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aceofbase







Beiträge: 40

Beitrag Titel: server pop cap
Verfasst am: 25.03.07 15:15
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hi, i think flcd is the best server and everyone want to playe in it,

thats good but we dont have a place to playe..

i saw servers with 130 slot, is that hard to do? or will coz craches?
i think even 100 players will make some extra room..
plus its cool to have lots of players thank u
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Lasse Blutströmen



financial_supporter kreuz_bronze

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Beitrag Titel:
Verfasst am: 25.03.07 15:50
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Maybe a 128 slot server would be possible with something like a Core2Duo E8000 CPU. Since the FL Server application isn't capable of using multiple cores, it needs brute force power on one core, while the other one just sits there, doing a bit of Windows stuff like file and / or network traffic handling.

Interesting idea, btw. The admins surely have more insight into what would be needed to make this a 128 slot server.

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Unity[x]





Webmissions: 1


Beiträge: 1
Wohnort: Oosterhout

Beitrag Titel:
Verfasst am: 29.03.07 16:18
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the problem are numerous things:
- FL basic programing can allow but has trouble to susstain 128 players at the same time. It could cause an overload in the programing.
- Bandwith. to have 128 connections drawing capacity is like having a formula 1 with 128 cars driving for the finish. crashes, slowdownes and other stuff will occure.
- Core. Windows is determining if a process can use 2 cores or 1 and also the 32bit programing is limiting the power of freelancers calculations.

making it all over again nearly impossible to extend freelancer.

what would be nice if we would get Freelancer 2 witch is based on the same prinicipals but with a big upgrade.

doubt this will be realised ythough:(
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aceofbase







Beiträge: 40

Beitrag Titel:
Verfasst am: 29.03.07 22:13
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Unity[x] hat folgendes geschrieben:

what would be nice if we would get Freelancer 2 witch is based on the same prinicipals but with a big upgrade.
doubt this will be realised ythough:(


i noticed that lots of players dont know the sad story of this half finished game and why there is no freelancer2 and why things are missing from
freelancer like real space sim cockpit and controls and targetting systems
ex....

well anyone who played real space sim games like wingcommander and freespace seires will know what i am talking about.. i can tell you the real
story of freespace if u have time to read :

well.. if you are a real space sim player you must have played or know the
greatest of them all wingcommander series which have started back
in the 90s by luckas arts the maker of star gate...
wing commander inveted the space sim genere and opened the door
for this kind if games by a guy called Chris Roberts ..
then after this guy was so famous and after wing commander was getting old.. robert went to work for ea games and promised to make them
the greatest multiplayer space sim game seres in history and that was
the big publicity for this game..
then robert finished half of the game and had a problem with ea and left.
lol no one at ea knew what to do or eaven have an idea on what robert
was doing and the game was to be releaced at the end of the year..
ea didnt know what to do.. they added the role playing parts to the game
and the trade stuff.. left things as they were.. unfinshed and lunched the
game like that.... then they closed the freelancer series and they never
made a space sim game ever again

link to backup my story :

http://www.gamespot.com/pc/sim/freelancer/review.html?om_act=convert&om_clk=gssummary&tag=summary;review
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Tedi
Vice Admiral


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rpgchar financial_supporter

Playtime: 6687h
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Beitrag Titel:
Verfasst am: 29.03.07 22:53
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Wing commander was a big game but not as big as Elite! (1982) David Brabens creation was a revolution when it was released, i was 13 at the time and had just upgraded from a spectrum to an amstrad cpc 64 and this game rocked my world, i believe it went on to sell more than 1,000000 units more than any other space sim.

David braben has been talking of Elite 4 for many years now, and this is i think the best chance(small one) of a next generation space sim, there is a web site somewhere but its not been updated for a long time now
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aceofbase







Beiträge: 40

Beitrag Titel:
Verfasst am: 30.03.07 01:10
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well i dont know elite but at that time 1982 i dont think there was enough
resorces in a pc to make a game like wing commander but still
i had an atarri playe station at that time and i loved the 3 mb games on it lol
haw many mb elite was?? wing commander was about 9 mb on 3 floppyes
lol....

