Unlocking COOP 32 player limit / amd or add AI to DF
#1

Has there been any investigation into unlocking the 32 player COOP limit? Even better would be if there was way to add 'chiefs' (AI aircraft - ground units and CV that can move) into a DF server - this way we could utilize the dedicated server program.
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#2

bump to the first question, did anybody looked into unlocking/extending COOP human player numbers ?
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#3

Yes BUMP on this !!

To Point 2: That will be a GOOD ADDITION.

I know, on Zoo is a person (rnzoli) who can manage Coop Server.
The "Hook" is, he will have Server Access.

Thats a BIG NO for my Mates and me.

The Point is, to get a near dedicated COOP Server, the Server must fly in the sim itself.

Does anyone think, it is possible to change this fact?

Maybe a "mixing" is possible, as an extra Online-Mode-addition. That could be a new Multiplayer-Game-Typ.
Just a thought.
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#4

renmik Wrote:I know, on Zoo is a person (rnzoli) who can manage Coop Server.
The "Hook" is, he will have Server Access.
There is no "hook". As I always clearly explain, the admin access is only needed one single time, for the first installation, and only with the server owner being on-line at the same time, because this is also when I give a short training on operation and basic troubleshooting of the co-op server. After that, the server operators are on their own and do what they want.
Quote:The Point is, to get a near dedicated COOP Server, the Server must fly in the sim itself.
Yes, the Server is in the sim itself, but not flying a combat misson. It just sits in a corner of the maps and does nothing for either side, i.e. totally neutral.

Now, back on topic, it would be great to see a 48 or 64 slot co-op mission in the future.

I doubt that AI objects in DF servers would bring in a similar sense as flying a co-op mission, and it would bring a number of problems instead due to the time lapses in AI behaviour (e.g., what happens when the chiefs reach their destination, how do they dissolve and spawn again, how to prevent teleporting, ie. that the column your are aiming at disappears and respawns again somewhere else, how could players jump into already flying AI plane slots etc.). Of course, if someones stomach can take these compromises on quality, why not.
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#5

Yes renmik now that you 've mentioned it , all shorts of strange things start happening after rnzoli connected to my server...The machine started behaving erratically, American express called asking about charges under the name Server hacked...my wife stopped loving me...my dog is giving me a funny tilted look since then...and did I mentioned that my car started leaking oil?

Yes, yes, now I make the connection...!!
~K
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#6

You guys are aware that it was an attempt to lighten things up...albeit a failed one and also I could not leave my good acqaintance and his amazing achievement undefended...
cheers Smile
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#7

I am, and no worries Nick, I hope it was just a little misunderstanding by renmik, e.g., something lost in translation. I also had a good laugh at your post, especially regarding your dog giving you "the funny tilted look". Now THAT would be really serious, wouldn't it?! Big Grin Big Grin Big Grin

But back on topic: 48 or 64 player limit would be great for large co-op missions, especially that the co-op server controller has all those CPU load tracking, bandwidth utilization and bandwidth management features. 32-player missions cannot push the current high-performance PCs and 100 Mbit/s connections to their limits, and the PCs are getting better at the user ends, too. So with some careful expansion, it would be interesting to allow more than 32 players in co-op missions and explore the capacity boundaries.
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