900M, this is so that everyone can use the same view distance and therefore no1 has an advantage. Also any AI within the view distance are controlled by the server and therefore the more view distance the more server load, so limiting it improves lag.
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The AI are all controlled by the server, so it adds to CPU load. Neither of your 2 systems will run OFP very well as a client let alone as a server, but it may work - just try it and see. Try and play maps that are very simple with few scripts to keep the host running as smooth as possible. I feel that it the person who will be server that will suffer slowdown the most. But the 1.4 should cope with most maps.
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Hi I have 576/288 ADSL in UK, If i run a dedicated server then 10 people can connect with little lag (on a average map or CTF) However if I'm hosting (non-dedicated) then its the CPU that struggles especially on high-server load maps (ie lots of AI), and more than 6 can be a problem My Harware p4-1700, 512, G4-400Ti I usually run in 1600*1200*32 with max vis quality and framerate, 1000 view distance (doesnt work in MP anyway), and I turn shadows off as i find them a little buggy, all other options are on. When I host i use 1024*768*32 with vis quality and framerate sliders at half.
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Well our server (details below) generally has 6 people minimum on at low-use times, and is full to max every night and at weekends. This also goes for SAS CTF server, Stoners house of Pancakes, Gampeplanet ...and many more. Unless your an odd timezone, say Japan, you should always be able to find 10+ people on a server to play with.
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Well we play large coop missions which make full use of all OFP has to offer, plus our addons (16Mb). I see RTS being played on the Swedish SWEC server quite a bit.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Enzoblue @ Nov. 14 2002,06:36)</td></tr><tr><td id="QUOTE">One server (007's vetserver something), is completely unplayable.<span id='postcolor'> This is not unexpected.
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You using the no-cd patch? Suma posted a thread about problems with this, and stated the BIS will only give tech support on original games (which would mean 2 copies for your 2 PC's).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ Nov. 11 2002,18:36)</td></tr><tr><td id="QUOTE">So what are the odds for Bis to make it 3 years in a row? <span id='postcolor'> High if they release OFP2 by next July But I guess this is asking too much, maybe July 2004 is more realistic! Of course this award seems only right to me, there is no question of OFP's greatness Any other result would have to been with some back-handers from other software houses WOO HOO Well done BIS, you deserve it, keep up the good Work. (add 1000 more words of congratulations and screams)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Enzoblue @ Nov. 10 2002,17:30)</td></tr><tr><td id="QUOTE">I can't see how you think otherwise unless it's because you're always the server.<span id='postcolor'> Sorry I can see how you thought this, I may help run a server, but it is not local to me. I'm in England, the server is in Sweden I get about a 60 ping with my 576/288 connection. And i was talking about feedback i get from players, not just my personal observations. If you feel directplay was better than sockets then start your server with the -dplay switch. This will use the old netcode and will still be visiable in gay-spy ingame browser is you click the implementation button. btw The only server i know that does this is Kyllikki, and then only because they want to use the VON which comes with directplay but not sockets.
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I am under the impression that the rocket dynamics for LAW and RPG were made more realistic in Resistance, maybe this also applies to TOW. If you used to play on a server where they had the setting AutoGuideAT=on or your own cadet options if playing SP then this may also be the cause. The same applies to MG's - they were made more accurate in resistance as they were far to inaccurate before, mybe now the AI are a little too accurate with MG
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Talking as someone who runs a OFPR server, i think the new netcode is great. The bandwidth useage and FPS of server is increased. The only ones who have noticed a backward step are those few people still stuck on 56K or 64K ... if you are one of these then its your connection not the new sockets netcode.
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Collecting info: your fav mp maps out there...
Skunk Monkey replied to shrike's topic in MULTIPLAYER
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HT @ ealrier post)</td></tr><tr><td id="QUOTE">The ppl in coop never listen and get board before its over<span id='postcolor'> Well if you play on dedicated coop server like ours,which has a clan admin at most times, with leaders and regulars who know the missions then this is not the case. If you play a coop map on a mainly CTF server full of gay-spy browsers who dont know the map and are only playing coop becuase that was selected when the last CTF finished what can you expect. Most people who play on m,y server come back night after night and play mainly on this server (most almost exclusively on SES server).This means everymap is played well with any nOObs who just browed on because the game was just starting dieing quickly, complaining that there is no respawn and disconnecting, leaving only those who actually want a great game of coop to play. Its not that our server doesnt welcome nOObs, we are very welcoming to those who want to play coop with us and are happy with the teamwork style we play. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ Nov. 09 2002,22:44)</td></tr><tr><td id="QUOTE">And BTW, Skunk, how's lolsav and all the other guys at vetserver doin?<span id='postcolor'> Most of the the old Vetserver crew are doing fine, Some of us left to form a Euro Clan with the same sort of ideals as vetserver had. Lolsav is still around and now is no longer a lag whore as ADSL has arrived in deepest darkest Portugal. More Via PM -
Early ID's were 4 digits - later ones were 6, I think the gold ed were 8 digits. They also vary country to country. Someone at Bis may correct me on this
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Collecting info: your fav mp maps out there...
