Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +5.2 Days

Search

Anniversaries

21th - Chubba

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » 1.470
Goto page ( 1 | 2 Next Page )
 Author 1.470
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-05-17 14:31   
FYI... this version is up in beta, however the mission code is currently still in development, so it's still disabled as of right now. I'm having doubts it will be finished enough to go up today, monday it should be online for beta testing.

However, the code in beta has many other changes that need to be tested. The network code and serialization of objects has been changed to lower bandwidth costs.

-Richard
_________________


  Goto the website of Faustus
Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2002-05-17 15:07   
ARG! Need...missions...
_________________
...and lo, He looked upon His creation, and said, "Fo shizzle."

  Email Gideon
Taelron
Grand Admiral

Joined: October 06, 2001
Posts: 1035
From: SF Bay Area,
Posted: 2002-05-18 17:43   
Please add a 60 second time out with pres and ship loss still possible for disconnecting or logging out...
_________________


Deleted
Grand Admiral

Joined:
Posts: 0
Posted: 2002-05-19 07:30   
Still having problems with people logging out near certain death Taelron?
_________________


Judas
Cadet

Joined: February 03, 2002
Posts: 210
From: Sol, Earth, U.S.A
Posted: 2002-05-19 15:12   
What do you mean "still"? this has always been a problem, just not as blatent before.
_________________

\"Silly Dread, Torps are for kids!\"

  Goto the website of Judas
Deleted
Cadet

Joined:
Posts: 0
Posted: 2002-05-19 20:44   
I am one of those that suffer from lag issues so if i get the chance I'll give it a test. However you need atleast 30 players on the server to see it most of the time.

Missiles, fire fights, explosions are part of the problem, other issues are just the fact that the server is busy.

In a months time I will be upgrading so I doubt I'll see local lag problems after that. Network lag will probably continue though.

Giskard
_________________


Antic
Cadet

Joined: September 14, 2001
Posts: 197
Posted: 2002-05-21 11:48   
Mines! need i say more?
_________________


Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-05-22 10:00   
Yeah, I seriously need to add a total cap on the number of mines.

You guys could bring a server to it's death if everyone got a minelayer, and proceeded to drop all the mines they could.

-Richard
_________________


  Goto the website of Faustus
Deleted
Marshal

Joined:
Posts: 0
Posted: 2002-05-22 10:19   
*snicker*

No need for everyone to get a minelayer... been doing a good job myself...

There were times I actually stopped laying mines just so I don't lag people too badly and don't crash the server.

But Faustus, what do you think should be a limit? And why not just remove mine models from the game? We can't shoot them wihtout being targetable anyways. So just make them be there "cloaked."
_________________


Deleted
Marshal

Joined:
Posts: 0
Posted: 2002-05-22 11:07   
Hmm, mines bringing the server to its knees?

How are you currently handling mines? I think you should have mines act like planets where the centre of the minefield encompasses all mines within say 500gu of each other. While no one is in the "mine planet", no need to do any collision detections, but if someone is, then it goes down into the current code and starts detecting each individual mine...

Too many times when I've played ICC mine-laying a defended position, someone has pulsed the mines crippling a lot of ICC ships, and stating they did it because the mines were giving them so much lag.
_________________


Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2002-05-22 12:16   
I have seen people pulse mines for that reason, as well.

Here is the catch: I have yet to ever lag from mines and fighters, even when others claim to be lagged.

Because of this, I think the lag is more client based than server based.

Perhaps it's the effort of drawing all of the polygons, even when the object is too small to see on your screen? If this is the case, then maybe small objects like mines and fighters should just not be drawn when seen from a certain range.
_________________
Name that quote:

"Hey, pizza is the staff of life! If it wasn't for pizza and other fine Italian foods, there would be no happiness!"

[ This Message was edited by: Gideon on 2002-05-22 12:18 ]
_________________
...and lo, He looked upon His creation, and said, "Fo shizzle."

  Email Gideon
Deleted
Cadet

Joined:
Posts: 0
Posted: 2002-05-22 12:22   
Yes, I have never been lagged by fighters or mines either, not even on my slow PIII-800Mhz system running Win2K. (Slow because it was running Win2K). And on that system, it sometimes took 10 seconds to bring up the map!!
And jumps were always choppy, same with orbitting planets, but not actual lag... And the Jump Gate flyby animations only showed 3 different frames total because it hit 1fps at that time.

But that's not lag, is it? Well, I'm on a 15k/sec IDSL line, so...
_________________


Deleted
Cadet

Joined:
Posts: 0
Posted: 2002-05-22 13:18   
There is a difference between video lag and netword lag.

Video lag is low fps caused by too many things to be drawn.

Network lag is latency due to high ping times or dropped packets.

People tend to use two different lags interchangebly.
_________________


Deleted
Cadet

Joined:
Posts: 0
Posted: 2002-05-22 15:30   
Aye, so, which lag is it? I think Video lag it is... Which means, you're either running a bad OS for games, or you have a slow computer...

What really bugs me is when a few *ICC* people decide it's too laggy for them because a huge UGTO fleet is coming, so they pulse the mines, and leave the rest of the ICC fleet crippled for the UGTO fleet to clean up.

I think the person who pulses the mines should get the FF caused when they fry all the friendly ships around them.
_________________


ViRGE
Cadet

Joined: January 11, 2002
Posts: 125
Posted: 2002-05-23 01:23   
Disabled Wireframe mode

I know this may sound stupid, but any chance of getting it back? I personally thought that it was a cool little thing to have(it's fun to see the ships in wireframe from time to time), and I can't see much harm in letting it stay.
_________________
Prestige-Free Day, the novel idea

Goto page ( 1 | 2 Next Page )
Page created in 0.033179 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR