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That said, the network code will be optimized in future.
Edit.
Sorry, my bad. It's upload not download. :)
I will try it again someday and put the log in here if it helps. But since it was the only thing running during that time period, it can only be this or there was some p2p sharing via steam going on (which i checked and didn't find an option turned on for something like that. Blizzards launcher has that option I don't know if STEAM has it anyways).
Not a stupid question :)
Its Upload and there is an UPLOAD not Download limit. Anyways I checked and there was a 500 mb Upload prior to the event ( sent my brother a fiale via skype).
I watch my upload very closely with several tools to prevent me crashing into the limit. That is why i switched off everything that produces upload, even limited some windows protocols and other things.
It was definately during the hours of playing NCG
We can most likely reduce the bandwidth requirements somewhat, but even so the amount of transferred data will be significant when hosting a full server. Therefore it's not recommended to host with a capped connection.
Thx for answering :)
I was about to prove my point with a tool and a log by it ;-) Not needed anymore (and therefore not risking a ban again ;-) )
I understand that for high accuracy and low lagging, there needs to be a lot of bandwith. That being said, I play a lot of fast MP Games and that never occurred - not even when I was the host/server of a 32 player map of Quake, Unreal, CS:GO, Starcraft 2, ARMA 3 (with way more players, voice/teamspeak and so on) or whatever game. And as you for sure know, quake also needs high precision, low latency. That is why I wasn't expecting NCG to have such a high bandwith.
Especially in that short period of time, since I play a LOT, sometimes 10 hours a day (on a free day), games like the ones mentioned above - without any problems. I play since the 56k modem era, it was never a problem, not even for the old flatout (but I guess I had ISDN then :D )
I would like to keep up being a server for several games a day or week, my connection speed is insane, everybody who connected was so happy that this was the only lag-free server they found and so on.
I will grab some beers and talk to the administrator so maybe we could give the connection from NCG some free traffic, because this limit was strictly introduced to ban p2p filesharing (which is a good thing it is banned or prevented) but doesn't help if I produce lots of upload/traffic with "honest" things.
But the very very high bandwith and requirements for smooth online play will definately give a lot of other players trouble/headaches and therefore I hope you can take another look into the code from time to time.
Of course I know this isn't your number one priority, which (I guess) is, that you try out the new features and clear some bugs.
I wish you good luck with that and will further be looking forward to new updates and the final product.
Just maybe think about my request here from time to time. I would really like to play it, host some games and also have a small community around me (when i hosted the games and was the only playable server around, lots of players called it the "GABBA GANDALF COMMUNITY" and just waited for me to open a new game again (because every 2 starts the multiplayer-game stopped to work, as I mentioned before in a bug-report).
Cheers and good luck guys!
Just kidding.
I just wonder why positioning of the cars and physical objects takes so much bandwith and compared to other games (Arma, Battlefield or the games mentioned above) don't. As also mentioned the games from the 56k era did also require high precision (play CS 1.6 with voice on a high level - it would never take much bandwith).
Changing the updaterate to medium - is it comparable to Flatout 2's updaterate? Or how can I imagine it. If there is a lot of lag and delay then, I see a problem :(
If there is any thing I can contribute to help you with the problem or searching for it, I'd be glad.
And thanks for wanting to host for the benefit of others, the community needs great people like you.
Glad you optimize for the ones with lower connections.
Maybe in the distant future I check by your office (GF always wants to go to Finland)to grab some beers with you cool guys and maybe someone can explain me the netcode then, especially the part why it takes such a huge ammount of traffic for the damage (how did this work in previous games or does it work in other games, why isn't it calculated on the client side and so on...)
But if that never happens, I will still support you like you support the community. Great update btw had a lot of fun so far (until i got banned :D )
We're always up for a couple of beers ;-)
Just FYI: I just reran the game for a test: Hosting for 13 players, 3 laps on Sandpit, 2 events.
588 megabyte upstream in 9 Minutes :(
Can provide the wireshark logs if you want/need them
Changing the ISP would mean i change my 10 gbit network for 5$ a month to a worse connection speed (maybe 10 mbit? 1024 times slower several times the cost and not having enough upload speed to maintain good pings for the connecting players.
Currently I am on the fastest interent around in EU, and the restriction isn't stupid, I totally understand it, I just never had the problem before and 588mb upload in 9 minutes is HUGE. This wouldn't even theoretically be possible with any competitor ISP around here.
Having 10 Gbit/sec for no money and no limitations would lead to a lot of abuse and I agree with it.