mega blast games
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mega blast games
actualy, it's possible to host up to 10 people
how about pushin it to more ? ok, it's rare to see 10 ppl battles
how about pushin it to more ? ok, it's rare to see 10 ppl battles
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
The problem it not only CPU or memory usage it's mostly Bandwith.
So I'm really lokking forward to those guys who are programming a host bot or something like a dedicated server without the game GUI.
So for such big hosting it will bring much more power without the GUI, right? So correct me please if I'm wrong.
I can host it on my server but it cannot handle a 3D interface.
As you all, I also really want to see such big games!
So I'm really lokking forward to those guys who are programming a host bot or something like a dedicated server without the game GUI.
So for such big hosting it will bring much more power without the GUI, right? So correct me please if I'm wrong.
I can host it on my server but it cannot handle a 3D interface.
As you all, I also really want to see such big games!

Well the GUI doesn't use really significant parts of the CPU. Not rendering anything might save a bit, but don't expect the CPU load to be significantly lower for a dedicated server.
But as you say, the big advantage is that you can run it on real server machines without proper 3d acceleration or even physical acces. Those servers generally have a higher bandwidth connection then average home user though and that's going to make the difference.
But as you say, the big advantage is that you can run it on real server machines without proper 3d acceleration or even physical acces. Those servers generally have a higher bandwidth connection then average home user though and that's going to make the difference.
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
Well, it's quite doable. Especially if you take the hackish way by just #if..#endif 'ing all OpenGL and Keyboard/Mouse input code. After you finish that boring part
, you've to do some hacks to make host automatically quit after every leaves etc.
And of course a script to handle changing maps etc. through lobby or ssh or something.

And of course a script to handle changing maps etc. through lobby or ssh or something.
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
I thought for something like a command based hosting bot.
So the one who is as first in this match should be the admin for the bot.
The bot should send something like a welcome message:
Hello I'm a serverbot type /help for commands... or something.
And this bot should regonize if everyone leaves, loses, wins and if the game is over etc.
So there should be a simple option to deactivate the gui. The bot should do the rest like detecting if all left, win, lose etc . Won't this be easier?
Can't you take this to the next patch
. Just if it won't be too much work.
So the one who is as first in this match should be the admin for the bot.
The bot should send something like a welcome message:
Hello I'm a serverbot type /help for commands... or something.
And this bot should regonize if everyone leaves, loses, wins and if the game is over etc.
So there should be a simple option to deactivate the gui. The bot should do the rest like detecting if all left, win, lose etc . Won't this be easier?
Can't you take this to the next patch

Well, with the small amount of developers we got active I don't think it will make it in the next patch.
You can expect it sometime though. I don't know if you follow the mailing list but I proposed a roadmap there to a redesign, which included separating simulation, network and drawing code. This would make adding a dedicated server a piece of cake. It will take a pretty long while though.
You can expect it sometime though. I don't know if you follow the mailing list but I proposed a roadmap there to a redesign, which included separating simulation, network and drawing code. This would make adding a dedicated server a piece of cake. It will take a pretty long while though.
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
http://home.casema.nl/vollebregt/junk/s ... n-0.20.pdfBvDorp wrote:Heya, could this roadmap be posted here? So we folks-that-can't-program-and-aren't-involved-in-developing could see what u guys are up to
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
Well tobi, do you think a C noob like me can do this? :/Tobi wrote:Well, it's quite doable. Especially if you take the hackish way by just #if..#endif 'ing all OpenGL and Keyboard/Mouse input code. After you finish that boring part, you've to do some hacks to make host automatically quit after every leaves etc.
And of course a script to handle changing maps etc. through lobby or ssh or something.
at least the removal of the GUI?
Depends. If you really are a total C n00b, as in you've never even seen any C/C++ code, then I wouldn't recommended it. But if you are willing to learn and maybe can even read it a bit then ripping the drawing code out it possible I think. The hardest part is to rip it out in such a way that it can be easily enabled/disabled on compiletime, so one can choose with an option in the build system whether to compile a dedicated server or a normal game client.