I'm not sure I get your point here.Quote:
Powerups are handled the same way and do not cause lag, server specifications do.
For beginning one server is enoughQuote:
Hi,
It's ok and I will support it
and, i have a question, it possible created server for others country ? my community french need server too [Only registered and activated users can see links. Click Here To Register...]
Thanks
Server doesn't constantly send packets showing powerup usage. NFS:W caches each driver's skill mod stats, car info etc when loading race. When someone uses a powerup each driver gets only one packet saying "yo this guy popped a bonus" (from beta I guess). Lag is client sided, not server. If you have a bad internet or live far away from the server then you're bound to get lag spikes anyways.Quote:
I'm not sure I get your point here.
Take previous NFS games, nitrous doesn't involve a server handshake, it's triggered instantly and locally, and included with the peer to peer positional updates so that other players can see that nitrous was used. There may be some peer to peer lag between the time a player invokes nitrous and the time that other players see it, but there's no lag in response time to the player using nitrous.
If powerups in NFS World don't require a server handshake before they are activated, then why do you mention that server specification has an impact on powerup lag? For example, if powerups were used during a race, and the game crashed, the powerups show as used, even though the race wasn't completed, so the powerup usage is being updated to the servers during a race, not after race completion.
Then what caused the lag when selecting a powerup? If a player clicked on change view (C key), or clicked on manual shift up or down, or got a perfect start, the reaction was immediate. If a player clicked on a powerup, there could have been a significant delay (over 1 second), or no response at all. That leads me to believe what I read at the forums back in the beta days, that each time a player clicks on a powerup, a message was sent to the server, a message was received from the server, and only then was the powerup activated (and the powerup activated message sent to other players). The same powerup lag issue occurred in single player pursuit mode, where there were no other players to communicate with. Also powerup usage was updated as powerups were used during a race, since the decrease in inventory showed up even after a game crash and restart, that would at least require at least periodically sending messages to the server during a race.Quote:
Server doesn't constantly send packets showing powerup usage. NFS:W caches each driver's skill mod stats, car info etc when loading race. When someone uses a powerup each driver gets only one packet saying "yo this guy popped a bonus" (from beta I guess). Lag is client sided, not server. If you have a bad internet or live far away from the server then you're bound to get lag spikes anyways.
The client I have doesn't have the 'handshake', it never did. Can you PM me your nfsw.exe? Maybe I just removed the handshake with IDA, I don't remember.Quote:
Then what caused the lag when selecting a powerup? If a player clicked on change view (C key), or clicked on manual shift up or down, or got a perfect start, the reaction was immediate. If a player clicked on a powerup, there could have been a significant delay (over 1 second), or no response at all. That leads me to believe what I read at the forums back in the beta days, that each time a player clicks on a powerup, a message was sent to the server, a message was received from the server, and only then was the powerup activated (and the powerup activated message sent to other players). The same powerup lag issue occurred in single player pursuit mode, where there were no other players to communicate with. Also powerup usage was updated as powerups were used during a race, since the decrease in inventory showed up even after a game crash and restart, that would at least require at least periodically sending messages to the server during a race.
Then there was this sequence that I saw a quite a few times in Team Escape. A player showed busted (a locally driven event), Team Evade was shown afterwards, sometimes 1 second or more afterwards, by that same player. This could only mean that the player invoked Team Evade, and while waiting for Team Evade to trigger, the player got busted (since Team Evade can't be invoked after getting busted).
I have a multi-boot system, Win XP and Win 7 with NFSW on both. I never tried offline server with Win XP, and I only use it on Win 7. I compared the two nfsw.exe files and they are identical, so no patches. The size is 11,452,160 bytes. Let me know if this is different than the size you have. What about gameplay.dll or gameplaynative.dll, is there any gameplay logic in those dlls?Quote:
The client I have doesn't have the 'handshake', it never did. Can you PM me your nfsw.exe? Maybe I just removed the handshake with IDA, I don't remember.
Byte count doesn't matter, just zip it and send it to me(gameplay has functions more than logic, they are a dynamic library anyways.). Then I'll be able to give a definite response to your previous question.Quote:
I have a multi-boot system, Win XP and Win 7 with NFSW on both. I never tried offline server with Win XP, and I only use it on Win 7. I compared the two nfsw.exe files and they are identical, so no patches. The size is 11,452,160 bytes. Let me know if this is different than the size you have. What about gameplay.dll or gameplaynative.dll, is there any gameplay logic in those dlls?
As for the handshake, my guess is that it's the equivalent of "selling" a powerup item from inventory, that gets deducted by the handshake before the game allows it to be activated. When using the offline server, the inventory count does go down, so it's not clear to me what is handled locally and what was handled via a client / server handshake. This could be tested by doing a class restricted event so there are no cars or other activity in free roam, and then while the car is parked, trying nitrous or juggernaut.
Guess it also explains the lag when driving through graphics heavy areas...Quote:
Server doesn't constantly send packets showing powerup usage. NFS:W caches each driver's skill mod stats, car info etc when loading race. When someone uses a powerup each driver gets only one packet saying "yo this guy popped a bonus" (from beta I guess).
Lag is client sided, not server. If you have a bad internet or live far away from the server then you're bound to get lag spikes anyways.
How do I add an attachment to a private message?Quote:
send it to me ...
In the early days, the main lag issue in free roam was the game downloading vinyls from other player cars, if there was a large group of players bunched together in one area. This type of lag was similar to what sometimes happened at Late Departure, the screen would pause for up to a second or so with your car not moving, then continue (no catch up, you'd just end up one second or so behind where you should have been). The free roam vinyl issue was mostly fixed over a year ago, maybe two years ago.Quote:
Guess it also explains the lag when driving through graphics heavy areas...
Very important point, what berkay2578 said doesn't make sense to me considering this topic, since I did experience same problem with powerups from time to time, despite the fact that my internet connection was good, and game did run well over 100 FPS (no client side error).Quote:
Then what caused the lag when selecting a powerup? If a player clicked on change view (C key), or clicked on manual shift up or down, or got a perfect start, the reaction was immediate. If a player clicked on a powerup, there could have been a significant delay (over 1 second), or no response at all.