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Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,237
Reasonably pretty cinematic. Where is the gameplay?

Currently servers are fucked so much so that you can't really play anything. XD
Is that with the old or new server tech?
old, they basically wanted to sell ships asap for $$$ and broke effectively live servers. You can play but shit just happens.
new servers aka 4.0 is still in testing and still unstable.
So, the old and new servers both don't work? Or usually the old ones work but everytime they update something it breaks?

3.24.1 was old networking and old systems which was very stable and everything worked pretty well. In fact from my experience this was the most stable and bug free (if you can call it that) experience since 2012.

Then they released 3.24.2 which is actually 4.0 but without server meshing and new system. And it is highly unstable, crashes, ton of bugs etc. Basically they are testing 4.0 and patching it before actual release. 4.0 proper with server meshing and new system is in evo testing which is even more unstable and buggy.

They broke it for 2 reasons.

1. They want to test 4.0 before official release.
2. new ship sales were always done on 4.0 branch and they can't port fast enough new ships to old branch. Ship sales event goes on 21 of novmember and thus they released 3.24.2 aka cut down 4.0 with those new ships.
 
Developer
Joined
Oct 26, 2016
Messages
2,252
Dynamic server meshing is a bad idea and will not work.

Similar systems already exist but they always have limitations that are unacceptable for most games. Usually speed is sacrificed for secureness and availability.

This needs some database system that can do a huge amounts of parallel read and write at real time, with high volume of data. The database system (replication layer) will all be stored in one physical location to allow synchronization as fast as possible. If instead there are multiple physical sites hosting replication layers synchronization will be slow.

There are massive problems with these ideas. This only works under the assumption that you can granulize the data so that it can be spread around without consideration of the state of the data. E.g. tiny objects that don't interact with each other. In most real world conditions especially low latency games with high traffic, streaming state of huge complex objects like spaceships..
this will not behave well at all.

Add to this the latency of the internet and round trips are simply not possible for hige amounts of data travelling across vast distances to be synchronized.
 
Joined
Feb 19, 2005
Messages
4,633
Strap Yourselves In Codex+ Now Streaming!
Yeah, they have been dangling this magic tech in front of their retarded playerbase for a few years now. It‘s obvious it will never work, but it keeps the whales hanging one in the hope that the game will someday support MMO-scale player numbers.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,237
4.0 going out of evocati soon. How CIG testing goes from most broken to release:

internaQA
evocati - closed testing by chosen members of community that are bugtracking the most.
PTU Wave 1 - open testing for subscribers and whales, low numbers
PTU Wave 2 - open testing for most of community, medium numbers
PTU Wave 3 - open testing for all of community, almost live numbers
LIVE - considered "released" state, which might still contain bugs but CIG moves on to other features.

Probably they will release it to PTUW3 by christmas and maybe live at the end of January. Aside from server meshing they are rewriting almost all of the old code as it needs to be updated or rewritten for server meshing. So mission code, pathfinding etc etc etc. Currently evocati builds have only like half of the systems.

9ff1fycz9w0e1.jpeg
 

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