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Moving to a dedicated server
Discussion on Moving to a dedicated server within the Need for Speed World forum part of the Other Online Games category.
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View Poll Results: What do you think about the idea?
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It's ok but I won't/can't support it.
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141 |
36.72% |
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It's ok and I will support it.
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180 |
46.88% |
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Eh whatever, just give me a server.
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63 |
16.41% |
08/24/2015, 15:28
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#196
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elite*gold: 15
Join Date: Aug 2012
Posts: 3,041
Received Thanks: 6,397
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Quote:
Originally Posted by Hypercycle
Would you kindly say a release date of this server, or just month? 
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No ETAs, if I give ETAs everyone will just start yelling.
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08/24/2015, 15:41
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#197
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elite*gold: 0
Join Date: Jun 2014
Posts: 11
Received Thanks: 0
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ETA?
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08/24/2015, 16:30
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#198
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elite*gold: 0
Join Date: Jul 2015
Posts: 101
Received Thanks: 19
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Quote:
Originally Posted by leipero
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,
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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.
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08/24/2015, 17:16
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#199
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elite*gold: 0
Join Date: Oct 2011
Posts: 37
Received Thanks: 7
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Quote:
Originally Posted by xKajzer
ETA?
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Estimated Time of Arrival.
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08/24/2015, 20:04
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#200
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elite*gold: 0
Join Date: Jan 2011
Posts: 193
Received Thanks: 75
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Quote:
Originally Posted by tstdmy
How do I add an attachment to a private message?
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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Not really that, but it's more like this:
In the first few seconds.
Luckily I know where the boundaries are. (Too much racing)
But when it comes to recording with stuff like Fraps, it sucks the prettiness from the game. (if you know what I'm saying)
I'm using a GPU that's more than capable for NFSW. (It's the same video card I use to play HP(2010)), so it shouldn't really be happening. But it happens once in awhile.
(Anyways, Let's end this texture issue for now or fork it to another thread)
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08/24/2015, 20:40
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#201
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elite*gold: 15
Join Date: Aug 2012
Posts: 3,041
Received Thanks: 6,397
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Quote:
Originally Posted by tstdmy
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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
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08/24/2015, 22:38
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#202
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elite*gold: 0
Join Date: Jul 2015
Posts: 101
Received Thanks: 19
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Quote:
Originally Posted by berkay2578
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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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)?
I also sent a copy of the prior version (November, 2013), in case you're curious.
Quote:
Originally Posted by tstdmy
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
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Quote:
Originally Posted by N/A
Not really that, but it's more like this ...
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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.
The lag I'm referring to would pause or slow down the screen and your car. Sometimes a series of stutters. It showed up the most at Late Departure, if you went right, then left through the amphitheater, and occurred after exiting the amphitheater and while in the construction zone that dropped your car onto Hwy 201.
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08/25/2015, 17:03
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#203
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elite*gold: 15
Join Date: Aug 2012
Posts: 3,041
Received Thanks: 6,397
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That's the UDP relay between server and client, time out is 10 seconds. Fatal 7 means I lost connection to server, you can trace it ingame with: "TXT_ERRORCODE_FATAL%"
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08/25/2015, 18:27
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#204
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elite*gold: 0
Join Date: Jul 2015
Posts: 338
Received Thanks: 78
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@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.
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08/25/2015, 19:38
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#205
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elite*gold: 15
Join Date: Aug 2012
Posts: 3,041
Received Thanks: 6,397
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Quote:
Originally Posted by nfs_fan
@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. 
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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.
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08/26/2015, 04:59
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#206
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elite*gold: 0
Join Date: Feb 2013
Posts: 2
Received Thanks: 0
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can i use these parts in mutiplayer ??
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08/26/2015, 05:02
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#207
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elite*gold: 15
Join Date: Aug 2012
Posts: 3,041
Received Thanks: 6,397
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Quote:
Originally Posted by xxuglydogxx
can i use these parts in mutiplayer ??
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No, of course not. That's what offline server is for.
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08/26/2015, 19:55
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#208
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elite*gold: 0
Join Date: Jul 2014
Posts: 17
Received Thanks: 0
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is possible play vs other players ?
and have fun on the road with other players ??
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08/26/2015, 20:28
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#209
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elite*gold: 0
Join Date: Jul 2015
Posts: 51
Received Thanks: 22
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Quote:
Originally Posted by FIXE07LEGALIZE
is possible play vs other players ?
and have fun on the road with other players ??
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It will be yes, he's working on MP as we speak, er.. type. Read the thread.
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08/26/2015, 23:44
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#210
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elite*gold: 0
Join Date: Jul 2015
Posts: 11
Received Thanks: 1
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Private servers for 2-5 players will be ok.
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