rec.autos.simulators

GPL on-line play

Conkli

GPL on-line play

by Conkli » Mon, 24 Aug 1998 04:00:00

will there be free on-line play somewhere? besides with a friend?

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Joe Conklin
http://www.racesimcentral.net/
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Arthur Axelra

GPL on-line play

by Arthur Axelra » Mon, 24 Aug 1998 04:00:00

GPL will come with TCP/IP support, you'll be able to race over the net with
up to 8 player for free using an IP address.

Arthur
s t e a l t h
r a c i n g
http://www.***sys.com/stealthracing.html


>will there be free on-line play somewhere? besides with a friend?

>--
>Joe Conklin
>http://www.racesimcentral.net/
>remove spam to reply

Uwe Schuerka

GPL on-line play

by Uwe Schuerka » Tue, 25 Aug 1998 04:00:00



>GPL will come with TCP/IP support, you'll be able to race over the net with
>up to 8 player for free using an IP address.

Errr, care to elaborate? How are eight people going to share an ip address?
;-) Or are you trying to say that there will be a dedicated server mode in
gpl, allowing up to eight people to connect?

Thanks to papy for adding TCP/IP support, great move iMHO (as opposed to
that crappy ipx implementation that comes with F1RS).

Cheers,

uwe

--
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Edwin Solhei

GPL on-line play

by Edwin Solhei » Tue, 25 Aug 1998 04:00:00


>>GPL will come with TCP/IP support, you'll be able to race over the net
with
>>up to 8 player for free using an IP address.

>Errr, care to elaborate? How are eight people going to share an ip address?
>;-) Or are you trying to say that there will be a dedicated server mode in
>gpl, allowing up to eight people to connect?

FWIK, this is how it works:

People decide who will host the race and who will join. The people thats
joining will then need to know the IP# of the host. The i guess its just a
matter of entering the IP# into the multi-player menu or whatever in GPL and
hopefully connect to the host. :)
I also seem to remembering hearing something about GPL being able to recive
connections over different protocols simultainously (sp?)... in other words:
The host could have 3 drivers connecting thru an inhouse LAN-network and
maybe 3 people via TCP/IP (i.e. internet) at the same time.. making the
total of races to 7 or even more...

Im not quite sure as to how many that can acctually join the race tho.

All the best,
Edwin Solheim
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Check out "The Paddock - a legendary site..." for
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Conkli

GPL on-line play

by Conkli » Tue, 25 Aug 1998 04:00:00

something like the internet *** zone(maybe by sierra)

>will there be free on-line play somewhere? besides with a friend?

>--
>Joe Conklin
>http://www.racesimcentral.net/
>remove spam to reply

Arthur Axelra

GPL on-line play

by Arthur Axelra » Tue, 25 Aug 1998 04:00:00

Sierra has their own *** zone thingy, called won.net

Arthur
s t e a l t h
r a c i n g
http://www.***sys.com/stealthracing.html


>something like the internet *** zone(maybe by sierra)

>>will there be free on-line play somewhere? besides with a friend?

>>--
>>Joe Conklin
>>http://www.racesimcentral.net/
>>remove spam to reply

David G Fishe

GPL on-line play

by David G Fishe » Tue, 25 Aug 1998 04:00:00

If you want to know how well an IP connection can work, check out MTM2 on
the Zone. Excellent by any standard. TCP/IP is actually nothing new. I
believe F1RS was not allowed to provide TCP/IP racing, but they could of
made it work I'm sure. A dedicated server would be best, but would also not
be a free service.

The only concern I have about GPL's internet racing is that they apparently
didn't make it much of a priority in development and the results were poor.
Then the beta testers pushed for improvements and from what I hear it is
running well. Very good news. I only have so much time for sims, and if GPL
or any other sim is poor on the internet, then I won't have much interest in
it. On-line racing is what I enjoy most with auto sims and this feature
should be as much of a priority as anything else in any new releases.
There's no excuse for poor internet play in a sim anymore. If one developer
can do it right, they all can and must.

Dave
DmndDave


Conkli

GPL on-line play

by Conkli » Wed, 26 Aug 1998 04:00:00

i have faith that the guys at papy will pull through and all aspects of the
sim will be excelent , unlike other sims(read that how ever you want:)

Joe Conklin
http://www.geocities.com/siliconvalley/network/5312/
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<snip>

meij

GPL on-line play

by meij » Wed, 26 Aug 1998 04:00:00

The GPL TCP/IP and IPX connections work fine in the preview copy I have and I
don't think that's brand new either. Personally I'll take smooth network play
over jumpy net play any day but that's because I'm spoiled for choice I
suppose.

I can't understand the assertion that a "dedicated server" would cost money.
People run plenty of servers for Quake, Unreal et al without charging for it
so why should this be any different.

The problem with internet play is that the more complex a sim, the more data
needs transferring between machines and the more complicated the code needs to
be to get it to work on anything below 56k.

M



>If you want to know how well an IP connection can work, check out MTM2 on
>the Zone. Excellent by any standard. TCP/IP is actually nothing new. I
>believe F1RS was not allowed to provide TCP/IP racing, but they could of
>made it work I'm sure. A dedicated server would be best, but would also not
>be a free service.

>The only concern I have about GPL's internet racing is that they apparently
>didn't make it much of a priority in development and the results were poor.
>Then the beta testers pushed for improvements and from what I hear it is
>running well. Very good news. I only have so much time for sims, and if GPL
>or any other sim is poor on the internet, then I won't have much interest in
>it. On-line racing is what I enjoy most with auto sims and this feature
>should be as much of a priority as anything else in any new releases.
>There's no excuse for poor internet play in a sim anymore. If one developer
>can do it right, they all can and must.

