»Blocks Posted December 7, 2006 Report Posted December 7, 2006 Meet my hourly rate and I'll tell ya though <_<Do it pro bono. It obviously has piqued your interest.
»doc flabby Posted December 7, 2006 Report Posted December 7, 2006 Onto the subject of doing this period. It'd be a very bad idea to bring attention to us in this big way again. Yes, it would be nice to get population back, but we are going to have to find other means beyond going BIG on 1 site. Just advertise over tons of little sites, and let people know. If we go big, and whoever owns Subspace notices us, and wants to maybe take advantage of our new found player base/fame, than we might just end up !@#$%^&* !@#$%^&*ing ourselves more than helping. Cause as SVS has said once or twice: We still don't know 100% if Continuum isn't just a hacked Subspace client. We all know the capabilities Priit has; just look at Subgame or what he did with the Subbill for more proof of that. So it is very possible we could just screw ourselves over more than help. I have thought about this myself. It it my belief whist alot of the code of Continuum is new, it also contains some code from SubSpace. This is one of the main reason why Prittk is so reluctant to release the source code and why the binary is so protected. The protection doesnt stop cheating. If anyone has used CE in action, the protection in continuum is designed to stop revevrse engineewring of any kind. Additionally SubSpace its self also operates as what is known as a darknet. ie. a netswork that opertates outside of the normally monitbered channels. That in itself could pose a problem if it became popular. Some people do not like networks they dont control, or can moniter.the "war on terror" is used alot nowdays to shut things down
MikeTheNose Posted December 8, 2006 Report Posted December 8, 2006 Now as far as the rest of what you wrote SVS, that is, the subgame, the only argument that I can think of off the top of my head is one of unauthorised use of a copyrighted work. One might try to make out a claim for infringement, but only the author or original owner of the work can bring sucha claim. You can try giving VIE a callI think PriitK talked VIE into allowing him (and giving him some of the resources in regards to billing and Subgame2) to pursue this and to go ahead, probably because VIE realized they were on the verge of bankruptcy. Correct me if I'm wrong. No permission was given, no deals made, no contact, nothing was discussed with any individuals that created or own the rights to this game. Please don't assume.
»Ceiu Posted December 8, 2006 Report Posted December 8, 2006 Let's assume for a second that by some miracle someone manages to get "authorization" to tell Valve to put Continuum on Steam and there are no lawsuits/CDs involved. Then what happens? What zones out there have the bandwidth and processing power to handle a sudden burst of a couple hundred thousand players? We'd basically be asking Valve to ddos what few servers still support this game. Also:Mike, if you're the one who censored "!@#$%^&*" in your signature, I hate you.
sil Posted December 8, 2006 Report Posted December 8, 2006 Let's assume for a second that by some miracle someone manages to get "authorization" to tell Valve to put Continuum on Steam and there are no lawsuits/CDs involved. Then what happens? What zones out there have the bandwidth and processing power to handle a sudden burst of a couple hundred thousand players? We'd basically be asking Valve to ddos what few servers still support this game. That's really a very good point that I was going to bring up if not previously mentioned. Even in it does get put up. That large of an influx would be a disaster to the servers. The adversting on small sites and word of mouth is the way to go. And truthfully Hoch, that was an interesting read that I could almost completely follow yay!
»Maverick Posted December 8, 2006 Report Posted December 8, 2006 Cerium, do you really think it would attract so many players?I doubt it - why didn't the servers get ddoss'ed when continuum went online on download.com ?
PoLiX Posted December 8, 2006 Report Posted December 8, 2006 umm, cause we never had a big influx from that really. I know you've stated you we're never around than, but in Late 2000-Early 2001, most of SSCX spent hrs in spec. The server wasn't ready for the huge influx of players it took. EG alone went from 60-250avg peak in only a matter of months. Subspace was premiered on ZDTV and it was a HUGE killer to the servers, and they were not prepared for it. So we could honestly experience the same issues if we weren't ready.
»doc flabby Posted December 8, 2006 Report Posted December 8, 2006 Cerium, do you really think it would attract so many players?I doubt it - why didn't the servers get ddoss'ed when continuum went online on download.com ?because its been on that site for years. There is already a download on download.com which was put up in 2004 http://www.download.com/3120-20_4-0.html?t...um&tag=srch over 300,000 downloads since then
»Maverick Posted December 8, 2006 Report Posted December 8, 2006 hmmm kThis isn't such a good idea at all (if it would kill most servers)
»doc flabby Posted December 8, 2006 Report Posted December 8, 2006 I think it would be less of a problem. computers are alot more powerful than 5 years ago now....
L.C. Posted December 8, 2006 Author Report Posted December 8, 2006 I believe to solve a problem like that with the resources we have would require duplications of zones (mirrors) with a set maximum of players to a reasonable amount. If the problem is revolving around the idea that Subgame2 'cannot handle that many players,' then you're very wrong. You just don't know how to configure something properly, and may not know how it affects other maximum player values. There's always room for teaching. If the problem is around that the biller cannot handle that many players - fine. I can't think of anything. I guess we'll need more networks. If it's about zones vs the server they are hosted on, it may require some expanding and spreading across multiple servers. After all, it would cost money. More players means more cash traffic. We don't exactly know how much traffic we'd get from Steam though. EDIT :: I'm in agreement with doc_flabby.
