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Old 07-07-2007, 12:29 AM   #1
kyoshi
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Hosting and Minimum Specs

Well So good to come back to the scene TFC etc etc and to see this, a whole new mod based upon HL2 souce wow.
Well echoing everyone i think on here cant wait.
What are the minimum specs for server to host this mod for say 32 players?
I have some spare HP DL 360's and 380's that would serve this well and maybe able to host on these - over an E3 connection too can also provide static address and give some access for others to administer.
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Old 07-07-2007, 11:24 AM   #2
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Okay the information i am fixing to give you is going to help you out a lot.
Here it is: I don't know.
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Old 07-07-2007, 12:04 PM   #3
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Quote:
Originally Posted by Marshmallow Noob
Okay the information i am fixing to give you is going to help you out a lot.
Here it is: I don't know.
why reply then?

Basically if the computers can host a standard hl2/hl2 mod server, such as Counter Strike: Source, then i would imagine it would be able to host a Fortress Forever server..
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Old 07-07-2007, 12:42 PM   #4
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That probably isn't a very valid assumption, since HL2 and CSS are professionally optimized, they probably require considerably less resources to achieve the same level of performance as, say, an amateur mod like Insurgency. At least this is true on the client side, server side story might be entirely different.
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Old 07-07-2007, 07:28 PM   #5
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Once optimization is done, standard HL2DS specs can be expected. They'll be close, at least.
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Old 07-07-2007, 08:41 PM   #6
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Originally Posted by Circuitous
Once optimization is done, standard HL2DS specs can be expected. They'll be close, at least.
Ya isnt that one of the reasons FF isnt out yet, is for optimization to make sure they broaden the range of players based on computer specs?
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Old 07-08-2007, 05:53 PM   #7
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sooo... hows the bug squashing coming along?
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Old 07-08-2007, 06:00 PM   #8
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Clientside it will run well on just about any PC that can run HL2 well. Serverside, thats a different story. We max the server we have out at 20 players, our pings shoot to 500+. Mind you this was on dustbowl with all the spammage you can imagine, so yah, some optimization has been done and will probably been worked on further.
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Old 07-08-2007, 07:21 PM   #9
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Yeah I think that is one of the things holding up release. Of course, one of the devs who I will not name personally assures us that "everything is moving according to their internal schedule". Considering that Shok has been coding his ass off lately, I do not think there are any things actually holding back release other than the amount of work that has to be done.

Of course, this is just the observational opinion of a lowly tester and is not to be construed as fact. d:

As for the optimization shit, what Lost said was pretty much on the money. Here, I will give you guys an exciting look into the lives of beta testers:

Quote:
DEV: Okay guys, let's try and crash the server.
TESTERS: Okays!
~mucho spammage~
~server crashes~
DEV: Welp, the server logs tell us [insert data meaningful to a coder]. We are gonna try to change [this and that stuff] and see what happens.

~1 week later~

DEV: Okay guys, let's try and crash the server.
TESTERS: Okays!
~mucho spammage~
~server lags~
DEV: Well, the server did not crash, but it lagged like all fuck. I guess we have to change [MOAR PROGRAMMING LINGO] and it will work out just fine.
This is how the testers were spending a goodly chunk of their time a couple months ago. This vicious but necessary cycle has been repeated many times. Shouts of Circuitrous over voice chat saying "SPAM IT UP BITCHES!" and my "CEASE FIRE! CEASE FIRE!" when we could not mess things up anymore still echo in my memory, this Endless Waltz of server stress testing...
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Old 07-08-2007, 07:38 PM   #10
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Quote:
Originally Posted by Vendicator
Ya isnt that one of the reasons FF isnt out yet, is for optimization to make sure they broaden the range of players based on computer specs?
Yeah, as Ihmhi mentioned, client-side things are doing well. Once all the LOD models are in place and ragdoll limits are in effect, etc., etc., clientside won't be an issue. Getting everything tidy on the serverside is a whole other matter.
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Old 07-09-2007, 06:41 PM   #11
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the amount of going on in teamfortress imo surpasses anything in dod/cs:source type gameplay. Barely any projectiles are involved-there its simple hitscan. I mean you can have 40 grenades exploding around the same time..on top of all projectile weapons, so considering that I think it has to be a higher load.
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Old 07-10-2007, 12:44 AM   #12
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Don't forget all the pr0n that FF will secretly be distributing. heh heh heh
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Old 07-10-2007, 03:04 PM   #13
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how will you access the pr0n?

console

cl_pr0nmodels 1

?
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Old 07-10-2007, 05:04 PM   #14
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Not a big help there then ;/
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Old 07-10-2007, 07:38 PM   #15
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Porn on FF? thats awesome. hopefully it doesnt effect gameplay tho
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