well i ve been talking on diffrent forums about the death of space sim
games and we do find it a strange thing coz peapol like it actuly

http://forum.dune2k.com/index.php?topic=19671.0

by the way in that thread somone told me about freespace and i came here lol
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Lasse Blutströmen



financial_supporter kreuz_bronze

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Beiträge: 2627
Wohnort: vorm Puter

Beitrag Titel:
Verfasst am: 30.03.07 06:14
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Wing Commander was not made by Lucas Arts, but by Origin, which, during the Wing Commander 2 selling period,was bought by EA. Chris Roberts later left EA to start his own company, known as Digital Anvil, where he and his team started working on Starlancer and Freelancer. During the Freelancer development time, Digital Anvil was bought by Microsoft (not EA). Some time after that, Chris Roberts left his company Digital Anvil because of some disagreement with Microsoft, which then decided to finish the game as soon as possible so they could stop the fundings for a game already running late (so they thought) and rush it out the door to make some bucks.

If you want to get a glimpse at what Freelancer should have become, take a look at the numerous FL movies on www.lancersreactor.com. A completely different game. A lot of the original, but unfinished stuff was still in the beta version of Freelancer, but was taken out for the final release. If I could only get my hands on that beta...

Just to name a couple of missing things one can easily find while playing the game, looking through the game's files and having followed the development process:

- level 10 freighter shields with no ships to use them with
- Santiago Llorenz sidequest
- level 10 turret slots, but no level 10 turrets
- a couple of ships that already are in the game files, but no dealers sell them
- radar jammers

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aceofbase







Beiträge: 40

Beitrag Titel:
Verfasst am: 30.03.07 19:52
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good post man, you seem to know a lot..

i would like to turn this thread topic a little bit to talk about why the space
sim game genre is dead?? and wont see the sun of the new gamming
generation? when i look at this old game and freespace2 community
i find 1000S of peapol ready to buy and playe new space sim games
why dont they make them?? is it so hard to make them? or they cost
a lot? surly they will sell more than 100s of silly rts or fps games that we see every day.. lots of peapol like space sim games
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Hawc*







Beiträge: 16

Beitrag Titel:
Verfasst am: 30.03.07 19:56
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what about Dark Star One? it has great stuff but only one ship and like 10 diffrent weapons :S
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Lasse Blutströmen



financial_supporter kreuz_bronze

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Beitrag Titel:
Verfasst am: 30.03.07 22:54
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Dead you say?

Tarr Chronicles
Precursors
Spaceforce 2

just to name the most prominent examples that should come out in a couple of months. The genre doesn't look that dead to me. The only thing is that western game companies and publishers don't seem to think that space exploration and trade games would sell well enough to fund the development of such titles, which is sad.

To me, Darkstar One was more like a nice try but miserably failure. Not due to the fact that the player only has one, althou upgradeable, ship, but more because of the game immediately adapting to those upgrades. Stronger shields = more damaging NPC weapons. Stronger guns = thicker NPC shields. This makes upgrading your vessel absolutely unneccessary.

The approach I would have taken might have been something like this: place the whole range (small & weak + big & strong) of NPC ships all over the galaxy. If the player then meets an enemy he cannot defeat, he has the chance to pull back from the fight to come back again when his ship is capable of beating the opponent. That would make for a much more believable universe.

BTW, there are some good 2d space exploration / trading / fighting games, too, like:
- Space Rangers 1&2
- Escape Velocity Nova

Especially EVN, althou not that advanced graphically, has an interesting storyline that is told differently for every major faction you join. It's about the universe become flesh: you, the player.

Plus, there's still EVE Online out there, a MMORPG for those that want to pay a monthly fee to play a game that does not contain Dwarves, Elves, Orcs and creatures like that

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aceofbase







Beiträge: 40

Beitrag Titel:
Verfasst am: 31.03.07 01:43
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well i read games web and famous companyes like EA and sierra and others no
space sim titles are beeing made,, i dont know about weak games u are talking about and rpg trade stuff.. i mean the real deal like freespace2 and wing commander games
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Bart
Commander


financial_expert_bronze time_bandit_gold basefinder_gold jumpholefinder_gold

rpgchar

Playtime: 1331h
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Beiträge: 766
Wohnort: Belgien

Beitrag Titel:
Verfasst am: 01.04.07 00:57
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Yeah we need some good old fashioned privateer action!
Unfortunatly it's not about to happen...
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