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How Many players/tick rate etc..? is it secure?
#16
Close or on the other side of the world, they will use the same amount of bandwidth.
So it's pretty hard to believe, that it doesnt lag, since whatever I try on my 512kbps I can't get above 8 players while sustaining a playable environment. I'd like to see how you do it tho, maybe I missed something all these years?
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#17
Dracona is right, theres no way unless each player is using VERY low settings or something, and your maxrate is like 1000. Each player will use about 5-6KB/sec of your out going bandwidth, no matter how close they are. that right there is over 50KB/sec your bandwidth calculated in bytes is only 32KB/sec.

So like Dracona said, even if they're close it doesn't matter, in fact i think you'll be using more since data is bouncing back even faster. the only way there would be NO lag if all 10 players were inside the same LAN, meaning there is no outside connection, pretty much everyone is inside your house.
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#18
i don't know... back when i had like 356 upload and ran a css server on it, i had a server going and i could get about 12 people in it before pings went over 100. My connection seemed to be oddly stable though for a dsl connection. Anyways though, generally you can't get that many players on a connection like that.
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#19
Yeah but i think the netcode was a bit different back then, wasn't it?
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#20
i don't think it was too different. I mean it wasn't that long ago.. sheesh.
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#21
ok - i was asking how could i get my server to restart automaticly evrytime it crashes?
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#22
google serverchecker
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#23
I thought it started back up? or is that linux only? you might need some "watchdog" thing for windows.
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starting 9/24/2006 if your problem has been solved please edit your first post and add [solved] to the begining of the title. Thanks.
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#24
cryotek Wrote:I thought it started back up? or is that linux only? you might need some "watchdog" thing for windows.


thats just linux only Toungue server checker is the best i have found to use on windows Big Grin
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