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Will we get a Dedicated Server with the Beta Release?


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StG2_Manfred
Posted

I am just wondering whether we are already going to get the software to run a Dedicated Server with start of the early beta release or do we have to wait for it longer because it is not yet ready for the 'public'? Any infos about it? Thanks!

Posted (edited)

If it's similar to RoF Open-beta testing then you will get a full client which allows you to test everything in the changelist and beyond, so you could start your own beta server if you wanted to. However, the devs also often organised "fly-ins" at specific times to stress test the client and gain feedback. I'm hoping we all remember that the early release (when it comes) is about "playing and breaking" the sim and giving feedback about what is right and wrong to help create a better official release, and not just having 'piss around' dogfights with no feedback.

Edited by Requiem
StG2_Manfred
Posted

If it's similar to RoF Open-beta testing then you will get a full client which allows you to test everything in the changelist and beyond, so you could start your own beta server if you wanted to. However, the devs also often organised "fly-ins" at specific times to stress test the client and gain feedback. I'm hoping we all remember that the early release (when it comes) is about "playing and breaking" the sim and giving feedback about what is right and wrong to help create a better official release, and not just having 'piss around' dogfights with no feedback.

 

Well, that is actually my question. A client capable to host a multiplayer game is precisely not the same a dedicated server is, which it's name implies. In addition it has normally other/more options as tracking statistics for example. Don't get your point with 'piss around' dogfights and why they shouldn't create worthwhile feedback.

Posted

Sorry for any misunderstanding Manfred. When I say full client I mean everything that goes with a full install, and this includes the dedicated software components. In my RoF beta install I have the dedicated server and rcon, so I would expect you can create  a dedicated server from the start.

 

I didn't say dogfights don't create worthwhile feedback because that is where some errors can become quite apparent. However, if people don't give feedback (as I said) about such experiences in dogfights, then in essence they are just pissing around aren't they?

 

:salute:

Posted

A Linux dedicated server package would be nice, Windows servers are expensive to rent

StG2_Manfred
Posted

Thanks Requiem, I didn't know a dedicated server is shipped with RoF, sounds good and let me hope we get the BoS one soon as well. And hopefully people are motivated to contribute with their experiences ;)

Posted (edited)

I hope it has dedicated support, I don't want to go testing things on a laggy connection hosted by some bad connection. I prefer to fly online and be around people rather then play a single player game.

Edited by Rigsby
StG2_Manfred
Posted

Maybe we can get an official comment about that? Devs pls!

Posted

Well, I don't know about the evolution of the RoF "dedicated server", but I was running one (long time ago) and it really felt like a normal game that started without the 3D GUI. With nobody logged in and a mission with no AI units it still pulled like 50% CPU on my old Core 2 Duo E6700 4GB "server" in the cellar... When I run an IL2 1946 server it idles at 2-3 percent load with no one logged on - and 10-20 percent with 7-8 people. Other dedicated game servers are the same... With nobody logged in they barely load the server at all. 

 

But maybe they have redone it?

Posted

Did the IL2 1946 server handle this: 

 

- detailed debris of damaged/disintegrating planes

- pilot head movements

- deflection of all steering surfaces etc.

 

The ROF server used ca. 2 % for one player on my 3,6 GHZ Quad CPU for a complex mission - less for a dogfight mission.

 

Stronger servers could handle 80 players stable. Bandwidth of ca. 300 kbps per player is required.

StG2_Manfred
Posted

Interesting information, fellow countrymen :salute:

 

Apart your mentioned numbers, I agree, there is a huge different between a real dedicated server, optimized for large numbers of players, running 24/7, with an admin console, etc. etc. and a normal client without its GUI and the removed ability to run a session.

 

More official information would be really nice, devs ;)  Although if it's not yet finished or even started...

Posted

Hé guys why not trying out for yourself with a ROF install on your rig, it's a free download isn't it,

 

As far as ROF goes, there are following MP server settings:
Firstly Cooperative or Dogfight;
Next the typical settings:
-Internet access (makes it possible to only play intranet);
-Global statistics (most severs organise their own stats);
-Spectator mode;
-Kill notifications;
-Return friendly fire;
-Finish flight only landed;
-Lock Skins/Fuel/Load outs/Weapon mods;
Next server mission settings going from Expert to standard and customised.
On top of all that the mission editor gives lots of possibilities, probably only limited by one's imagination ...
E.g all kind of triggers may make other plane sets become available on the airfields.
Which brings us to the possibility of reservicing/rearming/repair returning planes ... which never really got implemented: a big sore if you ask me - so one has to end flight after landing and has to line up for the available planes.
 
It is also rather straight forward to open you own server, is it only occasionaly  for an evening with friends or for extended periods.
 
