Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Apr 08, 2016 7:13 pm
You can see the hull and the systems but not the rooms.kcd.Spektor wrote:What do you mean "glitched" ships?
Glitched how?
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You can see the hull and the systems but not the rooms.kcd.Spektor wrote:What do you mean "glitched" ships?
Glitched how?
Are there still some ships like this?jrb00001 wrote: You can see the hull and the systems but not the rooms.
I tried to find one but I did not find any.kcd.Spektor wrote:Are there still some ships like this?jrb00001 wrote: You can see the hull and the systems but not the rooms.
So I can have a look at them?
Code: Select all
Exception in thread "Server" java.nio.BufferOverflowException
at java.nio.HeapByteBuffer.put(HeapByteBuffer.java:189)
at com.esotericsoftware.kryo.io.ByteBufferOutputStream.write(Unknown Source)
at com.esotericsoftware.kryo.io.Output.flush(Unknown Source)
at com.esotericsoftware.kryo.io.Output.require(Unknown Source)
at com.esotericsoftware.kryo.io.Output.writeInt(Unknown Source)
at com.esotericsoftware.kryo.util.DefaultClassResolver.writeClass(Unknown Source)
at com.esotericsoftware.kryo.Kryo.writeClass(Unknown Source)
at com.esotericsoftware.kryo.Kryo.writeClassAndObject(Unknown Source)
at com.esotericsoftware.kryonet.KryoSerialization.write(Unknown Source)
at com.esotericsoftware.kryonet.TcpConnection.send(Unknown Source)
at com.esotericsoftware.kryonet.Connection.sendTCP(Unknown Source)
at com.esotericsoftware.kryonet.Server.update(Unknown Source)
at com.esotericsoftware.kryonet.Server.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Can you give me the database with this station, so I can check this?jrb00001 wrote: I found a server side bug which happens if a client connects and the server has some huge station:
The station is not in the database, it is just a model with a size of 80x80.kcd.Spektor wrote:Can you give me the database with this station, so I can check this?jrb00001 wrote: I found a server side bug which happens if a client connects and the server has some huge station:
Well then it's not much of a bug, but rather an overkill with the modeljrb00001 wrote: The station is not in the database, it is just a model with a size of 80x80.
20x20 should be big enough for ships but stations should be much bigger. As soon as you introduce npc wars, you need a way to defend important planets. My design should be able to win against a fleet with 20x10 burst 3 lasers.kcd.Spektor wrote:Well then it's not much of a bug, but rather an overkill with the modeljrb00001 wrote: The station is not in the database, it is just a model with a size of 80x80.
Perhaps there is sense in making a limit on the size of the ship model.
I could increase the network packet size, so it would fit the data of such a ship.
But this would cause a lot of problems in several diferent places.
So I think it would be best to just limit the ship sizes to, let's say - 20x20?
For that you should use more than 1 station, also there can be modular stations - for example: 1 big station consisting of 4 smaller ones.jrb00001 wrote: 20x20 should be big enough for ships but stations should be much bigger. As soon as you introduce npc wars, you need a way to defend important planets. My design should be able to win against a fleet with 20x10 burst 3 lasers.
The issue with big ships is not in the packet size but in many other places - for example: you won't be able to install, uninstall systems on a ship that is too big.The increase of the packet size should not have a big impact but it is a waste of memory.
This will work only with your launcher, but I have another launcher planned for the game.Do not send the designs to the client. Everybody has all designs with the launcher and it is easy to distribute the designs in private games.
"Downloading server data..." phase takes too long not because of the models, but because of the universe size.That would also make the "Downloading server data..." phase faster.