»Maverick Posted December 8, 2006 Report Posted December 8, 2006 require duplications of zones (mirrors) with a set maximum of players to a reasonable amountYou forget the fact that the current server has no (known) capabilities of mirroring and that the server can't be changed (or we can't change it). You just don't know how to configure something properly, and may not know how it affects other maximum player values.Oh please tell us, our great teacher! After all, it would cost money. More players means more cash traffic. It's a free game, no money is generated from Continuum (apart from the few extra customers twsites gets). It would only cost more money from the ones that are already contributing server space and b/w to the community. Actually, they should decide if they want to advertise Continuum like this since they "host" the game in the end.
»Ceiu Posted December 8, 2006 Report Posted December 8, 2006 L.C., do you have any idea what you are talking about? TW has low traffic in comparison to other games (like CS for instance) and it already requires multiple servers*. Subgame really doesn't handle upwards of 500-1000 players very well and to be entirely honest, I don't believe ASSS would do much better. It would be fantastic if there was a sudden interest in this game and we got a ton of new players and new life was breathed back into it. But let's face it: It's a small player run game with by players minimal resources at their disposal. The best thing would be small incremental population increases so server owners can upgrade as necessary. * From what I hear. If anyone who's part of the TW staff (or otherwise knows for sure) can confirm this, that would be fantastic.
»D1st0rt Posted December 8, 2006 Report Posted December 8, 2006 That was just my hairbrained theory that came out of the undo!@#$%^&*ented *sendto command. I talked to DoCk> about it whenever that was ago and he said they just use it for in-game redirects when they are getting DDos'd, so they really only use one subgame.exe at a time.
sil Posted December 8, 2006 Report Posted December 8, 2006 Cerium, do you really think it would attract so many players? The reason I think it would attract so many players is that people are going to see it as a free game that they know nothing about. They are going todownload it and try it if they are bored. They may not stay as regularplayers, but there is a very likely possibility that there would be a largeinflux. A couple have said that computers are a lot more powerful since then.That may be so, but do any of us right now really know the capabilitiesof the servers atm? Or that capabilities of the subgame and subbill andwhat not when it comes to a truely large number? If the people in control of said objects are not prepared for an influx,then it could be quite disastrous to the game and the reputation of the game as well. If all the zones suddenly crashed, people would not bevery impressed. However, this is all a moot point if the game and servers can handle it.
»Ceiu Posted December 8, 2006 Report Posted December 8, 2006 The servers themselves are probably pretty beefy, but I highly doubt subgame (or ASSS) is designed to handle excessive numbers.
»Maverick Posted December 8, 2006 Report Posted December 8, 2006 L.C. did a test and found out that the maximum number of players for subgame is 1024.
Dav Posted December 8, 2006 Report Posted December 8, 2006 how the !@#$%^&* did he test that? im guessing he didn't spawn 1024 players. Anyway considering old versions started a lag coma at 10 players i doubt it could handle that many.
»doc flabby Posted December 8, 2006 Report Posted December 8, 2006 Im sure there is an option to restrict the number of players in subgame.!@#$%^&*uming 200 players is max a zone can handle and not have too much lag. There are about 30 zones 26 x 200 = 5200 players online max at a timecurrently there about 756 (all SSC zones) + 475 (TW) = 1231 players in all zones There is alot of spare capacity in the other zones (ie not TW)
»D1st0rt Posted December 9, 2006 Report Posted December 9, 2006 When you have more than 255 players in a zone, the bandwidth goes up because it has to send the bigger position packets.
MikeTheNose Posted December 9, 2006 Report Posted December 9, 2006 TW Server handles 700 well but only because it (settings) is designed so that it doesn't send out very many packets. Mostly movement packets. Weapons and specials aren't fired as often as a supership zone. As for restricting players, that's been around since beta days Doc. The servers for this game have lots of spare bandwidth though Spread the word!
Hitec Posted December 13, 2006 Report Posted December 13, 2006 This game will never get big, number one reason is because its free, Priit is not making any money supporting this game, (even though he has lots of money) so whats the point in supporting something that you invest a lot into and you don't get a profit. But I have a question what it be possible for someone thats an active admin recreate this game? (sorta like creating a replica of the game.)
»Blocks Posted December 13, 2006 Report Posted December 13, 2006 This game will never get big, number one reason is because its freeNo one will ever use Firefox, either.
L.C. Posted December 13, 2006 Author Report Posted December 13, 2006 But I have a question what it be possible for someone thats an active admin recreate this game?You don't need an "active admin." All you need is a someone who knows how to program, pretty much.
»D1st0rt Posted December 13, 2006 Report Posted December 13, 2006 Somewhere along the lines you'll need somebody to be in charge though
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