Author Topic: Developer Blog 1 - All about Networking  (Read 32908 times)

0 Members and 1 Guest are viewing this topic.

Offline Vincenzo

  • Flying Squirrel Dev
  • FSE Developer
  • ****
  • Posts: 2351
  • Dutchman living in Allenstein, Ostpreu├čen.
    • View Profile
    • Flying Squirrel Entertainment
  • Nick: FSE_Vincenzo
  • Side: Union
Re: Developer Blog 1 - All about Networking.
« Reply #15 on: November 17, 2012, 11:57:19 pm »
Great read guys, happy to see some details on how the networking actually plays out. Since you noted that
Quote
At least double the player count that we could support in M&B: Warband - Napoleonic Wars.
And the bug with bonuses lagging servers has gone away. Can we expect to see the player count raised next patch?
You're talking about Napoleonic Wars?
Taleworlds did not want to raise the limit higher than 200 players since 300+ players is a unique selling point for Mount & Blade 2.

In either case, in our own engine we have our own rules! :)


So even if a server has a 200 player cap, it should be ultra lag-free?
200 players will come down to 10.1 megabit per second in our network engine, which is 25% of what warband can do at that player count.


Interesting. However I am more interested in the voice communication. I'm concerned as to whether it's server-wide, team-wide, or Direct (like in ArmA, where only those around you hear it).
Voices are compressed down heavily with the latest voice encoding technology, read about it here: http://opus-codec.org/
So far in our implementation, you only hear people in your team, and only those that are close to you.
also you are able to mute people etc etc.

Offline MaHuD

  • Major
  • *
  • Posts: 949
    • View Profile
    • Reveran
  • Nick: MaHuD
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #16 on: November 18, 2012, 12:11:35 am »
Looking good!
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline Cyco_Tatertot

  • First Lieutenant
  • *
  • Posts: 277
  • "Give me liberty, or give me death!"
    • View Profile
    • http://www.youtube.com
  • Nick: Cyco_Tatertot / ILR_LtCol_Tatertot
  • Side: Union
Re: Developer Blog 1 - All about Networking.
« Reply #17 on: November 18, 2012, 12:30:36 am »
I love you Vince! :D
" title="

Offline Willhelm

  • Donator
  • *
  • Posts: 1850
    • View Profile
    • Blood&Iron
  • Nick: 32nd_Gdm_William
  • Side: Union
Re: Developer Blog 1 - All about Networking.
« Reply #18 on: November 18, 2012, 01:30:23 am »
Sounds good and really innovative. Why don't other games do that, do they just settle for an inefficient system because they don't bother having lots of players?

Offline Olafson

  • FSE Developer
  • ****
  • Posts: 3808
  • #friendsforever
    • View Profile
  • Nick: FSE_Olafson
  • Side: Union
Re: Developer Blog 1 - All about Networking.
« Reply #19 on: November 18, 2012, 01:35:59 am »
I guess they do. It is also much easier to create a network engine that only supports 64 players. You simply do not have to care about a lot of things, and you can add tons and tons of nice but usless bandwith taking features.

Offline Tom45

  • Private
  • *
  • Posts: 20
  • Colonel of the 3rd Arkansas Infantry Regiment.
    • View Profile
    • 3rd Arkansas Infantry Regiment
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #20 on: November 18, 2012, 02:54:10 am »
Are you guys going to make the loading sequence look more realistic?

Offline Furrnox

  • Lieutenant General
  • ***
  • Posts: 7964
  • Eternally incorrect, centre-left, asshole.
    • View Profile
  • Side: Neutral
Re: Developer Blog 1 - All about Networking.
« Reply #21 on: November 18, 2012, 03:14:06 am »
500 players they said full events they said.

Offline Fortune

  • Donator
  • *
  • Posts: 491
  • Procrastinating the day away
    • View Profile
  • Nick: Fortune/Blokkermedewerker
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #22 on: November 18, 2012, 03:16:02 am »
I'm wondering how the engine will handle packet loss and corrupted packets though.
And please give me a longer timeout time than warband, I hate getting booted for having a glitchy wireless :-\

Offline MaHuD

  • Major
  • *
  • Posts: 949
    • View Profile
    • Reveran
  • Nick: MaHuD
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #23 on: November 18, 2012, 03:36:39 am »
I'm wondering how the engine will handle packet loss and corrupted packets though.
And please give me a longer timeout time than warband, I hate getting booted for having a glitchy wireless :-\
Oh yes please.
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline khy1030

  • Volunteer
  • *
  • Posts: 2
    • View Profile
Re: Developer Blog 1 - All about Networking.
« Reply #24 on: November 18, 2012, 06:31:51 am »
Cool !  ;D

Offline Xanderman

  • Donator
  • *
  • Posts: 638
  • Victory through incompetence. Old 7th guards rifle
    • View Profile
  • Nick: Alexander
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #25 on: November 18, 2012, 08:26:42 am »
I'm gonna like this blog

Offline The Bowman

  • Volunteer
  • *
  • Posts: 3
  • Another Grammar Nazi.
    • View Profile
  • Nick: The_Bowman_of_North_Korea
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #26 on: November 18, 2012, 09:26:56 am »
But the question is: Are you that confident that we'll have 500 players on a single server? Of course, no. Thus you can still increase the data sent by the player.

Offline SonOfApollo

  • Private
  • *
  • Posts: 44
  • 1stCB best CB.
    • View Profile
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #27 on: November 18, 2012, 09:27:20 am »
Nice haha, I'm looking forward to the whole 500 players on a server.  :D

Best of the worst and worst of the best.

"The only time I feel out of ease is when the old cancer of the 1stCB lock themselves into a room. Just their presence gives me SJW, Tumblr levels of PTSD." THOMANATOR 2016

Offline Jarvisimo

  • Corporal
  • *
  • Posts: 78
  • Lead Developer of The Veiled Stars
    • View Profile
  • Nick: Jarvisimo
  • Side: Confederacy
Re: Developer Blog 1 - All about Networking.
« Reply #28 on: November 18, 2012, 10:18:11 am »
Fascinating read, thanks for this. Great idea!

cause all ours modelers are mans and they more interests in nude woomans than nude mans

Offline Baillie

  • Second Lieutenant
  • *
  • Posts: 834
  • Baillie
    • View Profile
    • Iron Europe
  • Nick: Baillie
  • Side: Neutral
Re: Developer Blog 1 - All about Networking.
« Reply #29 on: November 18, 2012, 11:37:21 am »
Dafuq did I just read?! :O Fantastic!
Steam profile.                    Iron Europe Developer.
NW Immersion Mod. -  UPDATE RELEASED 26/09/2015