Alliance: The Silent War
https://www.alliancethegame.com/community/

internet connection for multiplayer
https://www.alliancethegame.com/community/viewtopic.php?f=14&t=184
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Author:  paint666 [ Mon Jun 12, 2006 1:14 am ]
Post subject:  internet connection for multiplayer

i assume, with these graphics, the game will require a highspeed internet? oh well, when bush was running for office he says dsl/ cable for everybody in usa by the year 2007...though it probly hasnet even entered his mind since he was running....

Author:  AllianceEric [ Mon Jun 12, 2006 10:26 am ]
Post subject: 

The graphics aren't what's going to matter, as much of the eye candy can be done purely client side. As to whether the netcode will require broadband or not, it's too early to tell.

However, off the bat the netcode will be more strenuously tested in Alliance than in other FPSes, for weapons will have their real rate of fires unless explicitly throttled down by the game server do to immediate load. Think about machine guns in most fpses, which only end up firing on the order of 1/10 their real rate of fire.

So, even though you may be able to get away with it, we'll be STRONGLY recommending broadband for multiplayer.

Author:  Dirtyrat [ Mon Jun 12, 2006 6:09 pm ]
Post subject: 

...and the majority have BB these days anyhoo its cheap as chips :D

Author:  paint666 [ Tue Jun 13, 2006 2:06 am ]
Post subject: 

Dirtyrat wrote:
...and the majority have BB these days anyhoo its cheap as chips :D

pirce is not the problem for me... its availibility. maybe in the next 2 or 3 years when this game comes out i will be able to get broadband by then... but it sure aint lookin up for meh :(

Author:  baff [ Fri Jun 30, 2006 6:29 am ]
Post subject: 

Please could you aim for NAT support and also UPnP, so that people with routers network easily, server hosts automatically port forward and multiple players behind the same router may connect to the same online server, with out conlicting. Windows XP clears ots firewall automatically.

No worries if that's a tall order, below is a suggested work around that I have seen used in games such as Unreal and Joint Operations.

Allowing the game to use an assignable range of join ports (in an .ini file)is a good way of doing this if not. So that individual clients may be set to specified join port and that specific join port forwarded to each client on the LAN via the router.

Author:  AllianceEric [ Fri Jun 30, 2006 10:03 am ]
Post subject: 

We'll keep that in mind.

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