Airborne server cfg's

Timber

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Feb 2, 2005
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#21
Well said both of you! This is why I come to this site. You get it told like it is, no watered down version. Thanks rudedog!

Now let me ask you this. Will they be able to increase the player size in a patch, or is this game doomed to 16 player. I'm not going to buy this game till I know. I refuse to dish out another fifty dollars for a single player game. Because that's what's it's going to be if they don't change that. The last time I ever played a sp was when MOH first came out and in turn introduced me to online gaming. So more then likely I'll hardly touch sp at all. That's a lot of money to put out for a sp game.
 

ButchCassidy

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#22
Funny you should mention patches I just posted this on another site...With regards to player numbers as far as I know they working on increasing the numbers but nothing beyond that.

Quote:
Originally Posted by BlackHat
Just FYI, you will have to upload the full game to the server to set it up. I know that's not what a lot of you want to hear, BUT we're trying to make it so that when patches and stuff come out you won't have to reupload the whole thing. It will just address what's been changed. But that's all going to have to be figured out by engineers who generally know far more than I do.



So how will this work exactly?

All servers will upload Binaries and that means that no install will actually take place on a server.

The patches will be executables so they won't recognise the server binaries as they are not actaully installed and therefore not in the server registry.

Which means that that either server admins will have to edit their registries (not a wise thing to have to do on a server) to run a patch or the executable will have to run onto an installed game on another PC then the altered files lifted and uploaded.

Hopefully the patch readme will actually tell Admins exactly what files are to be replaced if not then we are looking at uploading the whole thing again?

Has the dev team actually thought about how this process will work with regards to patching servers?

BTW Rude
I might add that there are plenty of peeps who have exprience with Unreal server setups and using the admins etc.
Who visit this site in particular many of the Red Orchestra guys.
So you will have some people to call on when the time comes.
 
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rudedog

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#23
Regarding patches for both server and client depending on how they where going to handle dedicated servers. I brought up the problem with patching non-installer based windows installations running as servers as well as Linux installed servers well over a year ago, so let's hope they listened.

Could you imagine, after uploading 7 gigs of files, you then have to upload 4 gigs because the patch touched the largest files in the package.

They should be well aware of the issues, admins face when trying to patch a full install server.

What I recommended, was a separate patch that did not look for reg or install files for the server or a simple detailed list of files touched by this patch, however that could still cause a very large re upload when patches are released.

However, I have a feeling EA is going to look at non reg. patches as a no no to counter any type of piracy with their game.
 

Ghost-Ryder

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#24
Uploading 7 gig will bring problems with it.

I had to upload the same file more then ones because it would corrupt some how in the trancfer.And most of my upload weren't even close to a gig.Admins will have a hard time uploading 7 gig at one time.All it take is a second of time out between the computer and server.The longer the upload takes the higher the chances of corruption will accure.

Will be a pain but it will get done one way or enoughter.
 

OldDog

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#25
Everything you guys are saying (Butch, RD, Ghost-Ryder) reinforces my belief that this game was NOT written with the MP community in mind. The fact that there is an MP component, at all, to this game feels like an afterthought, regardless of RD's (rather old) list, or any recent posts, lists, requests, what-have-you.

Good summation of the MOH saga, RD...and, great post Butch.
 
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#26
true

we all know EAs track record when it comes to the MOH series, IW had to make up to PC users when they screwed us out of COD3 [went to console and not pc] The unreal engine has alot of possibilities , its up to EA to learn what they can do with it , i think we will see alot patches for this game depending on how big it takes off, remember BF2 had a crap load of patches [to bad each one made the game worse and never fixed any bugs lol] We will see on game day , i am just excited for a new fps hitting the PC , [Valhalla] clan was started on MOHAA and is still around today i have a feeling EA will listen to the community on this game but we have to pray they listen to the right people because they didnt in BF2. The main thing we need is a good server admin tool and no bugs like map glitches, exploits, but from videos of gameplay i saw it reminds me alot of pacific assault which scares me because i think the gameplay and feel to that game sucked .
 
Joined
Aug 17, 2007
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Netherlands
#28
so basicly we are going to upload 7 gigs of game but that only containes 6 MP maps 3 gametypes (basicly 2 couse TDM is TDM)
and maybe 20 to 24 player suport. sweet im stoked already.
 
Joined
May 22, 2003
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#29
This is gonna be fun......not.

I was planning on running 4-5 servers but dam, a 7G upload?!? I don't have a spare weekend to just sit there and watch an upload and then to do it again when it $hits the bed half way through.

So many excuses from BH and EA, so many promises already made that won't be kept, so many interviews with exec's who only care about how much cash they can line their dam pockets with....not looking good.

I'm not putting anything up until reviews are out, patches are available and the game is actually worth playing. I got hugely burned by IW with COD2 and by EA with Spearhead and Breakthrough, not gonna do that again.
 

bullet-worm

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#30
I've asked BH on the EA forums to ask the dev team if there are any of the BIG files that can be excluded from the upload process.

The era of 7GB games is relatively new. I imagine in short-order most PC games will find ways of running dedicated servers WITHOUT the lionshare of the client's files.

I know that is not at all a NEW concept. Stand-alone Dedicated Servers have been done for a long time, but for some reason most PC dedicated servers still do require all those files...

But like I said, with all of those files getting THIS large (and with no sign of stopping), I imagine that there will be a rash of OVER-SIZED uploads, followed by lots of admin moaning, and the NEXT generation of games will start to see a LOT more stand-alone dedicated applications.

I am just hoping BH can cut out a couple GIG worth of files. I seriously doubt the MP game needs the SP maps to work, but I don't know a WHOLE lot about the UnrealEngine 3 engine either.

worm
 

rudedog

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#31
the other issue worm is running multiple instances of a server on the same box. In the past, we could use the same dir and create shortcuts with different configs.

Now with the U3 engine, we need separate installs.
 
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