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Author Topic: 8 Player Strat  (Read 462 times)
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AHadley
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« Reply #15 on: February 24, 2010, 11:36:13 AM »

well... i do have 100% signal everywhere in my house and my ping is between 0-2ms

Doesn't make wireless any better. As Appel said, wireless is bad for gaming.
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Red Spot
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« Reply #16 on: February 24, 2010, 12:19:47 PM »

yes, I agree, a wireless network is not good for gaming applications. TimeWarner, my wife, my brother (who is a networking administrator) all suggested I get wireless connection/network. I wouldn't let that happen because I love my gaming too much.

I wish people would stop doing that, giving advice when they dont know what they are talking about and/or do not take everything into concideration but just advice cause it seems to work for them.
As a general rule of thumb we used for advicing people wether to take wireless was that we told them to not be surprised if their connection would lose about 30-65% of stability/speed/etc when going from cable to wireless (its not completelly true, but it saves you a lot of angry customers ...).

If you really want to screw with your connection though, take powerline adapters ....  undecided
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« Reply #17 on: February 24, 2010, 12:30:53 PM »

i can host 8 player strats clean and clear with MWF 4 and unlimited units.

It's Only because i have a T1 direct (fibre-optic) connection and get data at the speed of light.

My connection is very very strong and can handle high pings.

i wish i can test my connection by making a 14 player strat

If that's the case, then I'm bonded T1. Also, cm1, I'd say your connection can be worse than mine. cheesy
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« Reply #18 on: February 24, 2010, 12:52:15 PM »

there is only 1 way to settle this. make a game and see how many people can stay in it without lagging
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AHadley
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« Reply #19 on: February 24, 2010, 02:16:38 PM »

there is only 1 way to settle this. make a game and see how many people can stay in it without lagging

No point me sticking around for that, my ping is notorious and I'll be the first out.
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« Reply #20 on: February 24, 2010, 03:03:18 PM »

my connection can handle high pings, i been DDoS by someone once and the game seemed to have held it together. don't know how.
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« Reply #21 on: February 24, 2010, 03:57:52 PM »

there is only 1 way to settle this. make a game and see how many people can stay in it without lagging

You mean you haven't done this yet? But, I thought you could host 8 player strats?
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« Reply #22 on: February 24, 2010, 05:33:20 PM »

my connection can handle high pings, i been DDoS by someone once and the game seemed to have held it together. don't know how.

I meant I might not be able to hold it.
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« Reply #23 on: February 24, 2010, 08:24:49 PM »

I earnest, wholeheartedly believe that the 8-player bug in 1.3 is nothing to do with connection speed, but is actually something to do with the unit limit in the code, like a variable overflowing.

I say this because we *never* build 30 units in a strat game, I can run 8-player games with unit limit 25 just fine, but if I keep the unit limit on 30, the game crashes and starts furiously falling apart, dropping players , lagging, and resynching like it's going out of fashion, literally within 10 seconds a starting.
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« Reply #24 on: February 24, 2010, 09:51:12 PM »

I'm of the folk that believes that wireless gaming is alright until somebody decides to cook up some Orville Redenbocker. Then you get lag and drop out!

At least that's what my phone does.
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« Reply #25 on: February 24, 2010, 10:08:42 PM »

Quite strange. That variable should not be controlling the size of any containers in code as doing so would be rather hacky programming.
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« Reply #26 on: February 25, 2010, 04:43:40 AM »

You mean you haven't done this yet? But, I thought you could host 8 player strats?
i have done this before, quite a few times. im just wondering who has the strongest connection or something.
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« Reply #27 on: February 25, 2010, 04:55:06 AM »

Quite strange. That variable should not be controlling the size of any containers in code as doing so would be rather hacky programming.
This is my belief too, I don't think that it *does* control the size of any containers in the code. I speculated that there's probably a container in the code that is large enough for a 6-player game with 30 units per player, but does not dynamically adjust it's size, and thus isn't large enough for an 8-player game with 30 units.

Of course, without being able to see the sourcecode, this is only wild speculation. My point was, I think it's a code problem, not a connection problem, due to both the natures of the bug itself, the instant manifestation in an online game, and the fact that it was never an issue in 1.2 Smiley
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« Reply #28 on: February 25, 2010, 11:45:42 AM »

I wonder what GSH would have to say about this speculation. MWF5+Unit_Limit=<25 seems to work somewhat reliably (I still get crashes/lagouts, but not the 7-person lagouts that tend to happen in 8 player games)
« Last Edit: February 25, 2010, 01:46:24 PM by Zero Angel » Logged

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« Reply #29 on: February 25, 2010, 12:26:38 PM »

I have MWF at 4, I dont where I got it from but I was under the impression even numbers would be a bit better (probably incorrect), and depending on who joins it does allow me to host 8 player games. I do am under the impression that 'who' joins is more of a factor than unit-limit, and I somewhat doubt MWF really has anything to do with it (if it does it should mean that leaving it at 10 would prevent even more lag-outs).
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