>Dave
>DmndDave



>>>Errr, care to elaborate? How are eight people going to share an ip
>address?
>>;-) Or are you trying to say that there will be a dedicated server mode in
>>gpl, allowing up to eight people to connect?

>>Thanks to papy for adding TCP/IP support, great move iMHO (as opposed to
>>that crappy ipx implementation that comes with F1RS).

>>Cheers,

>>uwe

>>--
>> Spam-proof e-mail: Uwe Schuerkamp <hoover at telemedia . de>
>>http://www.telemedia.de/~hoover ////// Phone: +49-5241-80-10-66
>>    Best of Scottish Folk: http://home.pages.de/~nsg
>>  >>> Blue Ribbon Campaign:  Support Free Speech on the Internet <<<

Rafael Medeiro

GPL on-line play

by Rafael Medeiro » Wed, 26 Aug 1998 04:00:00


> I can't understand the assertion that a "dedicated server" would cost money.
> People run plenty of servers for Quake, Unreal et al without charging for it
> so why should this be any different.

> The problem with internet play is that the more complex a sim, the more data
> needs transferring between machines and the more complicated the code needs to
> be to get it to work on anything below 56k.

In the case of racing sims,which else data needs to be sent more than the cars
position in the track.I think the image of the other's car is generated on the
receiving computer own .That's a guess,sorry if this was stupid

Rafael

Byron Forbe

GPL on-line play

by Byron Forbe » Thu, 27 Aug 1998 04:00:00

Sounds about right to me Rafael! Position and orientation of course. A 3D model makes
it a little more complex by adding a 3rd dimension to both orientation and position, but
big deal! Besides, bandwidth is rarely the problem, ping is!


> > I can't understand the assertion that a "dedicated server" would cost money.
> > People run plenty of servers for Quake, Unreal et al without charging for it
> > so why should this be any different.

> > The problem with internet play is that the more complex a sim, the more data
> > needs transferring between machines and the more complicated the code needs to
> > be to get it to work on anything below 56k.

> In the case of racing sims,which else data needs to be sent more than the cars
> position in the track.I think the image of the other's car is generated on the
> receiving computer own .That's a guess,sorry if this was stupid

> Rafael

meij

GPL on-line play

by meij » Thu, 27 Aug 1998 04:00:00

Okay try this on for size.

Paramaters required by a racing sim at connection = setup details, driver
details, car choice
Paramaters during race = steering, throttle, brake positions, gear,
orientation on the track.

This is then acted on by the client machines to draw the car correctly. In GPL
you can hear the engine note, see the steering and the physical effects of
acceleration, braking, changing gear etc on the other cars so this data is
needed. This is without the occasional packets of information to tell the
machine to raise the drivers arm (in GPL) or set up a pitstop (GP2). This is,
as you can imagine a LOT of data. The server has to collect it and send it out
to the clients as well as process it's own info. This is why dedicated servers
are popular, it removes (at least) one layer of processing from the server.

"ping" as you so call it is the time required for a packet of information to
be sent to a machine and return. If your PC is using all it's bandwidth for
the job it is engaged in the "ping" increases. Admittedly there is also a
factor on a) network usage b) "server" load but these are all because of the
amount of traffic vs. the amount of bandwidth/processing time available.

BTW for the techies out there I *know* that's not the "kosher" explanation but
to be honest I don't think people want to read an essay on the cause and
effect of inter-networking overload.


>Sounds about right to me Rafael! Position and orientation of course. A 3D model
> makes
>it a little more complex by adding a 3rd dimension to both orientation and
> position, but
>big deal! Besides, bandwidth is rarely the problem, ping is!



>> > I can't understand the assertion that a "dedicated server" would cost
> money.
>> > People run plenty of servers for Quake, Unreal et al without charging for
> it
>> > so why should this be any different.

>> > The problem with internet play is that the more complex a sim, the more
> data
>> > needs transferring between machines and the more complicated the code needs
> to
>> > be to get it to work on anything below 56k.

>> In the case of racing sims,which else data needs to be sent more than the
> cars
>> position in the track.I think the image of the other's car is generated on
> the
>> receiving computer own .That's a guess,sorry if this was stupid

>> Rafael

Richard Scot

GPL on-line play

by Richard Scot » Thu, 27 Aug 1998 04:00:00


> something like the internet *** zone(maybe by sierra)

> >will there be free on-line play somewhere? besides with a friend?

Sierra has their own *** zone, and it sucked.
Best bet would be if TEN would support it OR if they
allowed players to set up servers <a la Quake>.

However Sierra <unlike ID> is into money, and doesnt
give a hoot about the quality/networkability of games.

Just my .02

Bruce Kennewel

GPL on-line play

by Bruce Kennewel » Fri, 28 Aug 1998 04:00:00

Of course, id aren't even remotely interested in money.....they operate
the business simply to be charitable.


> However Sierra <unlike ID> is into money,

--
Regards,
Bruce.
----------
Byron Forbe

GPL on-line play

by Byron Forbe » Fri, 28 Aug 1998 04:00:00


> Okay try this on for size.

> Paramaters required by a racing sim at connection = setup details, driver
> details, car choice
> Paramaters during race = steering, throttle, brake positions, gear,
> orientation on the track.

   Steering????? Why???????

   Throttle - optional

   Brake positions?????????? Why???????????????

   Gear - optional

   Orientation - of course

   If these are you guesses, I hope your wrong. If not, the programmers are clueless by
the looks of things to me! Way too much unnecessary info here!


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