The last update / download was done to fix some certificate that expired May 11, 2015. It wasn't clear what was done, but the guesses at ea forums was that the fix dropped usage of that certificate. Between May 11 and the fix date (May 13?) there was some workaround, but I don't recall what it was.Quote:
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).
Also, the .exe from max settings folder on dev1ous google drive is not modified 100%, maybe after some updates (last one, or few before) they did removed "handshake" for powerups and put it as berkay2578 suggested, that's the only way it would make sense to me, after all, i did not get that bug for a long time,
Not really that, but it's more like this:Quote:
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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.
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The executable you sent me has a little XMPP handshake in there for powerups and login etc. It's basically called after HTTP /powerup/activated call and just includes confirmation for "BonusActivated". I have removed this in my releases so there won't be bugs in the full release of the dedicated server :pQuote:
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That should reduce the load on the dedicated server. What about the other server handshakes that occasionally occur during a race, the ones that get you server error 7 during a race instead of not showing up until after race completion (the way it works on older NFS games)?Quote:
The executable you sent me has a little XMPP handshake in there for powerups and login etc. It's basically called after HTTP /powerup/activated call and just includes confirmation for "BonusActivated". I have removed this in my releases so there won't be bugs in the full release of the dedicated server.
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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
That's texture load lag, unrelated to server, just something slowing down the rendering. This used to happen more in the original release of NFS Undercover because the cars were so fast. In the case of NFS Undercover, the screen would also get a blue tint when it got behind on texture updates.Quote:
Not really that, but it's more like this ...
UDP is a fast, not "fail-safe" method. Quick and dirty way to get a fast MP working. EA added CRC Checksums in the packets to confirm a packet was successfully transferred.Quote:
@Berkay: I've read on wikipedia that it needs some time to send data from one to another via UDP.
But also it doesn't produce handshake errors, like EA server did in the past sometimes.
But I think you know the best way to make the server stable. :)
No, of course not. That's what offline server is for.Quote:
can i use these parts in mutiplayer ??
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