English 32+ Players?

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11.01.14 02:43:16 pm
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Marcell
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Welcome!

I already seen in CS2D someone made a "server" which have more than 32 players, i don't know how, but how can be possible? Someone can tell me?
11.01.14 02:54:39 pm
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MikuAuahDark
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Those people manipulating the packet data/application to get more than 32 player. So there is no way, it's already limit.
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11.01.14 02:56:13 pm
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Marcell
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So am i blink?:)
I seen it..
11.01.14 02:58:00 pm
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Hardc0re
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Why you didn't post the IP address to check up it ?
11.01.14 02:58:54 pm
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Marcell
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I mean i seen it... already some months ago, maybe possible DC fixed it or don't know, thats why i asking...
11.01.14 03:01:16 pm
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DC
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user MikuAuahDark already gave the right answer. They just manipulated it. It just SHOWS that the limit is higher. The actual limit is still 32.

(or you saw a server which has been developed by someone else and allows to have more players but I don't think so)
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11.01.14 03:08:20 pm
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Marcell
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Maybe that would be cool if someone create one or you user DC change it to higher for some custom server like RPGs or etc..
11.01.14 03:11:11 pm
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DC
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I'm currently not planning to do this even though it has been requested frequently. In other words: It's not necessary to request this again. I'm aware that some people want to have a higher player limit.
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11.01.14 03:14:16 pm
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_Yank
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Also framejitter frequency increases when there's more than 14~26 players. Too much packets sent, this leads to a self ddos ?
11.01.14 03:18:06 pm
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Marcell
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Man.... the most multiplayer games have more than 32 or 100 limit.. and its also possible to send DDOS for it... you cannot do much to stop it..
11.01.14 03:35:06 pm
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DC
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The player limit and DDoS attacks are totally unrelated but of course you need a higher server upload bandwidth to support more players without lags. I guess that's what he meant.

CS2D itself, most Lua scripts and most maps are not designed for more than 32 players. Even though CS2D has some network optimizations (send positions/movements of players who are far away less frequently for example) it is very likely to cause problems. Especially when considering that people with poor servers and no idea what they're doing will simply set the player limit to the maximum because they're thinking "more players = more fun" which of course isn't true.

Also 32 is already a lot. It doesn't happen frequently that you have that many REAL players (no bots) on a server. That many other games support more players is no good point if you simply don't need that many players anyway.
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11.01.14 03:43:18 pm
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Marcell
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Yeah, i know custom map, lua scripts.. but if you look for other games, like SAMP it's have custom map, and scripts too... and it have no big lagg, and its have more than 500 players i know its not SAMP, thats why i saying, its require lower PC, etc
11.01.14 09:46:12 pm
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Pagyra
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Alternatively ... - Theoretically, 2 or more servers may combine it players in 1 world(map) - for this you can try to create imitation of "players" from other servers on each of it with using lua scripts, database and image, but I think it will lead to lag.
In this case, if there are several servers and servers enabled "redirect players", it can work as a "stack" of 32 (or less, depending on the server configuration) player on the server to reduce the load on each ...
In any case, it is quite a complex system to create it without initiation by DC.
edited 2×, last 11.01.14 09:58:13 pm
11.01.14 10:18:17 pm
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Marcell
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i thinked about that that would be awesome if i crate two big city... and you can travel from first(server) to second one... mean players able to travel with plane from first server to second server
11.01.14 10:23:19 pm
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Rainoth
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user Marcell has written:
i thinked about that that would be awesome if i crate two big city... and you can travel from first(server) to second one... mean players able to travel with plane from first server to second server


Already in the making. It's possible and likely that you will see it when a certain mod is finished.
11.01.14 10:32:52 pm
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Avo
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@user Rainoth: "in the making"; is anyone making it? Who?
Trust me, I'm an engineer | user DC approved file cs2d Super extra mod for CS2D (64), yeah!
11.01.14 10:52:52 pm
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Yates
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user Avo has written:
@user Rainoth: "in the making"; is anyone making it? Who?

*Boo* Check 2nd link in signature.
11.01.14 11:17:23 pm
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Infinite Rain
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@user Yates:
It may not be appropriate to ask this question here, but I still want to ask you: Why "Naked Green Man"?!
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV

Admin/mod comment:

rules §4.5 - Stick to the point! Do not write stuff which is not related to the original topic! - Use PMs or other methods to talk about OT stuff. Don't use unrelated threads for this! /DC
11.01.14 11:21:47 pm
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Yates
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user Infinite Rain has written:
@user Yates:
It may not be appropriate to ask this question here, but I still want to ask you: Why "Naked Green Man"?!

Because it's way easier to remember then "Elite-Faggatory snipers" or some random crap.

Thanks for temp. ban tho.
12.01.14 12:23:17 am
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Chingy
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user Marcell has written:
[...]if you look for other games, like SAMP it's have custom map, and scripts too... and it have no big lagg, and its have more than 500 players i know its not SAMP, thats why i saying, its require lower PC, etc

A low end computer would probaly not handle like 500 players on a server, or with massive lags.

SAMP servers need a lot of power and a fast network connection to handle 500 players. If you host cs2d servers on the same system you probaly could open up to 50 cs2d servers which all have 32 players in it. The performance of the server is not a problem then. Just the big datatraffic would lead to little delays maybe.
A SAMP server that handles 500 players on it that doesn't even have horrible lags costs up to 200Euros each month, depending on if you use a special hoster for it or have it working on a own root without having something else hosted on it e.g. Website and/or Teamspeak Server.
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