View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000052 | FSSCP | multiplayer | public | 2004-01-16 10:37 | 2005-03-01 05:06 |
| Reporter | kasperl | Assigned To | |||
| Priority | low | Severity | feature | Reproducibility | have not tried |
| Status | closed | Resolution | open | ||
| Summary | 0000052: Community reported multi related bugs | ||||
| Description | FreeSpace2 Standalone Server bug issues 1. The force object update option which can be added in the multi.cfg file does not work. Also a server faq was written early on stating the "datarate 100000000" was invalid and should be removed. Is there a better value to use perhaps or should it be removed completely? 2. When one hosts directly, they have the option to view datarate and packet loss. This is not an option if one hosts on an sa sever as that person is considered a client. Is it possible for the host of a sa to have this option available? Also for the server operator as well? It would help identifying certain clients who may be on higher than requested object updates. This would help servers with limited upload bandwidth. Obviously if the force object update option was fixed, this problem would be negated entirely. 3. The next set of problems would seem to fall under timing issues. An sa server "hangs" on certain missions. The most notorious and prevalent mission is "rebel intercept". One can spend 15-20 minutes waiting for the Fenris to finally warp in and just as quickly warp out..This seems to happen most when there's ppl with low bandwidth or laggy connections. A person's connection seems to have a direct effect on how powerful shields and guns are..or how well their missles track. If there was a way to adjust for the ping differential to make all ships start on an even keel, this would help balance the game for players of all types of connections. When a player drops out of a game, they tend to flood the server with a huge amount of packets causing lag for those in the game and often times dropping other players as well thus causing a cascade effect where everyone left lags out or gets "splatted" off of a server. A few of these issues are not specifically server related but still a problem never the less. 4. An in game "kick" button like in FS1 would be rather handy at times :-)) I hope this list helps bring a few issues to light and if any of them can be resolved, it would be a godsend to the ppl who host and run standalone servers in FS2. Thanks!! DW-Mustang | ||||
| Additional Information | Reporter: fs2source@warpcore.org (Edward Gardner) Assigned To: fs2source@warpcore.org (Edward Gardner) http://fs2source.warpcore.org/bugzilla/show_bug.cgi?id=14 | ||||
| Tags | No tags attached. | ||||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2004-01-16 10:37 | kasperl | New Issue | |
| 2004-03-04 14:59 | Kazan | Priority | normal => low |
| 2004-03-04 14:59 | Kazan | Status | new => acknowledged |
| 2004-03-04 14:59 | Kazan | Projection | none => major rework |
| 2004-04-07 01:19 | Kazan | Severity | minor => feature |
| 2005-03-01 05:06 | Kazan | Status | acknowledged => closed |
| 2005-03-01 05:06 | Kazan | Note Added: 0001716 |