32 Players - Page 2

32 Players

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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: 32 Players

Post by REVENGE »

Well braindamage, the error in your screenshot comes from this:

Code: Select all

/**
@brief Load teams and remove gaps in the team numbering.
@pre numTeams, hostDemo initialized
@post teams loaded
@todo don't store in global variables directly
 */
void CGameSetup::LoadTeams(const TdfParser& file)
{
	// i = team index in game (no gaps), a = team index in script
	int i = 0;
	for (int a = 0; a < MAX_TEAMS; ++a) {
		char section[50];
		sprintf(section, "GAME\\TEAM%i\\", a);
		string s(section);

		if (!file.SectionExist(s.substr(0, s.length() - 1)))
			continue;

		// Get default color from palette (based on "color" tag)
		int colorNum = atoi(file.SGetValueDef("0", s + "color").c_str());
		colorNum %= palette.NumTeamColors();
		float3 defaultCol(palette.teamColor[colorNum][0] / 255.0f, palette.teamColor[colorNum][1] / 255.0f, palette.teamColor[colorNum][2] / 255.0f);

		// Read RGBColor, this overrides color if both had been set.
		float3 color = file.GetFloat3(defaultCol, s + "rgbcolor");
		for (int b = 0; b < 3; ++b) {
			gs->Team(i)->color[b] = int(color[b] * 255);
		}
		gs->Team(i)->color[3] = 255;

		gs->Team(i)->handicap = atof(file.SGetValueDef("0", s + "handicap").c_str()) / 100 + 1;
		// leader field is relocated in RemapPlayers
		gs->Team(i)->leader = atoi(file.SGetValueDef("0", s + "teamleader").c_str());
		gs->Team(i)->side = StringToLower(file.SGetValueDef("arm", s + "side").c_str());
		// allyteam field is relocated in RemapAllyteams
		gs->SetAllyTeam(i, atoi(file.SGetValueDef("0", s + "allyteam").c_str()));

		// Is this team (Lua) AI controlled?
		// If this is a demo replay, non-Lua AIs aren't loaded.
		const string aiDll = file.SGetValueDef("", s + "aidll");
		if (aiDll.substr(0, 6) == "LuaAI:") {
			gs->Team(i)->luaAI = aiDll.substr(6);
		} else {
			if (hostDemo) {
				aiDlls[i] = "";
			} else {
				aiDlls[i] = aiDll;
			}
		}

		teamRemap[a] = i;
		++i;
	}

	if (teamRemap.size() != numTeams)
		throw content_error("incorrect number of teams in GameSetup script");
}
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: 32 Players

Post by 1v0ry_k1ng »

I dont think 32 player game max is a good idea, because noobhosts WILL host 16vs16 cuz "ITS DER BIGGEST" which means often the only hosts avliable will be these ridiculous laggy games. I mean right now, 8vs8 is pretty laggy and crowded. the maps we have and the connections and pcs we have really couldnt hack 16vs16. just try running a map bigger than 20x20 and see how much the lag increases. 32 max would just make noobs join the biggest game around, lag the hell out and be like "wtf spring".
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: 32 Players

Post by Tobi »

Current max is fine IMHO; we already increased it not so long ago. (Though that was lobby only IIRC.)

I think the arguments are very true, people will try it anyway and it will (often) fail. If not due to a bug, then because more players means the player with the weakest CPU is even weaker, and more units, so basically two factors that will contribute to more lag in such games.
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Vadi
Posts: 446
Joined: 03 Jan 2008, 14:51

Re: 32 Players

Post by Vadi »

My guess is that proper CPU detection by lobbies could help there.

(and have protection against smrt people who'll screw with the lobby to make it lie)
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: 32 Players

Post by KDR_11k »

Meh, I think the option should be given, some mods might make good use of the player count. Maybe let other mods specify a player limit?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: 32 Players

Post by CarRepairer »

I don't think it would be a problem to allow 32 separate commander-unique players.

And I can imagine an epic FFA battle would be quite playable with 32 people. not 16v16, but 16 teams of 2, or 8 teams of 4. So long as teams themselves don't get too large they can be properly coordinated, so there's no reason to limit ourselves as computers get more and more powerful.

