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Stable Source
Discussion on Stable Source within the CO2 Private Server forum part of the Conquer Online 2 category.
08/06/2011, 09:24
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#1
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Stable Source
Hey guys. I try to find the most stable source. Can someone tell me which one is the best for 300+ players online? I started study c# and i want very slowly try add packets and feauteres. So if someone can help me with choice source it will be great. Thanks for all
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08/06/2011, 13:45
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#2
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i think here is the wrong section ! However you can use impulse's source
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08/06/2011, 14:24
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#3
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C#:
C++:
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08/06/2011, 14:59
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#4
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Quote:
Originally Posted by BaussHacker
C#:
C++:

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C++ is not for me. I feel better in c#. How many playes can play at conquer v2?
Ah and sorry for wrong section if its really wrong...
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08/06/2011, 15:17
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#5
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Quote:
Originally Posted by stiwen
C++ is not for me. I feel better in c#. How many playes can play at conquer v2?
Ah and sorry for wrong section if its really wrong... 
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1 million.
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08/06/2011, 19:14
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#6
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Quote:
Originally Posted by stiwen
C++ is not for me. I feel better in c#. How many playes can play at conquer v2?
Ah and sorry for wrong section if its really wrong... 
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This is the right section... idk what that guy's talking about.
And around (maybe) 400 max? I've never tried using it really.
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08/06/2011, 19:17
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#7
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Quote:
Originally Posted by Fаng
This is the right section... idk what that guy's talking about.
And around (maybe) 400 max? I've never tried using it really.
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400 umad? it can hold at least 1000.
Also it was in the release section
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08/06/2011, 20:05
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#8
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Quote:
Originally Posted by BaussHacker
400 umad? it can hold at least 1000.
Also it was in the release section 
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It can hold as many ports are available. Though, I doubt anyone will be able to do anything because of the lag.
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08/06/2011, 20:57
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#9
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So i will try it. I think it will be the best start for newbie programer  Thx for any help...
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08/07/2011, 15:54
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#10
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Quote:
Originally Posted by -impulse-
It can hold as many ports are available. Though, I doubt anyone will be able to do anything because of the lag.
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Because of what lag?
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08/07/2011, 19:15
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#11
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The lag caused by an enormous amount of clients and a slow upload rate (compared to the player amount) of the server machine.
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08/07/2011, 21:46
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#12
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Quote:
Originally Posted by Fаng
This is the right section... idk what that guy's talking about.
And around (maybe) 400 max? I've never tried using it really.
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The thread was moved from Guides / Realeases To Discussions/Questions
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08/08/2011, 02:17
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#13
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Quote:
Originally Posted by Lateralus
Because of what lag?
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yes because the that source wasn't built very well the CPU goes 100% with like 50 players what about 1000? The database system is simply **** there are lots, lots of errors coming from it. The lag I meant is caused by the server itself and not the network.
edit:
****, meh I thought it was about ncs not hybrid's source lol. hybrid's source is a very good example of multithreading.
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08/08/2011, 20:17
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#14
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Quote:
Originally Posted by Fаng
This is the right section... idk what that guy's talking about.
And around (maybe) 400 max? I've never tried using it really.
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And it was only a year ago.... you told me by your strategy of multithreading, your source could stably hold a mere 19,000 players. And to criticize Hybrid's work?
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