You can use it even with 3.23232323 version it doesn't matter.
It does, the packet has different build.
take a look at this, packet I took few minutes ago:
Code:
3C00 ;Packet lentgh
01A1 ;OpCode (A101)
0000
0101 ;Starting server list packet
1000 ;Length of the server name (Server #1)
53524F5F4368696E615F54657374496E ;Server name as Hex (Server #1)
00 ;Check/open (00 = Check)
010100
0800 ;Length of the server name [COLOR="Red"][0008 = 8, 8 * 2 = 16][/COLOR] (Server #2)
CAA2CAC0CDF5B3AF ;Server name as Hex (Server #2)
2C03 ;Connections [COLOR="Red"][032C = 812][/COLOR]
E803 ;Max connections [COLOR="Red"][03E8 = 910][/COLOR]
01 ;Check/open (01 = open)
010103
000800CAA2CAC0D0DBB7E70000E803000100 ;Rest of the packet
So, the capacity right now is 910, sorry to tell you
It seems like the gm is trying to fix the lag by reducing the capacity :\
Trying to, wrong move, they should just transfer the whole DB to another dedicated server, strong and stable one.
in other words, they should spend some more cash, they need a better hoster.
It is strange that even SJSro managed to fix the lag problem even at the price of reducing the slots alot and SWSro still can not do it. I think that they just don't care about what the ppl say (wich I think should be like that) but such a problem I think should always be in first place when the server is beeing fixed.
swsro is running on a horrible server. we are not having internet "lag" but rather the server cant processes all the character movement/skills/damage quick enough to be sent out to the clients.
swsro is running on a horrible server. we are not having internet "lag" but rather the server cant processes all the character movement/skills/damage quick enough to be sent out to the clients.
It is strange that even SJSro managed to fix the lag problem even at the price of reducing the slots alot and SWSro still can not do it. I think that they just don't care about what the ppl say (wich I think should be like that) but such a problem I think should always be in first place when the server is beeing fixed.
swsro aint open that long as ecsro nor sjsro so it doesnt have the best server..
ecsro and sjsro were like swsro several months ago so when they get some cash after some time they should be able to buy a decent server
[Rsro] Server capacity? 10/04/2010 - Silkroad Online - 67 Replies I tried to log a second ago, and I got only once, the message it is full.
Rsro, had 2500 capacity 2days ago and had at MOST 500/2500 players online.
Is it possible in two days server got +2000 active players? Or did they lower the capacity?
I am talking about the Caan (Zeus) server.
[Question] max capacity of 55 totem? 04/15/2010 - EO PServer Hosting - 0 Replies Hello I already edited everything correctly:
cq_totemtype = Totempole.ini
and SynTotemPillar.ini
the max capacity I can put is 55 and wanted to put pets 100 pets as I do?
First of all everything already published my cq_totemtype, and totempole syntotempillar
and even then only the capacity goes to 55
Somebody help me?
[Questions]Capacity requirement 10/26/2009 - CO2 Private Server - 5 Replies Hi All the senior members and gurus here. I had been seraching around this forum and found nothing about capacitiy topic.
Therefore i created this treat to ask for opinion for capacity requirement.
Questions? Be it binary, lotf, coemu c#,
what kind of requirement is needed?
Example bandwidth, cpu and memory.
What ia the guideline for 100 players, 500 players and 1000 or more...