Tips and tricks - and general help - for us who run a dedicated server?
Also - REQUESTS for new features (GIANT - please read) regarding running a dedicated server
We who run a dedicated server
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Re: We who run a dedicated server
Request:
MOTD when ppl join server.
This could contain serverinfo, regular playernames, "what to do", webpage, contact-details, URL for server mod downloads etc etc etc.
"Counter-strike" 'ish MOTD shouldn't be very hard to implement - without using mods?
MOTD when ppl join server.
This could contain serverinfo, regular playernames, "what to do", webpage, contact-details, URL for server mod downloads etc etc etc.
"Counter-strike" 'ish MOTD shouldn't be very hard to implement - without using mods?
Last edited by janfrekv on Sat Jul 16, 2016 1:44 am, edited 1 time in total.
Re: We who run a dedicated server
Request:
Bind server to a specific IP address.
This is particular usefull if running a "farming sim account" on for instance a windows vmware VM on a linux-server. Web-interface should (indeed!) be accessible for users, but - that's a "bit" hard to get to work at the current default setup without tweaking the server to gind to a specific IP adress (for public access).
Bind server to a specific IP address.
This is particular usefull if running a "farming sim account" on for instance a windows vmware VM on a linux-server. Web-interface should (indeed!) be accessible for users, but - that's a "bit" hard to get to work at the current default setup without tweaking the server to gind to a specific IP adress (for public access).
Re: We who run a dedicated server
Synchronising when players connect. (Do I need to say any more??)
This should not be necessairy, when we see how other MMORPG games work - even with games having hounreds (thousands?) of players connecting per hour.
This should not be necessairy, when we see how other MMORPG games work - even with games having hounreds (thousands?) of players connecting per hour.
Re: We who run a dedicated server
believe it or not there are some logical differences between joining MMORPG which may just at most have a few hundred arrows, bullet or spears flying around with a short finite lifetime that can be ignored for the purposes of joining a server &/or that use server shards with only a few people in each in an ostensibly fixed world where a couple of seconds of invulnerability can be used as part of synchronising vs. FS and how synchronising would work best.janfrekv wrote:Synchronising when players connect. (Do I need to say any more??)
This should not be necessairy, when we see how other MMORPG games work - even with games having hounreds (thousands?) of players connecting per hour.
plays FS15/FS17/FS19/FS22 on PC
Re: We who run a dedicated server
Hmm... Not sure if I totally agree with you there, mateb101uk wrote:believe it or not there are some logical differences between joining MMORPG which may just at most have a few hundred arrows, bullet or spears flying around with a short finite lifetime that can be ignored for the purposes of joining a server &/or that use server shards with only a few people in each in an ostensibly fixed world where a couple of seconds of invulnerability can be used as part of synchronising vs. FS and how synchronising would work best.janfrekv wrote:Synchronising when players connect. (Do I need to say any more??)
This should not be necessairy, when we see how other MMORPG games work - even with games having hounreds (thousands?) of players connecting per hour.
Have a look at for instance EVE-Online. Up to 40.000 players online at the same time, without swords flying around - but indeed some laserbeams and other "undefinded" amount of objects Even stationary ones, and a live "stock-/brokers market".
I do, however, realize that budgets might be on different planets.
But - the tech is there - available. Is there (I don't know, so asking out of curiousity) any other multiplayer game out there - where all the players are brought into a hault for some 30+ seconds while others connect to "your" map?
Re: We who run a dedicated server
there may be 40000 players EVE-Online or ESO type games, but they rely heavily on server shards which just have a fraction of the amount of people on and use a lot of smoke and mirrors to make it seam like there are lots more people because the master servers and shards are doing most of that data transfer between themselves with events of short finite lifetime which can be simply ignored, FS has "events" of a lot longer duration where the game world (map) is being changed slightly which simply cannot be ignored and if the game wasn't paused would be out of date and would ultimately cause more data to have to be transferred.janfrekv wrote:Hmm... Not sure if I totally agree with you there, mateb101uk wrote:believe it or not there are some logical differences between joining MMORPG which may just at most have a few hundred arrows, bullet or spears flying around with a short finite lifetime that can be ignored for the purposes of joining a server &/or that use server shards with only a few people in each in an ostensibly fixed world where a couple of seconds of invulnerability can be used as part of synchronising vs. FS and how synchronising would work best.janfrekv wrote:Synchronising when players connect. (Do I need to say any more??)
This should not be necessairy, when we see how other MMORPG games work - even with games having hounreds (thousands?) of players connecting per hour.
Have a look at for instance EVE-Online. Up to 40.000 players online at the same time, without swords flying around - but indeed some laserbeams and other "undefinded" amount of objects Even stationary ones, and a live "stock-/brokers market".
I do, however, realize that budgets might be on different planets.
But - the tech is there - available. Is there (I don't know, so asking out of curiousity) any other multiplayer game out there - where all the players are brought into a hault for some 30+ seconds while others connect to "your" map?
its very naïve to say EVE-Online and ESO dose X, so therefor FS should also do X
plays FS15/FS17/FS19/FS22 on PC
Re: We who run a dedicated server
Don't think that "because a certain game does this, FS should also do this".there may be 40000 players EVE-Online or ESO type games, but they rely heavily on server shards which just have a fraction of the amount of people on and use a lot of smoke and mirrors to make it seam like there are lots more people because the master servers and shards are doing most of that data transfer between themselves with events of short finite lifetime which can be simply ignored, FS has "events" of a lot longer duration where the game world (map) is being changed slightly which simply cannot be ignored and if the game wasn't paused would be out of date and would ultimately cause more data to have to be transferred.
its very naïve to say EVE-Online and ESO dose X, so therefor FS should also do X
I'm merely trying to point out - that other MASSIVE multiplayer games are able to "smoothly" log in new players while game is running.
FS doesn't transfer much data through online-sessions (haven't measured the amount, but looking at bandwith usage tells me it doesn't transfer a lot).
And it's not that FS is a timecritical game, where you risk loosing something while syncing, but it's rather an irritating moment when you run an open server.
And - are there any other online games "out there" which interupts gameplay for so long, when new players connect?
Re: We who run a dedicated server
Anyone has any idea if multiplayer/dedicated server has had any tweak(s) for upcoming fs17?
Seen a lot of info about the game in general, but not much (any?) about dedicated server...
Seen a lot of info about the game in general, but not much (any?) about dedicated server...
Re: We who run a dedicated server
@janfrekv: Stegei, the lead developer of the game posted some info a little while ago why the synchronisation in the game works the way it does right now: viewtopic.php?f=831&t=93271&p=714056#p714056
Hope this helps to clarify things a little.
Hope this helps to clarify things a little.
Gruß/Regards,
don_apple
Apple iMac 27" (2017), Quad-Core i7 4.2 GHz, 48GB, AMD Radeon R580 8GB
Bitte benutzt das öffentliche Forum für Supportfragen und nicht PN/Please use the public forum for support questions and not PM
FS22 Bugtracker log.txt Image Server Forenregeln Board rules
don_apple
Apple iMac 27" (2017), Quad-Core i7 4.2 GHz, 48GB, AMD Radeon R580 8GB
Bitte benutzt das öffentliche Forum für Supportfragen und nicht PN/Please use the public forum for support questions and not PM
FS22 Bugtracker log.txt Image Server Forenregeln Board rules
Re: We who run a dedicated server
Looks awsome - will be very interesting to see how this turns out with FS17 Thanks for the heads up, and the link
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