MMO-Like Quake Is Possible 50
An anonymous reader writes "OptimalGrid is a self-contained middleware designed for developers to create grid-enabled parallel applications without themselves becoming experts in grid or high-performance computing (article). The Linux compatible middleware now includes automatic distribution and provisioning on to Grid nodes. See how the first release of Quake II was made massively multi-player [pdf] by running on a Grid. Get modified Quake II from Sourceforge to run with OptimalGrid and let the massive Grid games begin." Update: 09/19 16:12 GMT by Z : Marked the pdf as such.
Nothing to say (Score:4, Funny)
mmm Quake 2. (Score:3, Interesting)
Now, to find my quake 2 install directory.. hrm.. (You need Quake 2 to play this, obviously) (And yes, same GoNINzo from GameSpy. heh)
Re:mmm Quake 2. (Score:2)
Re:mmm Quake 2. (Score:2)
Awesome (Score:2)
MMO's and FPS are the two most popular game genres.
With their powers combined IT IS CAPTAIN FPMMOS, the first-person massively-multiplayer online shooter. (or FPSMMO/MMOFPS, but i like mine betta
Seriously, when we get a good combination of the two I will SO buy it. And I'm sure
Re:Awesome (Score:2, Insightful)
Re:Awesome (Score:3, Insightful)
Re:Awesome (Score:2, Insightful)
Re:Awesome (Score:2, Informative)
And for my other post, sure, you don't _have_ to pay for xbox live to play halo, but as was my point, people _do_ pay for xbox live to play halo.
I'm quite sure of what I'm talking about. I think the better question is are you listening?
Re:Awesome (Score:2)
Planetside is one of the few (only?) proof-of concepts. It's 2 and a half years old, and it got crappy reviews when it released. Planetside only proves 'getting it right the first time' is a hard thing to do.
Just because the ONLY example sucks doesn't mean the genre will.
Re:Awesome (Score:2)
Honestly, Planetside's an excellent
Re:Awesome (Score:2)
I'm still playing, but I'm also looking for other games that will pick up the concept and do it better.
Re:Awesome (Score:1)
Re:Awesome (Score:2)
Re:Awesome (Score:1)
The problem with Planetside is two fold. Small playerbase has caused a majority of the game world to be abandoned for most of th
Re:Awesome (Score:4, Interesting)
And didn't some company try to make an RPG type shooter with the doom engine called strife?
Re:Awesome (Score:2)
Hey, Rob et. al. (Score:5, Insightful)
Re:Hey, Rob et. al. (Score:2, Insightful)
While you're at it... (Score:2)
Re:While you're at it... (Score:1)
Re:Hey, Rob et. al. (Score:3, Informative)
a[href$=".pdf"]:after {
font-size: smaller;
content: " [pdf]";
}
Re:Hey, Rob et. al. (Score:2)
Mod Parent Up!
Thanks!
added lag (Score:5, Insightful)
Re:added lag (Score:2)
unplayable. My connection latency (on DSL) is about 100ms. Anything
above 150ms is too much lag for me.
On the bright side, it looks like the grid nodes are wired to be able
to talk to any other node in two hops (a -> whiteboard -> b) so that
latency isn't proportional to the number of nodes.
Re:added lag (Score:2)
However with latency correction, the added 70ms are trivial, as in they wouldn't affect performance.
In my experience anything over 50ms is too much for me, unless there is latency correction. Then I'm comfortable up to about 200 or 250ms. Not that I couldn't play with more, it's just that when you're on a DSL connection and pinging more than 250ms to a server, chances are you've got
Re:added lag (Score:2)
The idea behind this is that you don't have to lead your shots no matter how much latency there is.
As for teleporting players, there are solutions to this
Bleh, not what we want. (Score:2, Informative)
So, an ISP could take a popular multiplayer game, setup some grid servers, and a couple proxy servers, and then get 100 people to join the game. This is not exactly the same as making it massively multiplayer because the world is still the same si
Re:Bleh, not what we want. (Score:2, Insightful)
I know this is Slashdot where you're not supposed to read the article before commenting on it but reading parts of the article and then spreading false information is far, far worse.
Re:Bleh, not what we want. (Score:5, Informative)
Just because they didn't make a world that's 100x larger it doesn't mean that it's not possible now. The PDF indicates that the world is partitioned into discrete pieces and server partitioning is done automatically - and players are passed between the servers on demand. IMHO, it seems exactly like what you're saying.
So this is.. (Score:5, Insightful)
I don't see how this is anything unique and different from how other mmo's are currently deployed, and there are still the same problems that plague mmos. For example, one of the things they mentioned was the partitioning of the world map into discrete pieces. To help reduce load, sure. But what happens when everbody tries to 'storm the base' all at once?
When the pvp patch came out for World of Warcraft, serveral of the largest guilds of my server (Mannoroth) for opposing factions got together to siege/defend a capital city. (I'm trying to be as vague as possible to please bear with me) The problem isn't when you have a full raid party of 40 vs another party of 40, but rather when you have multiple raid parties vs multiple raid parties. We were in Orgrimmar, and we were being stormed by almost 300+ alliance, with almost just as many Horde waiting to defend. The load got so heavy the server crashed several times (nevermind the fact that the sheer number of ppl on the screen caused video cards to choke). The lag got so bad, ppl have given up on massive sieges altogether.
Massive sieges are still the holy grail of online gaming. I don't think it'll happen anytime soon.
Re:So this is.. (Score:1)
For everyone except, say, the dozen or so most relevant charaters on screen (relevant being defined by proximity and whether they're directly affecting you), replace all other people with sprites instead of models. They don't even have to be animated, if static sprites would help the load better (don't know enough about this sort of thing to hazard a guess). You still get to see the locations of everyone and the sheer numbers of them, they jus
Re:So this is.. (Score:2, Informative)
quake2 can easly handle 1024 (max entities) models of the player model being rendered at the same time.
this is all of course vanilla quake2 and some mods fix these. however i cannot think of any mod that has fixed the rendering/networking code. when i get my files back i will finish fixing it in LiteGL quake
Re:So this is.. (Score:2)
Quake 2 is/was the single worst FPS in gaming history, for my money...it was complete and utter crap. It became popular I'm assuming because
a) It was the first game IIRC that people could make mods for with a genuine programming language, and
b) Because the graphics were so awful comparitively speaking, it was somewhat more hardware efficient than other games which *didn't* make your eyes bleed if you
Re:So this is.. (Score:1)
a) it came out at the right time and had pretty good mechanics and gameplay.
b) Everything looked like ass then, remember this was back in the times when unreal 1 was supposed to be *gorgeous* with it's 15 poly models
Re:So this is.. (Score:1)
I take it you haven't played Lineage 2, have you ?
It was designed with massive confrontation in mind, and the number of people fighting you describe fits it well.
There is some lag, yes, but nothing unplayable unless you are on 56k. No player ever said in Lineage 2 that the game can't take massive battles and should stay away from it.
As for choking video cards, that is what the minimum frame option is for, a
They should do this with Doom III! (Score:1)
Welcome to last week (Score:5, Interesting)
Difference between Quake 2 and Planetside (Score:2)
About Planetside (the first MMO FPS) (Score:1)
Not FPS, TPS, but what about a GTAMMO? (Score:1)
I initially noticed it when he entered a new area and it popped up with the "suburb name" and I thought, "Heh, just like in GTA" then I noticed the map, the style, the way people give you quests, and (in San Andreas, anyway) the skill development.
I've played Multi Theft Auto [mtavc.com] and it'