The WIP Thread

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Re: The WIP Thread

Postby Enjay » Sun Oct 26, 2014 6:45 am

If it's rusty, then quite likely, yes.
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Re: The WIP Thread

Postby edward850 » Sun Oct 26, 2014 8:45 am

What we learned today: ZDoom will run 255 players fine, and bots are hideously broken.

(All 255 players @ 21:30)
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Re: The WIP Thread

Postby Nash » Sun Oct 26, 2014 9:37 am

^ I wonder how it will perform with 255 actual players from all across the world... :S
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Re: The WIP Thread

Postby edward850 » Sun Oct 26, 2014 9:45 am

Technically, exactly the same, as bot input is basically player input. The idea isn't to make this work in P2P, mind you (and I already know it will). This is theoretical test cases for Master/Slave, which will need to do basically the same thing.

An estimated ~600 Bytes/frame (20,000 Bytes/second) is required to send 254 player inputs to one other node, which is well below the magic 8000 byte threshold, and even the average household MTU (so only one actual packet is needed per frame).
This is not really a reflection of how the current P2P code would perform, as each player would be a unique connection (and thus would work anyway with little-to-no modifications), rather, a test case for how an actual server would cope handling large player counts with similar frames.
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Re: The WIP Thread

Postby Woolie Wool » Sun Oct 26, 2014 10:20 am

What is the complete player list for that match?
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Re: The WIP Thread

Postby edward850 » Sun Oct 26, 2014 10:34 am

A collection of the top 253 postcount users. (At the time of building the cfg, anyway, give or take banned users). I made a program to build a list of bots from a simple text file, which has the user list included.
Last edited by edward850 on Sun Oct 26, 2014 11:15 am, edited 1 time in total.
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Re: The WIP Thread

Postby DoomRater » Sun Oct 26, 2014 11:06 am

Never reaslized I have that many posts lying around!
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Re: The WIP Thread

Postby NeuralStunner » Sun Oct 26, 2014 11:23 am

Good thing I couldn't possibly have ended up on that list! You know me, an epic lurker. :)
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Re: The WIP Thread

Postby Snarboo » Sun Oct 26, 2014 1:26 pm

Only the top 253 postcount users?

Spoiler:
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Re: The WIP Thread

Postby Marisa Kirisame » Sun Oct 26, 2014 4:33 pm

Ah I see it's outdated, it still says "Saya-chan".
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Re: The WIP Thread

Postby Mikk- » Sun Oct 26, 2014 4:39 pm

So I've started working on a new feature for my mod: Potion Brewing - right now it's at the very early stages, but what's in is the Potion Bases [or Essences, in my mod] where you collect the essence by picking it up with an empty bottle. Then you will be able to brew the potion by adding up to three ingredients.
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Re: The WIP Thread

Postby abbuw » Sun Oct 26, 2014 7:11 pm

Something that CaptJ3 and I worked on in my city map.
Spoiler: Screenshot
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Re: The WIP Thread

Postby Woolie Wool » Sun Oct 26, 2014 10:57 pm

So I was in that massive bot mosh pit! :wub:

Image
Image
Image
Image



While waiting on Operation Serpent's soundtrack, I started on a more focused, smaller scale, more vanilla-esque mod. The theme of this mod is short maps that can be beaten in under 10 minutes with sharp gameplay and mostly vanilla graphics.
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Re: The WIP Thread

Postby Captain J » Sun Oct 26, 2014 11:03 pm

Classy, also good choice for the rifle, through. Btw does bosses will be have a new designs?
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Re: The WIP Thread

Postby edward850 » Mon Oct 27, 2014 7:01 am

A recent take on an earlier work: 32 players, this time on a single PC. There really isn't a single small image to show. :P
Basically, that's the limit. There isn't enough CPU left for a single more instance, or even for awake monsters. Waking them up kills the performance.
With that working properly, all I need to do is sort out the scoreboard, which is much too small (well, big) for 32 players (let alone 255 ;)). So, that'll be a fun refactoring.
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