mega blast games

mega blast games

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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altaric
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Joined: 28 Oct 2005, 10:07

mega blast games

Post by altaric »

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
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jcnossen
Former Engine Dev
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Post by jcnossen »

It increases memory use, lowers speed. Every unit has per-team variables to handle things like LOS.
It would make a small difference, but nobody hits the limit at the moment anyway.
Doxs
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Joined: 10 Sep 2005, 16:07

Post by Doxs »

Ive played lots of games with more then 4 players on each team. Alot of times we are stuck at a total of 10 players since we cannot fit more in the game without having to share comms.

If its a simple fix, sure, if its time consuming, dont bother atm imo.
Torrasque
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Post by Torrasque »

IIRC the game support 16 commander with a max of 32 people in the game?
It's just not supported in the lobby.

(But I could be wrong)
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

How many 3do colors are there?
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jcnossen
Former Engine Dev
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Post by jcnossen »

Torrasque is right, I should have read the first post better...
The lobby is where the limit is at right now.
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Dr.InfernO
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Post by Dr.InfernO »

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! 8)
Tobi
Spring Developer
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Post by Tobi »

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.
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Dr.InfernO
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Post by Dr.InfernO »

I really want to try something like this!
Is it a extravagant expense, to program a host without GUI or an option to start the host without GUI?
Tobi
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Post by Tobi »

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.
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Dr.InfernO
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Post by Dr.InfernO »

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.
Tobi
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Post by Tobi »

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.
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Dr.InfernO
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Post by Dr.InfernO »

no matter how long it takes! :)
Just good to see your working on it sometime. 8)
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BvDorp
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Post by BvDorp »

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 ;)
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altaric
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Post by altaric »

with my clients, you can actualy run dedicated host, it just lacks the no gui version
about the limit, i'll look at the script file and see what's wrong
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Dr.InfernO
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Post by Dr.InfernO »

altaric wrote:with my clients, you can actualy run dedicated host, it just lacks the no gui version
about the limit, i'll look at the script file and see what's wrong
Wow hey great! it would be super it you get it to work!
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AF
AI Developer
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Post by AF »

ahem, look in the mailing list archives:

http://lolut.utbm.info/cgi-bin/mailman/ ... ring-linux
Tobi
Spring Developer
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Post by Tobi »

BvDorp 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 ;)
http://home.casema.nl/vollebregt/junk/s ... n-0.20.pdf
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Dr.InfernO
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Post by Dr.InfernO »

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.
Well tobi, do you think a C noob like me can do this? :/
at least the removal of the GUI?
Tobi
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Post by Tobi »

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.
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