Skunk Monkey replied to shrike's topic in MULTIPLAYER
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Nov. 06 2002,04:39)</td></tr><tr><td id="QUOTE">playing a coop called Intervention and a few others and the enemy definately do not just stand there.<span id='postcolor'> Was this Intervention by Dec? If it was its a GREAT MAP, Dec is one of the Map Makers for SES Server and Vetserver. If you liked it and would like more either come to play on our server or mail me and I will send all Dec's missions. -
2--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Nov. 07 2002,132)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skunk Monkey @ Nov. 07 2002,14:47)</td></tr><tr><td id="QUOTE">2) I DLed Crimson Frost and put it on our server<span id='postcolor'> Is it a linux server?<span id='postcolor'> No and both server and client are 1.1, played map a few times, everyone gets this problem.
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To Kegetys 1) THANK YOU, i could write a whole forum on how good WN is but I think you already know this 2) I DLed Crimson Frost and put it on our server, yet there were strange things happening, at first i see my teamates waist deep in snow - and I'm thinking - aw man this is cool you even sink into the snow sometimes DEEP SNOW But then i see someone floating 5M above the ground - running in mid air :S and even tanks (image quality reduced, so no comments on the shitty looking screeny plz )
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Resistance dedicated server 1.88 beta
Skunk Monkey replied to MarcusJClifford's topic in MULTIPLAYER
Well i found a small bug in 1.88. I cant see anyone else mentioning it, and would be intrested to know if anyone else gets it, what is it ... As admin the "I'm ready" button Vanishes when in the lobby and therefore unable to start the game. Fix - Well I just logout and ask another of my server admins (Theres always another non-vote admin around when i play) to login and start the game. The other admins have also reported this bug to me. Also the "custom face bug" as reported earlier in this thread by Daddldiddl - we have a 40kb limit for the custom files. you can connect with one face fine - then if server kicks everyone out after a red-box, you get kicked as it says invalid face.jpg in the tmp#### folder. You have to remove your face to connect. This can be solved by deleteing the tmp#### folders in OFP directory and restarting the server. It is annoying - especially as it doesnt echo the error to the person connecting - just to the people in the lobby and to the server console. We also have a bug which seems to affect only our server, but would be intrested to know if anyone else gets this. The server can be up - many players can connect but some players cant - if connecting via ASE or Gay-Spy the see the server but get "connecting failed" if using direct IP some players will not be able to see or connect to the server for half hour to a few hours at a time. We have spoke with the server ISP and have found no problems, maybe its a router issue? I dont think its a OFP issue but if anyone can help / has a similar problem then please contact me (or [email protected]) -
As no1 has answered i will ... your hosts will only show servers which have the same netcode "Implementation" setting. The same hosts file (or gay-spy viewer) will work for both you just have to toggle the implementation, its in the bottom left corner when in the multiplayer game selection screen.
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Any client option to disable d/l of custom stuff?
Skunk Monkey replied to ID7's topic in MULTIPLAYER
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ID7 @ Oct. 27 2002,19:34)</td></tr><tr><td id="QUOTE">30 players * 30kB = 900kB Max total server transfer = 900kB * 30 players = 27MB<span id='postcolor'> This is why the server can lag when people connect, it seems to stop thinking about the game and spend all it's time sending the new player info to all players in game, and current player info to the connecting person. It always snap's back as soon as you get the "player is connected message" player is connecting no message for 10 secs no message for 20 secs player is connected If a few people connect at once all with sounds this can cause more than 20 secs of lag, it not that our server is slow or is short of bandwidth either. -
Any client option to disable d/l of custom stuff?
Skunk Monkey replied to ID7's topic in MULTIPLAYER
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ID7 @ Oct. 27 2002,10:19)</td></tr><tr><td id="QUOTE">I only need to see who is on a server.<span id='postcolor'> Use all seeinmg eye for this. A few people asked for this before 1.8x, Bis did make improvements - they added a command for server owners so that they can limit the sixe of peoples custom files. Our server has it at 30Kb. So with 1 face at 30Kb and 10 sounds at 30kb theres only a max of 33okb per player ... Damn I wish we could set a sound limit different to the face limit.