Road to Live Release (archive)

Discussion in 'Development News' started by RHY3756547, Aug 7, 2015.

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  1. BorderKontrol

    BorderKontrol Member

    http://ark.intel.com/products/29765/Intel-Core2-Quad-Processor-Q6600-8M-Cache-2_40-GHz-1066-MHz-FSB
    this POS would probably still rape phones and AMD APUs


    also cool progress on this game thing I guess
    pisarz1958 likes this.
  2. Nahuel3d

    Nahuel3d Active Member

    Thank you!
    So the lot servers in FreeSO are going to be created automatically as people build lots or they have to be created manually?
    Does this mean you guys will have to buy a LOT of cheap VPS/Computers for every lot server? Or are the lot servers going to be on the same computer?
    Last edited: Dec 18, 2015
  3. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Lot servers will be on separate "computers" though nowadays that means cloud VM instances. Automatically adding servers could prove difficult and dangerous if load becomes incredibly high because of a DDOS or bug, so it'll probably be manual.

    My distributed algorithms and systems lecturer used this exact image in his slides earlier this year. :p
    Nahuel3d likes this.
  4. Nahuel3d

    Nahuel3d Active Member

    So, if i wanted to make an open world multiplayer game like Second Life, i would have to create multiple servers for the different parts of the map, and make the player connect to all servers at the same time?? Or is there another way to do it, keeping the game seamless?
  5. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

  6. ddfczm

    ddfczm Administrator Staff Member Moderator

    Agree, scaling will be manual, aka "capacity planning". Auto scaling is amazingly useful, I use it a lot in my day to day life. its good for cost and reliability (servers can replace themselves when they break). However, auto scaling works best when the system is stateless. This is because it is desirable to have them automatically switch off as well as automatically switch on. Lot servers are very statefull.

    Imagine lots of people came online and we automatically turned on 10 lot servers. People would slowly leave as it gets later into the evening. I now have 10 servers each hosting 1 lot. I can't turn any of them off without shutting down the lot its hosting. I would need a way to suspend and transfer the lot to another server which would be a sucky experience (slow).

    DDOS is a concern but not a major one. All auto scaling systems (Like ASG's in Amazon web services) let you set limits.
    AquilaSim, Nahuel3d and RHY3756547 like this.
  7. jkjoebo

    jkjoebo Member

    so like capacity planning would be like forums members close to 700 devided half for inactive people = 350 and divide again for sleeping people = 125 max capaicity or some figure like that being a hevey figure for starter tho
    most people i see on the forums online now is like 10 people ruffly on weekend
    Last edited: Dec 18, 2015
  8. Marvin732

    Marvin732 Active Member

    I am actually everyday minimum 1 Visit Online ^^
  9. AquilaSim

    AquilaSim Administrator Staff Member Moderator

    Also there are certain numbers of unregistered visitors on the forums who observing the development of project in all anonymity then i'm pretty sure we will see the community grow when the final version will be released.
    RainCloud and Nahuel3d like this.
  10. Nahuel3d

    Nahuel3d Active Member

    Just one more question: Would the city servers and lot servers require different ports to connect? Or can they all use the same port?
  11. -BloodFighter-

    -BloodFighter- Active Member

    I think your mistaking ports with the IP
  12. ddfczm

    ddfczm Administrator Staff Member Moderator

    Different ports. 443 (SSL) for the API, 1 port per city and 1 port per lot server.
  13. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    Could we replace the creepy endless void with other lots? Like in TS2 (how many times have I suggested TS2-related stuff now?), where you could see other lots close to the one you're in but in less detail.
    Yeah, a bit better than a creepy endless gray void.
  14. TheMarshmallowBear

    TheMarshmallowBear Active Member

    Could be a lot harder to execute it. However, we could attach a large picture and put it adjacent to each lot, (8 lots around your own)

    Problem is that TS1 engine only has 1 thing that's actually 3D, that being the Sims themselves and few props, everything else is a sprite, an individual object, so you can't really reduce quality of a lot like in say Sims 3.
  15. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    The easiest way would be to have some sort of request sent to each adjacent lot, which then returns with each lot's basic structure (walls & floors). Then, this would probably fix the void problem - everything else could be the grassy green colour, eventually fading into black? Might make a mockup of this later.
    Nope - only the Sims themselves are 3D. Everything else is simply a sprite, which is why there are only four rotations - there are sprites for every rotation possible in every object.
  16. TheMarshmallowBear

    TheMarshmallowBear Active Member

    I just said that about the sprites :| like seriously >.>
    pisarz1958 likes this.
  17. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    That is exactly what he said. The props used by some objects tend to be meshes that they add to the sim, then remove afterwards.
  18. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    This is a point of interest, but part of the problem is that the city has lots at different heights (ours are flat right now, don't even have the tail off at edges) and that high quality thumbnails at all 4 rotations would need to be stored for every lot.
  19. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    Sorry. What I thought he meant was that some objects were 3D:
    Guess I interpreted it differently.
    Forgot about the different heights stuff, probably because it's not in FreeSO at the moment. If they do tail off at the edges, would it not be easier to make a seamless transition, though?
  20. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I mean height tailing off at the edges, and the effect isn't even that extreme in the original. Terrain types are another issue, but the colours and configuration could potentially be blended through vertex attributes.
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