Now if I could quadruple the size of the Europe map EU1 and really make it as I envisioned it would truly be a sight. :-)
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Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: 32 Players

Post by Abaddon »

16x16 mirrored delta siege :!:

Only problem is that host must have good cpu and bandwith?
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: 32 Players

Post by pintle »

com shooter/war evo anyone? :twisted:
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: 32 Players

Post by REVENGE »

pintle wrote:com shooter/war evo anyone? :twisted:
Exactly. Specifically because Lukao notified me that War Evo is in active dev again.

Anyways, I'm going to start a dev thread in the right place.
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: 32 Players

Post by Teutooni »

Enforce max 10 players for BA! :twisted: :P
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: 32 Players

Post by Neddie »

REVENGE wrote:
pintle wrote:com shooter/war evo anyone? :twisted:
Exactly. Specifically because Lukao notified me that War Evo is in active dev again.

Anyways, I'm going to start a dev thread in the right place.
I wanted his input, but he went ahead with work alone.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: 32 Players

Post by SwiftSpear »

I'm in favor of increasing it, depending on the difficulty of the implementation.

However, it generally won't be stable, so I'd do something like make the game sizes for 12 or larger in a different color, and give the host a warning box that large games may be less stable. Also give the player a warning popup saying that the game may be unstable if the game is larger than 12 when they try to join.

I don't really see it as a problem that players are able to experiment with the limitations of the engine. The problem is when they don't understand the consequences of such experimentation before hand.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: 32 Players

Post by KDR_11k »

If so, PLEASE consult with the mod before displaying a warning! There's not going to be much extra lag if the mod gives each player less than ten units.
User avatar
cong06
Posts: 140
Joined: 15 Mar 2007, 22:03

Re: 32 Players

Post by cong06 »

What about an automatically generated warning that the mod itself can easily turn off?

(knowing about mod scripting would probably make it easier for me to understand how possible that is... by easy I mean like 1 line of code...)
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: 32 Players

Post by SwiftSpear »

KDR_11k wrote:If so, PLEASE consult with the mod before displaying a warning! There's not going to be much extra lag if the mod gives each player less than ten units.
True... The player limit/count should probably be controlled by the mod to begin with anyways. Like you say, a smaller scale mod won't suffer nearly as much from many more players taking part.
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: 32 Players

Post by Tribulexrenamed »

16 vs. 16 would allow some wonderful gameplay on certain mods. I am working a mod, after messing with Crappage's comshooter, that relies heavily on tactics and First Person mode on units. In this mod, unit numbers are capped at 5 - 10 per player, and a person's role on a team is very carefully defined. With such specific roles and emphasis on team dynamics, an 8x8x8x8, 16x16, or maybe the best, 4x4x4x4x4x4x4x4, would greatly enhance the possibilities of the game. My opinion on this matter is that the maximum game size should be defined by the mod/game itself, with a default of 16 players max. By allowing the mod to define game size, mods such as BA could set the maximum players at 10, which makes more sense for the game. Similarly, mods such as my own (I do not have a name for it yet XD) or comshooter could set the maximum number of players to 32.

On the side, the Comshooter Sex Edition project is discontinued, unless anyone is interested in a final balanced release. I have it made, but I have not packaged it and uploaded it yet. Now, the vindicator has effects when it lifts off, which shut off once it is in the air so that you can see what you are doing in FPS mode. I also decreased its HP, acceleration, and brake rate. It can go fast, but it takes a while to get to the max speed.
PRO_rANDY
Posts: 314
Joined: 17 Jul 2006, 01:06

Re: 32 Players

Post by PRO_rANDY »

reduce max players to 2 gogo
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: 32 Players

Post by Gota »

We stil dont have a squad based thidperson shooter for springwhich can actually wor kgreat ,with such a mod the possibility to play with 32 players is great.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: 32 Players

Post by KDR_11k »

PRO_rANDY wrote:reduce max players to 2 gogo
I guess a day of maxplayers = 2 would be fun. Same for a day of #main locked or a day of no *A...
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: 32 Players

Post by Gota »

Thats actually a great idea(Except main being locked...thats stupid),
As long as these days are spaced apart enough.
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