In ROF everybody is able to host either out of the a running game: select Multiplayer and on the bottom line you have the cage "create server".
But firstly in order to reach the master server you need to activate on your router/modem the ports mentioned on the right tab, under "network" of the settings interface (activated by shortcut for the default settings.exe which opend the game).
If you host directly through an active game you'll end up on your server in the mission you selected to run on setup.
Once that game is running you may even open the editor for changing that mission on the fly.
 
Or you can activate the Dserver.exe and make it open a configured *.sds file which will contact the master server and start running the missions you integrated in that sds-file.
That .sds file also needs the account info: email and password.
Every game contains a default .sds file in it game folder that you may copy for farther configuration and completion of the mentioned server-options and -settings.
One may make a number of different .sds files to chose from following the occasion.
 
How many players your server will be able to take depends on your available upload speed, used to be 4 player/Mbps.
You may password your server, even only run it on your local intranet as already mentioned.
If you want to run a Dserver you probable will be able to obtain a free BOS account through Han, like in old ROF times, of course that account will only be good to run a Dserver.
We dont know yet if we will be able to run our own server in an early stage yet ...sure hope so.
 
So what is keeping you from downloading ROF and giving it a try, its for free with 2 flyables available!
Posted
One more thing, make sure the missions you run have a compressed mission file.

The mission files are in the Rof/Data/Multiplayer/Dogfight or Cooperative folders.

Each mission has 4 language files for the ingame messages and more important the *.mission file and it's *.msnbin, the later being the compressed file that load lots faster and so important for larger missions.

The editor is able to handle compression even without opening the mission.

The same for the *.list file that has to be generated in the ROF folder holding the mission files, 'cause this file has the info needed to find the mission files on your hosting rig through the master server.

If something is off with the *.list file, your server will show on the master server only nobody will be able to load the mission.

For generating a new *.list file just wipe the old one and make the editor go over it, same for *.msnbin files.

Also after updates all compressed files have to be wiped and handled by the editor (recompressed).

Only in order to do that you'll need the original   *.mission files.

StG2_Manfred
Posted

Thanks West, for your detailed replay. Also I am owning RoF I don't want to set up a server for it, 'cause I'm only interested in BoS server. But probably your information will help for that as well. We will see....

 

It's a bit disappointing that the only official comment so far is a link to a user made linux manual  :( Don't get me wrong, I can live with any answer, but no comment at all to such an important subject... hmm

Posted

You are welcome, Manfred :salute: 

Mind you, the intended is not so much in pushing people to ROF as for giving it a try, see what it is all about, it's possibilities ... like inviting some of you buds to Fantasy Isle.

Most likely what will come on offer in BOS will somehow be along these lines so going already through it's practical side makes crystal clear what it is all about and could break the ice for a lot of people.

Posted
BTW when you set this up it is best to coordinate with a friend through Team Speak, either to check his side of the server list keeping you posted or for going on line and play a MP game.

A lot of servers ROF sport a TS and front the address in their info.

You can also use the typical ROF TS, already in use for the BOS live streams.

It's TS view page is:


For connecting to it:


Posted (edited)

Well, I don't know about the evolution of the RoF "dedicated server", but I was running one (long time ago) and it really felt like a normal game that started without the 3D GUI. With nobody logged in and a mission with no AI units it still pulled like 50% CPU on my old Core 2 Duo E6700 4GB "server" in the cellar... When I run an IL2 1946 server it idles at 2-3 percent load with no one logged on - and 10-20 percent with 7-8 people. Other dedicated game servers are the same... With nobody logged in they barely load the server at all. 

 

But maybe they have redone it?

Interesting Info for IL2 1946 Dedicate Server performace loading :D

 

Just imaginate  if  IL2 legendary  series  don't have Dedicate Server support  How terrible for life cycle of this game look like  ,

 

This new IL2 series still have a long way of success for the next expansion pack.

they has to invest in Dedicate Server if they need future customer come to play in looooong term marketing strategy  like the old legendary  series did.   :biggrin:  .

 

but this time look batter if no ubi logo ....Oops...  what did I said   :P

Edited by karost
Posted

Interesting Info for IL2 1946 Dedicate Server performace loading :D

 

Just imaginate if IL2 legendary series don't have Dedicate Server support How terrible for life cycle of this game look like ,

 

This new IL2 series still have a long way of success for the next expansion pack.

they has to invest in Dedicate Server if they need future customer come to play in looooong term marketing strategy like the old legendary series did. :biggrin: .

 

but this time look batter if no ubi logo ....Oops... what did I said :P

Your post made me thoughtful and yeah you're probably right. Time will bring it I have confidence. It's too early to speak about dedi server, let alone a manual for it. Apologize please, I know I'm very urgent but also curious and eager! ;-)

 

Manfred

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