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<0> I have only played Graal Online. <0> Hehe. <1> i cannot seem to follow <2> rest you can just patch the problem with textures is the large size of them... so you can put whatever things you want onto yer patch server. <1> is this somehow related to jlos question? <0> And Active Worlds. <0> Not really... <0> If you ask me. <1> k <2> i'm trying to think on jlo's question more... <3> my question is: is constant db updating/reading the way to go. or should i be caching maybe or using some for of persisant object storage <2> never really ran into IO problems unless you hit 3K people on a server, and that was CPU issues. <1> well he needs to identify his possible bottlenecks <1> i think he hasn't done that yet <1> jlo: that depends on data structure <2> and how complex your game is
<2> I can tell you from experience Hard files saved everquest from becoming toast, but it was early tech.. <1> how did they sync those files? <2> if your character data is perty flat.. <2> depends which files you are dealing with. <1> mount partitions over network? <3> dealing with bottlenecks is a long way off <3> its only ever been tested with 1 user so far <2> retro, several actualy :) <1> narris: yeah that's a pretty common aproach to fix such problems ;) <2> yea, well when I got there they had no ops dept :) <2> I had to hack everything and there was no remote adminstration <2> each zone on each world had to be started manualy from a link on a desktop chained together with rose boxes. <2> EQ was hell and took me years to sort it out :) <1> you eventually run into race conditions when using files as data storage <1> hehe oh my <2> race? <4> i think race is to the swift <2> splain the context of race in that.. <1> instance1 writes into file, while instance2 tries to read <2> nah <2> you can avoid that. <1> locking? <2> hell no <1> hehehe 8) <2> if you locked a file and something tried to heh <1> what did you do? <2> worked with coders, the way the world, zone and data structure was put together, I turned it into build a eq server outta any box <2> turn a whole world into a render farm and back again etc. <2> since it was all flat files and exported data, it was just m***ive amounts of data and being anal. <3> sounds crazy <2> that and I had no ***istants for years till verant got aquired into SOE. <2> the early mmos were a mess :) <2> UO was even worse. <3> screw storage, ill build with the ***umption my application will never crash! <3> ;) <2> hah, they will always crash. <2> I can give you horror stories <2> hell character data, when I got there was stored on 3 raid drives per world. <2> only problem every server was a normal case. <3> yeah been involved in quite a few myself <3> long nights <2> so they had network racks, with cases stuffed in them <2> no airflow temp inside was over 100 :) <3> lol <2> and the raid drives were stacks on TOP of eachother <2> and yes you have constant read access on the drives, if you shut them down like that they fail or worse.. <2> melt <2> and it ment you could easly loose 2 drives in a array. <5> sounds like fools playing at IT <2> it was people that had never built a server before making a game that got way to popular.. <5> heh <2> if you saw EQ alpha it had a mode that looked like duke nukem 3d's over head view ;) <5> :] <5> mornin fly :) <2> and they started bcak in 96.. <2> hell 95 even <6> its fwyday! its fwyday! <2> it was a long time ago :) I was only 20 when runnin ops for them. <5> cool, Narris :) <2> nah...
<2> I did way too much, so i had no life :) experience was worth it, but all I can talk about that time is what not to do and what to do.. <5> yeah I hear that heh <2> instead of all the fun i had doing other stuff ;) <5> yep :) <2> my work ethic is a bit crazy tho. <2> since QA is my other hobby, I ended up doing large amounts of QA on my own. <2> plus in a mmo, its a lot harder for QA to do their job when they can't access all the things they should. <2> so everyone checked their own work, and I had to monitor everything to make sure test didn't break before it went to release. <2> was a really small operation for the scale, things went great till they hired m*** amounts of people :) <2> then it went 100% political <2> i got no respect for people that just simply goto a company to carve out their own nest and sit there. <5> heh <2> its how bad games get made. <5> indeed <2> heh i've been on titles where I wanted to remove my name from the credits I felt the game ****ed that badly lol <5> heh <2> spend 3 years and 10 mil... <2> well more than 10 mil I think cause they leveraged their company <7> Narris, you a SOE slave? <2> hell no :) <2> former.. :) <7> Ah, where are you now? <2> cant say. <7> k. <7> But more MMO stuff. <7> ? <2> nope, not at this point. <2> nobody is doing whats needed :) <7> How long since you were at SOE? <2> lets see 2002, 2003... one of those <2> if I were to take another mmo job, it'd be for someone that actually wants to break grounds.. <7> Narris. I've always wanted to try and verify something, and this may have been out of your scope. I belive that Galazies is a marketing/PR success, but I think it's a financial disaster, for SOE. <7> Galazies->Galaxies <0> What is a SOE? <4> a SOE is the worst mmorgp makers in history <2> well I'll put to you that a bigger marketing/pr success before release was MS's job on Fable <7> Ah, okay, so you don't know. Thanks. <2> but far as development and financial disaster, totaly agree but these <2> I do know... I was just hitting each part :P <2> development wise SOE invested way way too much into SWG for what came outta it. <0> What's SOE?! <2> and its tech, core wise isn't being used by any other game for the most part. <7> Sony Online Entertainment, San Diego <0> Hrm :S <2> so from a buisness end it would be failure, specialy from the angle they started at. <2> n the SWG, we stuck them in MY office like 5 of them when they first got there hehe was funny like sardines.. <2> randel, and swg was a bigger waste than Soverign on the books. <2> :P <7> Well originally Galaxies was budgeted for $8 mill, and Smedley let it crawl to over $12. Then, I understand, that over %50 of the subscription revenue is being ****ed by Lucas. Having done some break-even analysis on MMOs, myself, it means that this is nothing but a PR welfare project that is a profit loss for SOE. <2> it came to more than 12. <2> you forgot to add hardware. <8> HA <2> which was added excuse to expand the infrastructure of SOE. <8> Sony ruined SWG <8> they deserve to go bankrupt <7> Narris, right, the data centers outside San Diego. <2> no just outside, but inside too. <2> then the failed launch in japan ;) <2> add in more things man. <7> Narris, that brings up another couple of problems I observed. The original EQ servers were Wintel boxes. The other mistake was that at the time, late 90s, San Diego was still not a major us ISP POP location and was the wrong place for 2 500 server data centers. <2> hey I ran those :P <7> heh, sorry... <2> its sokay, but okay I predicted their launch problems... but back then they had no clue about anything <2> NOBODY did <2> not even cisco. <2> far as how performance for any of this stuff. <2> they thought a couple t1 lines would be enough... <7> LOL <8> lol <2> San Diego because of EQ got its pipe increased expodentialy <2> they ran fiber from LA to SD just to acomidate things. <7> Smedley told me in 1999/2000 time frame that since L.A. was overloaded, you guys had to have AT&T backhaul an OC3 all the way from San Francisco. <2> yep
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