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Old 02-18-2005, 03:17 AM   #41
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Thanks for your answers guys, as you probably have guessed, I've never set up a server, or a dedicated serverfor that matter. My understanding was that dedicated severs were used instead of "normal" servers to get better performances overall, so I didn't really see the point in setting one up if you still played on it...
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Old 02-18-2005, 03:34 AM   #42
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Quote:
Originally posted by adillon
if my memory serves me right, half-life was never playable online. HL2 is playable online now (HL2 deathmatch) but isn't fully tuned, is still lacking proper animations for some aspects, and still has some bugs that need to be worked out.
If memory serves, Half Life had standard deathmatch (and a few options) right out of the box like every other FPS, but with subsequent patches and map packs (officially released) Team Fortress Classic was added. Then came the mods which became commercial expansions for HL, like Counter Strike. It's a bit confusing because some of the more popular mods became commercial. The same thing happened incidentally with UT. The publisher (Valve for HL, Epic for UT) paid certain mod groups to finish and release their projects in a box.


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Old 02-18-2005, 03:37 AM   #43
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Somebody correct me if I'm wrong, but I think this is how its referred to:

A "listen server" is when you're just running the game and people can join. It's non-dedicated. If you exit the game, it's over and everybody is disconnected.

A "dedicated" server can be on your own box or a seperate box, but it's the one where it's a console window that can be minimized. It is supposed to save resources by not having to render all the 3-D stuff in real time, however you can still join your own.

Usually running a Dedicated Server requires a little more processing power than a listen server, but with powerful machines it's not such a big deal to join your own on the same machine.

The thing is most pc gamers run windows as an operating system, but use a Linux dedicated server (on a linux box they have or on a rental server), due to issues of stability (and Linux is free) and because most people don't have a super high speed connection necessary to run a big server.

Plus and the fact that if you surf the net or do anything online while running the server in the background, the players get lag as a result.


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Old 02-18-2005, 03:52 AM   #44
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Pretty much, yeah.


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Old 02-18-2005, 04:51 AM   #45
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Anyway, I'm looking forward to this game too


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Old 02-21-2005, 10:31 AM   #46
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I hopw IGN's review isnt entirely true because i would like this game to be the best on ei have, I am not a hardcore gamer or anything but i know a good game when i see it. I have not had ALOt of experience with games so i have not see the greatest of them but i think this one will be one of my best. Who is this guy?


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Old 02-23-2005, 12:06 AM   #47
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Wink

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Old 02-23-2005, 02:21 AM   #48
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Another review has been released, and again, multiplayer does not seem to satisfy.


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Old 02-23-2005, 02:25 AM   #49
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Quote:
Originally posted by ZBomber
Another review has been released, and again, multiplayer does not seem to satisfy.
They said it was good, but not revolutionary or anything spectacular.


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Old 02-23-2005, 02:28 AM   #50
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Quote:
Originally posted by InsaneSith
They said it was good, but not revolutionary or anything spectacular.
I think people just assumed that a squad based Star Wars game would have a revolutionary MP. I thought it'd be *sorta* revolutionary...


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Old 02-23-2005, 02:33 AM   #51
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Why? It's a good game, that had a nice developement, but something with such little amount of time spent on it isn't something I'd cash in on the revolutionary train. HL2 with the incredible time spent on it, that was something I knew would be revolutionary and it was.


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Old 02-23-2005, 02:40 AM   #52
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By revolutionary, I don't mean something extremely hard to do. Some kinda seige mod, or mission based objectives would be enough for me, I never saw squad-MP games like that (But I haven't played many)


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Old 02-23-2005, 10:30 AM   #53
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Well, not every game that has been a long time in development is spectacular or worth the wait.

Note some examples: Star Wars Obi-Wan, Diakatana, Unreal II.

And I doubt Duke Nukem Forever will ever live up to the "reputation" it must have with such a long development cycle.

Even in the above Unreal II was deemed nothing special and promptly forgotten after a short period of time, despite the long long development cycle.


I didn't expect RC to be "revolutionary." I merely expected it to be a little more "up to date" in terms of MP game modes it would include (not just the same one's that have been standard in FPS's since 1997). And while the inclusion of Assault throws a little bit of variety in the mix, Quake3 Team Arena had far more options, and it was merely an MP expansion pack, released four years ago.

And then there's the concept of the squad based tactical shooter, that cries out for options like class based and/or objective based multiplayer, coop, or similar types of game modes.

Imagine how much fun Rainbow 6 would be if you only had CTF and Deathmatch for multiplayer.

Sure it would be fun, but wouldn't you play the SP game and wish you could somehow duplicate that experience online, but with humans instead of AI? Therein I think lies the key to the "disappointment factor" we're hearing about.

It sounds like we're getting a nice Simplified Single Player game, and then a run of the mill MP game that offers nothing really new or exciting.

But, as I'm wont to admit, we haven't actually gotten to play MP ourselves, so perhaps there is more to it than these reviewers are letting on and in the end we won't care so much that these opportunities were missed. Or maybe the mod community will come up with something to remedy it eventually.

One key question I have about the Multiplayer, is how many of the SP conventions are "ported over" into the MP realm? Because that sort of thing would color how the game plays, and might make it unique enough from the generic FPS deathmatch play to keep it interesting.

Can we give Squad orders, can we use the revive option? Can we pickup and use any weapon or are there presets? That sort of thing...


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Old 02-24-2005, 05:19 PM   #54
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I kinda hope there is a revive then again.......
1) How would the trandoshans revive?
2) It would be instead of playing an FPS you are playing a freeze tag game.

I hope it is more like rounds as in Source...... oh yeah.... i also hope there is something that when you die you can watch the other player's view.... But you know how lucas arts is.....


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Old 02-24-2005, 10:49 PM   #55
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Quote:
Originally posted by ZBomber
By revolutionary, I don't mean something extremely hard to do. Some kinda seige mod, or mission based objectives would be enough for me, I never saw squad-MP games like that (But I haven't played many)
HL2 is revolutionary because it's changed the way MP will be done for the next generation of games.


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Old 02-25-2005, 07:39 AM   #56
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Quote:
Originally posted by InsaneSith
HL2 is revolutionary because it's changed the way MP will be done for the next generation of games.
Meaning future games will just use the Source engine?

The main reason to use an engine these days seems to be for the graphics and (and the brand name recognition).

Then again it makes sense from the standpoint of shorter development cycles to save money. Not every developer has the cash and time to spend developing a brand new engine from scratch everytime they make a game.

But, not having edited the Source engine, what, besides pretty graphics, is so revolutionary about the Source engine vs. other modern engines?

Saying RC is "not revolutionary" because it uses Unrealtech means you'd have to say that none of the Unreal series games were revolutionary. Unreal tech is the most liscensed engine tech for commercial games next to the Quake3 engine, from what I can tell. By the "engine use logic" there are only a few "revolutionary games" out there:

Doom, Quake1, Quake2, Quake3, Unreal, Half Life 2.

Any others I forgot?


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Old 02-25-2005, 08:19 PM   #57
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No, I'm saying the way MP was set up, it's more elaborate, but relies on simple things. The key is, it's open-ended.

I never meant the engine, never even metioned it.... so I don't get where you pulled that from. I named a game, not an engine. If I meant the engine, I would name the engine.


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Old 02-27-2005, 07:02 PM   #58
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Elaborate yet simple. Open ended. Okay.

Well, without playing it I'll just have to take your word for it!

But that's quite a statement, we'll see if it catches on, whatever it is.


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