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2 registered members (VoroneTZ, AndrewAMD),
779
guests, and 7
spiders. |
Key:
Admin,
Global Mod,
Mod
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Re: False Ad: Multizone/multiserver support for MMOG (Pro Edition)?
[Re: MrGuest]
#222175
08/18/08 10:46
08/18/08 10:46
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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From the forecast page: "Encryption and compression for the data traffic of multiplayer games RDY"
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: False Ad: Multizone/multiserver support for MMOG (Pro Edition)?
[Re: fastlane69]
#222318
08/18/08 20:46
08/18/08 20:46
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Joined: Jul 2007
Posts: 959 nl
flits
User
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User
Joined: Jul 2007
Posts: 959
nl
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maby whe can try to get them to proof that there can be 1000+ people online at the same moment
if i am right the have a heck of a server so that wont be a big problem now they need some game that can handle 1000+ players and proof it
i am not able to write a mmo because of lack of exp and edtion but maby jcl ore george ore other person want to make a litle test project to test if its posible ore not
btw i gues thats possible but not on the way we program it on the gsnetwork
thx flits
"empty"
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Re: False Ad: Multizone/multiserver support for MMOG (Pro Edition)?
[Re: flits]
#222322
08/18/08 21:08
08/18/08 21:08
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
OP
Senior Expert
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OP
Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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maby whe can try to get them to proof that there can be 1000+ people online at the same moment I've been asking for this for 5 years... hasn't happened yet.
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Re: False Ad: Multizone/multiserver support for MMOG (Pro Editio
[Re: MMike]
#222433
08/19/08 10:41
08/19/08 10:41
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Joined: Aug 2007
Posts: 38 Pasadena, TX
Volund
Newbie
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Newbie
Joined: Aug 2007
Posts: 38
Pasadena, TX
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yes a demo would be nice... a demo we could download and then test, so each of us could connect to, and play with a simple cube in a 3d world. and we could see each other... that would be enough for me at least.
with basic chat function, and a public ip address so we can ipconfig and ping it to test latency to our hearts content.
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Re: False Ad: Multizone/multiserver support for MMOG (Pro Editio
[Re: MMike]
#231747
10/16/08 17:26
10/16/08 17:26
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Joined: Apr 2008
Posts: 650
Sajeth
User
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User
Joined: Apr 2008
Posts: 650
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Maybe someone of us should talk to his or her lawyer and ask him about his opinion towards this special topic? Gamestudio Multiplayer seems to have been proven useless often enough in the past, and MMO just ISNT POSSIBLE.
Teleschrott-Fan.
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